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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Anything can be simulated, but remember that they use super computers for real plane and rocket design
  2. Well, not to knock Squad, but they said they wouldn't be making changes for 1.3.1, and then they found something they needed to change. So, until I can actually see and play with it, I'm reserving judgement. Assuming no changes, I should be able to get a bunch out quickly, but will slow down as I add all of my mods to my Jenkins server (not all there yet)
  3. I need a log file, I don't see anything wrong at this time.
  4. What @Errol said. I looked at your log file, it's totally clean. You may want to take a look just to get an idea of what it looks like. I would also suggest installing a mod called ExceptionDetector, which will show you errors on screen as they happen
  5. Ummm, a little more information is needed. Are you in career, science or sandbox?
  6. Partially working. Take a look into the log file, look for the following: NullReferenceException That is an error, sometimes it is not significant, sometimes it is. But there are so many in your log file, it's difficult to tell which is which. Anyway, so what I suggest is this: First, do the clean install as I suggested earlier, and you should see that the mod is working. If it isn't, then it's a problem with the mod. Then, install about 25% of the mods into this new install and test again. It may or may not work, if it does, install some more and try again I would suggest leaving out all the graphical mods until the end. Also, leave Kopernicus & GPP out til the end either. At some point, it will start to fail, and then you will know which batch of mods is causing the problem. You can then start removing a few at a time of the last batch added until it starts working. I know this is tedious, but it's necessary given the number of mods. It's something that most people go through at some point, I've lost count on how many times I've had to do it. The good news is that once you figure it out, your game will run better and faster
  7. Because battlefield 1 doesn't have to calculate physics on dozens if not hundreds of parts, 20 times a second. I'm curious, if you fire a bullet in the air in battlefield 1, does the game figure out where it is going to land? Does it calculate the air resistance? Does the bullet slow down? Does it get heated from it's passage through the air?
  8. I just added a new video review to the OP by @Kottabos, which will show you how to use it.
  9. I'm not a miracle worker, you know. I can't magically resurrect this mod from the abyss, if there aren't any working download links.
  10. If you can find me a working download, I can look into it, but the forum thread links to long-deleted dropbox files
  11. I just got home and looked into your log file. You have lots of mods, and there are lots of problems in the log file, to the point that it's not going to be possible to identify what's wrong. There are lots of exceptions, including a few from this mod which are causing your problems. However, it's impossible to identify what is causing the problem because of so many other issues which are going on. Something is causing the camera manager to be uninitialized, and there are lots of errors and exceptions before this which can be the source of the problem. What you need to do is to create a brand new, totally clean install, and just install Through-The-eyes, and then test that, without anything else being there and interfering. You are asking for help, I'm trying to offer it. I fail to understand your comment about "suspicion". The "denial" was stating a fact, that it works in all of my testing. I do see you are running the latest version, so no problem there. You've had problems with mods before, you ask for help, and, in one instance in CrewRnR, after both myself and others replied to you, never bothered to respond to anyone. If you ask for support, you need to at least let people know if it's working or not, just wandering away doesn't provide any information. If I sound testy, I am. You are free to not use the mod. I do this on my own time, for free. So, when someone asks for help, I do what I can. But my life is mine, not yours, and if I can't devote hours of my time helping you, that's just the way it is. If you respond to this, I'll still do what I can to help, but you do need to respond. Otherwise, have a nice life
  12. Are you stock only? I made a vessel a while ago which had over 60,000 m/sec of dV. It was a two launch ship, with a docking in LKO. Look for the Retro Solar Challenge to see a number of ships with the required dV
  13. Sorry you feel that way. Consider that no one else seems to be having the problems you are. I've tested exactly what you describe, and can't reproduce the errors. I do try to fix bugs, but if I can't reproduce them, it's very hard to do so. I maintain over 130 mods. It's very rare that I can't fix a bug.
  14. True, in the original post But was asked for in the post right above your last post
  15. I did. If you are going to be rude, then you won't get help. I work with a lot of mods, and don't have time to read every post. Your post caught my eye in my email, so I responded. But, if you are going to be rude, then I'll be very happy to go help someone else @Tex_NL It would also be helpful if you would provide the craft files which you are experiencing the problems on And yes, I did go back and reread that post, you did not provide the craft files
  16. The DLC requires 1.4, which will be released at the same time. So, the answer is that it depends. Parts mods will probably be ok. Mods with included DLLs (ie: code), may work, it depends on what changes are made in the API
  17. @Tex_NL I'm not going to comment on your CKAN issue. But, about this, you need to do the following: Remove ModPods, start the game, exit the game, save the ModuleManager.configcache file Install ModPods, start the game, exit the game, save the ModuleManager.configcache file Then provide both for people to look at. I took a look at the mod and don't see anything in it which would cause your issue, they are only parts with no ModuleManager entries at all.
  18. openGL is easy on memory, but as you found out, sometimes it causes problems. glad it all worked out
  19. This won't work, the patch is in multiple files. @AccidentalDisassembly yes, you can, just make sure it runs AFTER[ThrottleLimitExtended]
  20. This mod is in a maintenance mode, meaning that I will keep it working, but not going to be enhancing it. sorry
  21. Log files are always created. Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ No, it's the stock settings. At either the space center or flight scenes, hit the escape key, click the Settings button, then click the Difficulty Options button at the top of the settings window which opens up.
  22. Are you running dx11 or opengl? If the parts are showing properly in the hanger, then it's not a problem with the mod. Please provide a log file so the actual cause can be determined
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