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Everything posted by Porter_John
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[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Porter_John replied to DMagic's topic in KSP1 Mod Development
Yeah, its reported on the github already. Was having the same issue today and checked to see if anyone else was experiencing this. -
Gotta say though, THANK YOU for making this an exe, makes is SO much easier to install and not have to install a ton of mods. You guys are the bomb!
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Here we go, getting sucked back into KSP thanks to another planet pack from Galileo and team. HAHA
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Porter_John replied to Galileo's topic in KSP1 Mod Releases
POGCHAMP- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Porter_John replied to Galileo's topic in KSP1 Mod Releases
OH MY GOODNESS! Thanks Jade!- 7,371 replies
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Confirmed. After loading my persistent save, FPS issues return but that also reverts the settings to that time in particular. Removed all contracts in Contract Configurator, applied settings, FPS issues were still there until I went into the editor and came back out to space center. Then it was good! This explains why I was crashing in the command center and why my FPS issues were gone when I removed PYW. (It wasn't FPS, it was just the game going nuts lol) But yeah a CC config would be awesome, just to get rid of the stock contracts but keep the modded contracts from Scan Sat and stuff. (Not sure if those get by or not, haven't checked)
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@Galileo I FOUND THE PROBLEM I BELIEVE!!!!! So with my mod list I gave you, I removed Strategia, Contract Configurator, and Custom Barn Kit. I loaded up my save, FPS issues were gone. I noticed there were contracts still in the Command Center, they weren't contracts that were coming from KSP though, they were contracts that were from Contract Configurator since they were from mods like ScanSat, SSTU, etc. So I placed Contract configurator back in. I am currently looking at the command center watching contracts come in every second, but then getting removed by Play your way. So the culprit is Contract Configurator spawning stuff in every second while Play Your Way is removing them constantly. I'm going to mess around with Contract Configurator's settings and see if that can fix it.
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HAHA
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https://www.dropbox.com/sh/72iq7d6gxi5844x/AADyTkerxx3B42ZdbziQVQPra?dl=0 Basically when I start the game now, its fine at KSC, but when I ALT+F9 the Iota encounter quicksave, it tanks
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@Galileo https://docs.google.com/spreadsheets/d/1S0G2aDeM8HxsdgvF4_aEqxgFVM-zccFf8fE8Z1Vn3Zo/edit?usp=sharing That's the basic list. But yeah it was strange. So its obviously a career oriented mod conflicted with it, and it happened at EXACTLY the time we broke Iota SOI. So I'm thinking its a mod running the background checking dependencies. Like I said in the last post, I tried to isolate mods to replicate the error without extra mods, at one point and time I had strategia and dependencies out, Research Bodies, Tarsiers, and ScanSat all out of the folder, so I'm not sure. It even happened after my craft at Iota was removed due to removing ScanSat. I have a gut feeling that it has something to do with achieving a new body, the game bringing in contracts at a silly rate while PYW is removing them.
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So Galileo, I'm having an issue and narrowed it down to PYW. It doesn't make any sense though. So basically in career mode (With strategia) I began going to Iota for the first time, as soon as I get into Iota's SOI, I get about 1 FPS. This bad FPS would happen no matter where I was. Map mode, space center, tracking center, with the craft at Iota, didn't matter, game just tanked. Restarting didn't help, going into other saves the FPS was fine, but only the Stream save that I've been playing on would have poor FPS (Like 1-10 fps tops). I start pulling all the mods out one by one, and narrowed it down to PYW. As soon as I pulled out PYW, FPS was back up to 50 ish like normal. How would this happen? Is strategia spawning more Iota contracts but PYW is blocking them as fast as they come in? Like I said, doesn't make sense to me. Attached is the output_log. Not sure how muted my VOD was from my stream tonight, but I debugged the whole thing on stream. Just wondering if you had any ideas of a mod conflict. This was the last mod I figured would be causing the issue, but I definitely narrowed it down to it. I just don't understand how entering Iota's SOI would cause it. Thanks Galileo! Appreciate all your great work https://www.dropbox.com/s/37epuo9k6qb7bol/output_log.txt?dl=0
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Porter_John replied to Galileo's topic in KSP1 Mod Releases
I actually haven't installed that yet :P. I will now!- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Porter_John replied to Galileo's topic in KSP1 Mod Releases
This is gorgeous.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Porter_John replied to Galileo's topic in KSP1 Mod Releases
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Porter_John replied to Galileo's topic in KSP1 Mod Releases
Yes.- 7,371 replies
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[1.2.2] Half Size RSS v1.7 (Updated 2-8-2017)
Porter_John replied to pap1723's topic in KSP1 Mod Releases
Pap! I'm finally going to use this in a career save! I played around with it last week, love the scale! As someone who cannot play in stock size anymore, I feel like this scale is a nice mix. I feel like there is still a challenge in terms of scale, but still laid back compared to a 10x scale! Nice work man! -
[Old Thread] KRE - Kerbal Reusability Expansion
Porter_John replied to EmbersArc's topic in KSP1 Mod Releases
I have a bug with this svendii. Today I noticed my F5 button stopped working, I think it was from refreshing this page so much. -
[Old Thread] KRE - Kerbal Reusability Expansion
Porter_John replied to EmbersArc's topic in KSP1 Mod Releases
Svendii, This is beautiful. Love these additions coming, and cannot wait to get my hands on them. I will put my landers on hold until this update Btw, K-REX sounds good to me! Has a nice ring to it! -
Hey Kerbas, I'm currently having some issues with Module Manager throwing three errors during start up and they are with SMURFF, and I've narrowed it down to Procedural Parts. When launching the game without Procedural Parts, MM loads everything fine. I know a couple people having the same issue, but I also know people who don't have this issue. Any idea what could be causing this? Here's my output log with Procedural Parts installed. If anyone feels the need to tear apart this modlist and tell me anything that would help my save, go for it lol. I'm new to managing a large modlist, so any feedback is welcomed. Also, since I couldn't copy paste I had to upload my output_log to my dropbox. Here it is WITH procedural parts. https://www.dropbox.com/s/62oluhgr17nvb42/output_log.txt?dl=0
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Porter_John replied to NecroBones's topic in KSP1 Mod Releases
Thank you! Much appreciated! -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Porter_John replied to NecroBones's topic in KSP1 Mod Releases
The first image shows The SpaceY Heavy Moa without SMURFF The Second image shows the same image with SMURFF and WITHOUT the Cryotanks folder in gamedata The third and final image shows the same engine and craft with SMURFF and with CryoTanks installed in GameData -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Porter_John replied to NecroBones's topic in KSP1 Mod Releases
I am using Cryogenic Engines in my modpack itself, but not on the lifter I mentioned! Edit. After removing Cryo Engines, Space Y now works with SMURFF. Any idea how to get both to work. Space Y and Cryo Engines are currently my two favorite mods. If I had to choose between the two, I would obviously go with Space Y, but I don't want to make this choice haha. Edited Edit: I've isolated it to the CryoTanks folder from the Cryo Engines Mod.