aluc24
Members-
Posts
540 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by aluc24
-
Hey guys, I am looking for a mod that adds more solar systems. I tried KSS and GN, and now want to try this IAR - but I saw several posts back in this thread, saying that IAR peaks up RAM usage (and I already have very heavily modded install, and very little spare RAM), so my question is, is it worth even trying then? With KSS, I had game load times up to 15-20 minutes. Is IAR going to be the same in that regard? Is it heavy on RAM?
-
I see, what about Galactic Neighborhood?
-
Hey guys, I am using Kerbalism with Kopernicus and KSS (Kerbal Star Systems), which re-parents the Sun. As a result, solar panels do not work with Kerbalism. They don't produce any EC, and don't track the Sun either (I think they are trying to track the galactic core or something). How can I fix this? I believe I saw somewhere that Kerbalism is compatible with multi-system mods.
-
I see. Thank you. Is there any hope for the KSC bug due to reparenting being fixed? I heard it has been present for quite a while, and it comes from Kopernicus. Is it at all fixable?
-
Wow, I wasn't aware that DP actually resets these stats. I thought it just freezes them at the current value. Alright, thanks, I will use it from now on!
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
aluc24 replied to StarCrusher96's topic in KSP1 Mod Releases
Sure thing.- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
aluc24 replied to StarCrusher96's topic in KSP1 Mod Releases
That's what I did... And it still doesn't load into the menu. Is there any way I can force the problem to appear on the log or somewhere? Because I know I'm not giving you much to grab on to here.- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
@ShotgunNinja , I have a question. I have recently started playing a new career with multiple star systems (Kerbalism supports all the planet packs, thanks for that), and even with futuristic engines, creating interstellar voyages and colonizing planets means kerbals won't be returning to Kerbin. Upon reaching the destination planets, life support resources can be replenished, but I can't find a way to heal radiation sickness and prevent mental breakdown. Even with extremely roomy craft with maximum radiation protection, the eventual build-up is inevitable. Are there any ways, even if expensive ones, to heal these effects without disabling these features altogether?
-
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
aluc24 replied to StarCrusher96's topic in KSP1 Mod Releases
Hey guys, I just installed KSS on top of my 70+ mod list, and after I run the game, it gets stuck just before showing menu. I get black screen, with a "Loading" icon at the bottom right corner, and the menu doesn't show up even after waiting for 15 minutes. The icon is moving, so the game isn't frozen, but it just doesn't load any further. I would post a log, but the log file doesn't update - I guess it needs the game to fully load for that. Is this a known problem? What can I do to get the info needed for debugging? EDIT: It happens even if I remove ALL other mods, meaning there's only KSS and it's dependencies.- 4,170 replies
-
- kopernicus
- planets
-
(and 3 more)
Tagged with:
-
I see. Thank you. Just wanted to ask, are there any serious known bugs or issues within GN or in combination with other big, popular addons (like KCT, FAR, Kerbalism, DMagic, Interstellar, KAS/KIS, etc.) that would reveal further into the game? I'm testing GN as far as I can now, but I'm wondering if it's reasonable to expect that GN will work all the way with the heavy modlist that I have, considering that it changes the core of the game.
-
Thank you, that fixed the light issue, but I must say, my system is taking a huge performance hit using GN, even without any planet packs... Is this to be expected?
-
Uh... That's a lot to upload... Alright. Here goes. @Sigma88 , I have a bug to report. With GN installed, there seems to be far less light coming from the Sun to Kerbin. Not just in KSC view (I know about that bug), but in-flight. It's very dark compared to normal. The files you requested in your bug report description: 1. Settings.cfg 2. and 6.... Mod list in form of GameData screenshot. There are just too many names to transcribe by hand. 3. Log; 4. Couldn't find cache in Gamedata. 5. Kopernicus logs; 7. No mods of yours except GN. Also adding a screenshot of the dark Kerbin in-flight, mid-day. The ambient light is set to 0%, but I get a lot more light without GN. https://ufile.io/1nyh0 Now, I know you said minimum amount of mods... But thing is, I'm running like 70 of them, and my game loads for 15 minutes each time (slow laptop). Testing which, if any of the mods cause the problem, would take forever. I'm pretty sure it's some interaction thing, but narrowing it down without any clue what to look for... Is this a known bug? Also, since i'm running Kerbalism, I often get message "crossing radiation belt, exposed to extreme radiation" even when the vessel is sitting on the runway. I'm not sure if there ever was any intention of making GN and Kerbalism compatible, but mentioning it just in case...
-
I see... I was aware that reparenting makes KSC view dark, but not that the whole Kerbin goes dark when in-flight... That part really sucks
-
Surprisingly enough, it actually launched! For some reason, planets from OPM were moved to their own system (Helios), instead of revolving around the Sun (Kerbol). Also, it seems that the Sun is a lot darker when flying in Kerbin. I just launched a plane for testing, and it's really dark, like in dusk, although the sky is bright blue. Is this a known issue?
-
Hey, I want to try this mod out, but since it involves re-doing career altogether, I wanted to ask, are there any serious bugs or performance issues still present in this mod? I went through a dozen pages on this thread, but I'm still not sure. Hope you don't mind me asking I already run 70+ mods, and I'm not sure if it's worth trying this, all things considered.
-
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
aluc24 replied to Kobymaru's topic in KSP1 Mod Releases
Okay, I will, thank you! I will report if the problem persists.- 981 replies
-
- atmosphere
- trajectories
-
(and 2 more)
Tagged with:
-
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
aluc24 replied to Kobymaru's topic in KSP1 Mod Releases
I am 100% sure these lines are coming from Trajectories, because they never appeared before I installed Trajectories. Also, they are very similar to the InFlight blue line - it's almost as if they are piling up after each scene change. I have almost 70 mods running... And it takes 15 minutes for my game to load. I'm sorry, but it's just not feasible for me to troubleshoot each mod for compatibility issues with Trajectories- 981 replies
-
- atmosphere
- trajectories
-
(and 2 more)
Tagged with:
-
[1.12.x] Trajectories v2.4.5 (2023-08-22) : atmospheric predictions
aluc24 replied to Kobymaru's topic in KSP1 Mod Releases
@Kobymaru, I'm experiencing a strange bug - even when Trajectories are disabled, I get a bunch of random blue lines in flight. Here's a screenshot. Are you aware of this bug? The log: https://ufile.io/26cew- 981 replies
-
- atmosphere
- trajectories
-
(and 2 more)
Tagged with:
-
hey, @nathan1, thank you for creating and maintaining this essential add-on for KSP. I'm having a slight issue. When I setup an ejection burn from Kerbin to, say, Jool, and then use NodeSplitter, the predicted trajectory changes significantly, sometimes even to a point where I don't get an encounter anymore. I am splitting the node weeks prior to the ejection, so the time of the last segment of the ejection burn doesn't change. Why does this happen? Is there any way to fix it? As of now, I have to spend quite a lot of time fixing the nodes after splitting to restore the encounter at the right date, which kind of defeats the whole purpose of splitting.
-
hey, @linuxgurugamer, I'm having a problem with the KSP 1.3.1 and latest KRASH version. When I set up simulation to start at the surface of any planet ("Landed"), the craft spawns ~2.5 km above surface, and then descends at 1.1 m/s. I can't do anything except rotate until it touches the ground, and that takes forever. It used to spawn 20 m above ground or so, not 2.5 km. The "Altitude" setting doesn't seem to change anything at all. How can I fix this?
-
How do I move a Class E asteroid that is already landed on Kerbin?
aluc24 replied to aluc24's topic in KSP1 Discussion
Very nice! Although for that, I would have to know the height of the asteroid pretty accurately. Pretty difficult since it glitches out and rolls on different sides each time I approach it. But maybe this will work, assuming the structure can take such weight. -
How do I move a Class E asteroid that is already landed on Kerbin?
aluc24 replied to aluc24's topic in KSP1 Discussion
I just tried this. Two rovers, one flatbed, and one with a ramp that tries to push the asteroid onto the platform. Impossible, I'm afraid. Even with wheel friction set at maximum, it slides out from underneath the asteroid, or simply explodes. There's just no way to get enough leverage to roll 3000 tons. Yeah, that would work, except that I have 6 km to cover I'm having trouble visualizing this one, could you please explain it with different words? -
How do I move a Class E asteroid that is already landed on Kerbin?
aluc24 replied to aluc24's topic in KSP1 Discussion
I do have KAS installed, but anchors and harpoons simply can't lift that much weight, they disengage first... I did try rolling, but it's just too massive for that. So I don't see how to move it onto a platform either...