Kermon
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Everything posted by Kermon
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Kermon replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi there! after installing Remote Tech 1.8.9 via CKAN, i started a new career, build my ship and went to launch, revert the flight to VAB and all parts (like sandbox) will shown in VAB, but i cannot click any other screen (like back or launch). i uninstalled 1.8.9 and manually installed 1.8.9-3-develop - same effect. -
Ok, perhaps i've overread this at the last DevNotes? Any official link or statement about 64-bit? Thank you. If they're written for 32 or 64-bit doesn't matter. I remember the (comprehensible) s***storm from some modders about instability of 64-bit. (still see at stupid_chris RealChute) thanks. I'll try QuickGoTo, love his QuickScroll and QuickSearch already As i said: i would love a comback to 64-bit, because for me it was one of the most stable versions i ever played in KSP. but at this point i am not really that optimistic
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I don't think so, because SQUAD and a lot of modders won't support any 64-bit versions. So you will never be sure which error could be initialized by a mod or the instability by KSP 64-bit itself. Sure: i also would love to see comeback of an official support for 64-bit, but in my opinion this won't happen.
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cant open "load" tab in VAB and SAB
Kermon replied to TheNarwhalArmy's topic in KSP1 Technical Support (PC, modded installs)
vexx32: You've likely got a busted craft file in your Saves\[saveName]\Ships\VAB folder. If you open the debug log (Alt+F2) from the VAB, the errors it shows might point you in the right direction, but if not you should be able to spot the broken file by its file size -- broken craft files typically have a significantly smaller file size than normal. You can check it by opening the file in Notepad, or another text editor; the file will end abruptly, or be missing sections. -
KSP crashes after a few reverts or launches
Kermon replied to luock's topic in KSP1 Technical Support (PC, modded installs)
I'm playing since 0.17.5 and i can tell you with every update it got worse. Only the 64-bit version spended more time to play/more switching before crash, but at some point it still crashed. -
Make the "Get Mods" button redirect you to the Addon Releases subforum.
Kermon replied to a topic in Kerbal Network
I support that just partly. Like others said: it's hard to find the correct, updated and non-conflictable mods. Doesn't matter if it's called curse, spacedock, kerbalstuff or whatever. I think for a new player - and old ones, too - it would be easier to find the right mod via a integrated modinstaller (like CKAN or Steam's Workshop) including a conflict checker / updater for installed mods. But i don't believe in that, because squad canceled once spaceport due too much and intensive service. Please excuse my bad language - not a native. -
I also feel your pain, SlabGizor117. KSP crashes and crashes. Tried the -force-opengl, effecting in flickering, a shifted display of ships and planets in Tracking Station and suprise: crashes. Tried the -force-gfx-st (because i have a Phenom II) with ... of course: crashes. Tried to uninstall some unused mods - IR, too - and ... crashes. With SLI, without, turned off Antivir and all unneeded Win-processes, low display settings, driver updates ... Trust me: i tried a lot. NOTHING worked since 64bit support canceled. More Spaceships and Satellites with more parts (round 100 parts) a ship has, causes the crashes faster. Interesting is only that direct switching between vessels provoke less crashes than switching back to VAB/Spaceport or from VAB to launch. I contacted Squad - no answer. Maybe there will be a community made mod sometime to make it more stable. I don't know. Sorry, but i'm just a bit upset about... Quit Kerbal Space Program and ... tada: Windows unexpected error. Please excuse my bad language - not a native.
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In my opinion it's not the matter of which provider they use - they should put some energy to build a "easy to use" and "conflictless" Modtool for importing mods - like CKAN - did. Whatever their soloution is - curse or nexus or others - and change the "Addons & Mods" Button at KSP start please excuse my bad language
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http://www.curse.com/ksp-mods/kerbal/230290-epic-suits
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Not sure if a bug, please help
Kermon replied to Kirumo's topic in KSP1 Technical Support (PC, unmodded installs)
You'll have to start with a command module (capsule) and then you can put a tank under and under that an engine. see Scott Manleys Tut at 2:00 min: -
I know DeviantArt - spend (surely already too much ) time there. But this isn't a relevant info for beta-state. Also like any cinematics and twitch vids. I bought it at ver. 17.5(.something) and saw the steps that game did since alpha. But the last 2 (mini-) updates from 0.90 to 0.90.1x up to 0.90.705 went totaly backwards for me. IF they fixed that damn memory problem - so why won't they test it's functionality inbetween the beta-state? Hotfix and fin
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Maybe this will be off-topic... but it's poor communication from Squad! They inform inside the launcher about "deviant arts" ??? or movies, but the "real" infos went over twitter and others or deeply inside the forums at page 25 of thread X (for example). That looks like all that other publishers: take it or leave it. Just PR. That memory error is game-breaking and not just a bad looking texture! Perhaps this could be fixed for a lot of player meanwhile, but i think i am not the only one with that... Is it fixed for you, sarbain? I also like the animation, the look and feel of KSP - but this isn't 1.0 wothy...
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That's the point! They only talk about cosmetical things like an "ugly-looking bug", balancing and some new parts or UI tranparency, i couldn't find any bugfixinglist or any to-does... I can not imagine no one at Squad has noticed this problem? I only read about their work on these optical stuff - but maybe your involveld in more interna?
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nope. world's beta than ever with new clouds
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Same here KSP starts with 2.2GB and fills up to 3.7GB and crashes to desktop. Stopped playing since february, after 0.90 cames out and x64 won't work. Then they announced "the end of x64" . Last weekend i reinstalled, searched for mods and testet last two days with "too many heaps" and now this memory-thing... I have just enough time to orbit around Kerbin and hopefully get a land before it crashes. And best of all: no ETA for 1.0! So it's up to us to inform ourself on any news.? ehrm. yeah. female kerbals...that's exactly what i was in need for. Thanks, Squad !
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unstable Win x64 Version?
Kermon replied to Kermon's topic in KSP1 Technical Support (PC, modded installs)
Hi again. tried over Steams last stable x64 version 0.25. Unmodded it went fine until i changed VSB to Startramp or back to Space Center. In x32 the same. Stable until i changed the VAB to Startramp or Space Center. Modded it was terrible unstable. Then i tried the CKAN for ver. 0.25 Mods... Unstable! There was no diffenrence between handish selected Mods or automated by CKAN. All resulting in a unstable version without a repeatable/forced CTD. Crashed at selecting an item at VAB, rotating an item at VAB, Rotating on startramp, switching between vessels, switching between VAB/ramp/Center/Science or SPH-Screen. The Errorlogs went between 70% and 93% RAM, and all errors were pointing at Unity Player: and or After i tried this old 0.25 version without a better stabillity i went back to 0.90 in x32. Same (unmodded and modded, handish and automated via CKAN) results. Exept the crashes didn't come randomly like in ver. 025, they only come at switching the screens fom VAB to start and start to center or space to center. But the error.log gives the output: Unity Player and Now all logs had 0 MB. I hate to say that, but before implementing "heat reentry" or "new clouds" SQUAD should have a look at these problems with Unity Player! That's not a ver. 1.0-worthy gameplay at the moment :-( -
Hi there! Am i the only one, who feels like KSP is crashing faster on x64 since 0.90? I know, Win x64 "cause crashes unrelated to mods", but i loved to play since 0.24 or 0.25 with x64 because that memory thingy. I had more than 70 Mods running and it worked - most of the time. But since the last updates i only can use 30/35 Mods and KSP will crash to desktop. And the crashes are randomly: while loading, at startscreen, while loading into game (Space Center), clicking anything at VAB, while go to starting ramp... and so on. It's not reproduceable... I personaly think, Squad should have a look at the Win x64 or possibly integrate a working modmanager like CKAN and compatible MODs. In that state KSP isn't a real fun, because i am more loading, installing mods and uninstalling mods as i play... thanks, Kerman.
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no Mods under Win 32-bit
Kermon replied to Kermon's topic in KSP1 Technical Support (PC, modded installs)
Exactly that's wierd. Admin or not, via steam or ksp.exe - it doesn't matter. I also started a clean install with only 2 mods (Toolbar and FinalFrontier) but none of the mods are active ingame. LeftAlt+f doesn't do anything, but it should open the FinalFrontier for example. So i don't think it's the 3.5Gb limit at all. On loading sequence they shown up as loaded. If i start with ksp_x64.exe, all seems to be ok - except the unsupported mods and the normal CTDs, of course. Edit: Solved the problem - Firewall sandboxed ksp.exe *facepalm* Thank you for your help and pointing me the right direction! -
no Mods under Win 32-bit
Kermon replied to Kermon's topic in KSP1 Technical Support (PC, modded installs)
Yes, all Mods are up to date. Here's the log Dropbox. -
Hi! After a new install (v0.25.0642) of ksp no more mods will work under 32-bit. They work under 64-bit as they should, but some of them are not supporting 64-bit (like Real Chutes). don't know what's wrong with 32-bit