Jump to content

Brigadier

Members
  • Posts

    1,859
  • Joined

  • Last visited

Everything posted by Brigadier

  1. It certainly does and I already have it on the command line (along with -single-instance), regardless of the method I use to start the game (from Steam, from the desktop or from CKAN).
  2. No big deal. I'm hoping that someone with more smarts than I have can help resolve this with me. <whine> I've never been able to play enough to get out of the Kerbal SOI because either the game gets a save-breaking update (some times) or my save gets corrupted (often). I see the occasional errors in the log file and have no idea if they're symptomatic of some bigger problem that I have. It's not my machine (i7, lots of memory, good gfx card with lots of memory) so it must be my installation. With 1.2 due soonTM it'll be another save-breaking update that will force me to restart a career. </whine> BTW, great work on your mods.
  3. KSP 1.1.3, SVE 1.0.8 (manually installed), Win10, 32GB RAM I'm try to sort out yet another corrupt save. In the output_log I get the following errors (amongst others): I'm unsure if they're related and the devicelost lines repeat hundreds of times. Is this an SVE or Kopernicus issue? Or perhaps neither?
  4. Oops, forgot to read the OP (again), sorry. Nope, still don't use it.
  5. KSP 1.1.3, Exploration Pack 0.5.4, Win 10, 32GB RAM. I'm trying to track down why my save is corrupted and I note that I'm consistently getting the following error in the log: Full log here and the save is here. Is this a problem?
  6. TBH, what is the Power Turn feature? And, no, I don't use it but it's because I don't know what it's supposed to do.
  7. I see why you say that, but for some of us still trying to get out of Kerbin SOI in a meaningful way, I'd hate to delay the opportunity of fly by/to these wondrous celestial bodies for however many years of real time it would take me to conquer the stock system then move on to this one. It'll be what it will be, though, and maybe I'll just have to gaze enviously at this thread for a while. Marvelous job, @Galileo
  8. Thanks for updating these useful utilities.
  9. Thanks. Tutorials are always a good idea and will certainly help weekend flyers like me.
  10. I accepted certain contracts that I believe are Orbital Science ones (Maxwell and GeoEye, come to mind). In my haste to launch the missions, I did not name the craft Maxwell x or GeoEye x but something of my own creation. Now, after completing those missions, new contracts call for the deorbiting of those craft. For the life of me, I can't recall which of the 6 or so probes orbiting a particular moon might be the right one. Any way of determining which craft was Maxwell I or Maxwell II? Perhaps, in the future, I'll read the contract more carefully.
  11. I understand and I'm happy with all of the improvements you make and maintenance work that you do. Thanks. I really enjoy the visuals you've created. So immersive.
  12. Well, TBH I had noticed that the white ball disappeared but often KSP just seems to alter its behaviour without any action on my part (probably not entirely true, but that's what it feels like). Consequently, it's really difficult sometimes to attribute new effects to mod changes. Anyway, well done. The only difference I see now is that on exiting KSC to the game menu I see the view of Kerbin from orbit and not the view from the Mun with the crashed ship. It does display briefly, but then immediately changes scene. The two game menus work correctly and display on top of the orbital scene. It's certainly not a game-breaker and I wouldn't have mentioned it but for your comment, so is this your doing as well?
  13. Just wanted to say thanks for this mod (and KIS). I'm new to KAS and had the opportunity to use it for the first time during a maintenance mission to add parts to a vessel I launched without sufficient batteries (I swear they were there in the VAB but I must have revised the rocket before launch and lost the batteries rebuilding the upper stage). Flew a "repair" crew up to orbit and got an engineer to attach four shiny, new batteries to the probe before it leaves Kerbin orbit. Just so satisfying that I could do this in-game.
  14. How did you install the mod, manually or with CKAN? If manually, confirm you have a "StockVisualEnhancements", "EnvironmentalVisualEnhancements", "DistantObject" and "scatterer" folders directly under "GameData". If with CKAN, remove SVE with CKAN, delete the aforementioned directories from your GameData folder and install manually by dragging and dropping the GameData folder in the download zip file into the KSP directory. Linking your output_log file and screenshots showing the problem to another post might help diagnose your problem (use imgur, dropbox, or any other reputable site to upload your files. Don't post the log file directly here.).
  15. I want to make sure I do the SVE update correctly. I expect to download the mod, clean out the old install and drag the downloaded GameData folder over, correct? My only concern is what I need to delete before merging the GameData folders. Since you imply that only SVE is updated, do I delete DistantObject, EVE, Scatterer and SVE folders, or just SVE?
  16. Thanks, will do. Edit: @DMagichas released v16.5 so I'll give that I try first.
  17. KSP v1.1.3, AmpYear v1.3.5.0 and ScanSat v16.4, Win10 Not sure how significant this is but I'm getting a whole load of AmpYear log entries (dozens per second) in the debug window and output log (obviously) related to ScanSat. And maybe I'm wrong, but as a consequence, AmpYear isn't recognizing the power drain from the Multi-Spectral scanner that I have mounted and running over Kerbin (screenshot). Also, when I timewarp, scan data isn't returned. This probably isn't an AmpYear problem. I believe I have the latest versions of the mods installed and working properly. What might I be doing wrong?
  18. That's strange since the directory structure hasn't changed since 1.1.?. Then again, when I tried to clone in the previous valid build, I seem to recall it didn't clone properly either.
  19. You're correct and I apologize I didn't remember seeing your post. But, if that's the case, why ask? Since the last edit to the OP says KSP 1.1.2, then you can be reasonably sure that KSP 1.1.3 could give you some problems and, officially, PN doesn't yet support 1.1.3. You may find it works on your install. Your experience will help others.
  20. Check the OP and the change log. Then try it out and let us know.
  21. I'll give it a shot, decline the contract to see what happens and get back to you. Thanks for the help.
  22. Gotcha. So, would that be another contract (e.g. another planet) in the same save or a completely new save?
×
×
  • Create New...