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Xira1234

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Everything posted by Xira1234

  1. Resolved own issue by running through CKAN with -force-opengl command line parameter. Belts render and appear correctly. Then removed -force-opengl and belts stopped rendering. Tried running on 32 bit KSP without -force-opengl and get message that belt was rendering, but belt never rendered. The issue seems to be directX rendering on an Nvidia 9XX, regardless of other mods or KSP 64/32 bit.
  2. Followed instructions on fresh install of KSP with only Kerbalism installed from CKAN. No render, no lines from signal link. Link to logs - http://www.filedropper.com/ksp GPU is Nvidia 970 GTX on Windows 10 64 bit.
  3. Reinstalled Geforce drivers, reinstalled Kerbalism directory, no change. Using a GTX 970 on Windows 10 64
  4. Made the requested change, still nothing appears in-game. Can you tell me where the fields are stored so I can delete them so they will regenerate? Tried deleting the Kerbalism folder and reinstalling it from CKAN and it does not appear fixed.
  5. I get no such message. Waiting fixes nothing. Uninstalling and reinstalling the mod/KSP does not fix. Uninstalling all mods/KSP and reinstalling KSP and only Kerbalism does nothing. Tried to message you the file, think I broke the website in the process...Here's a couple of links to a couple of log files. Is it possible I need to perform some sort of feat before they display, such as crossing the radiation belt? Or could it be graphics card related? http://www.filedropper.com/ksp_2 http://www.filedropper.com/ksp_3
  6. Having trouble getting the new fields to show up visibly around planets. I just check the boxes to green checkmarks next to the type of field, right? I updated to the latest version with CKAN, perhaps that caused it? I tried removing outer plants mod and starting a new game and it did nothing. Any ideas on what could be wrong?
  7. Is there a dev build I can try? If not - what is the ETA on the next release? Thanks:D
  8. A balance note - the magnetic scan missions return science rewards grossly disproportionate to all other mission science rewards in the game. And can be done by an already in place probe.
  9. Just a quibble....But using the community tech tree the first science experiment is in Tier 5 and the first generator of Eurekas, which you need for that first experiment, is in Tier 7.
  10. Hello, I tried replacing the tech tree .cfg with that dev build but no new tech nodes show up (or with the original). How do I make it work with my latest-version game?
  11. Ahh. My apologies then. I'll just save a lot in that case.
  12. It's been a few days, so does anyone have any idea about "Using 1.5.2 on 0.9 RemoteTech (latest and latest) works for a while then locks up on entry or exit of a building/flight. Reloading the game after the 'lockup' event still causes the same lockups. As does restarting the game. I had to remove the mod and load a save before the lockup event. Estimated 4 hours playtime from installation of mod to lockup event." Is there a workaround I can use? Any other mods that remotetech conflicts with I might have installed?
  13. Using 1.5.2 on 0.9 RemoteTech (latest and latest) works for a while then locks up on entry or exit of a building/flight. Reloading the game after the 'lockup' event still causes the same lockups. As does restarting the game. I had to remove the mod and load a save before the lockup event. Estimated 4 hours playtime from installation of mod to lockup event.
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