Jump to content

sackfalte

Members
  • Posts

    48
  • Joined

  • Last visited

Everything posted by sackfalte

  1. I'd just like to say Thanks for all your hard work. My RP-1 install has never looked better. People like you are the lifeblood of this game <3
  2. I've been playing KSP for maybe three years, two of them with Realism Overhaul/Real Solar System. I have absolutely no idea how I could build and fly so many planes without this mod. You, my man, are a true magician, just like all the other modders. Kudos
  3. so I described the issue in the Kerbal Konstructs-thread and asked for help. (http://forum.kerbalspaceprogram.com/index.php?/topic/151818-12x-13-kerbal-konstructs-110-10062017/&page=21 the Space Shuttle runway's option 'make LaunchSite' is indeed grayed out, and I was told to come back here to ask for help. I love your launch-pads, but my main reason to get the mod was to have a working, long runway that's not as bugged as the KSC runway. @Tristonwilson12 can I ask you kindly for assistance?
  4. yeah, 'make LaunchSite' is grayed out I will try and contact the guy(s) behind Real KSC again. thanks for your help!
  5. Hm, just to make sure I did not mess up the description of the issue: - the 'stock' KSC runway is unaffected - the 'stock' KSC launch pad is unaffected - there are several custom launch pads, such as LC-41, LC-39 and more - when I'm in flight, I can see the Space Shuttle runway, I can land on it, it is behaving just fine - the Space Shuttle runway has an instance (if I understand the terminology in here correctly) that I can call up in-flight - in the VAB/SPH KK menu, it does not appear, though All the custom launch pads are fine, which are just a couple of hundreds of meters away. The Space Shuttle Runway looks and behaves fine, it's just that it doesn't appear as a Runway (or anything else) in the KK menu. Thanks both of you for your feedback This is obviously not game-breaking, but it would be nice to have a long and working runway that's not a death trap. At this moment, I would even go so far as pay for a 'flat runway' DLC for KSP 1.2.2
  6. hey folks. I love the mod, have gotten to know it through 'Real KSC'. It came with several launch pads (which look terrific!) and the Space Shuttle landing runway - and here is the problem. I am for the life of me unable to use it. Yes, I can land on it, but I cannot launch planes from it. I landed a plane on it, applied brakes, then opened the KK menu, but I could not find any option to activate it. In the KK menu in the SPH/VAB, it is not even listed, and the default runway is listed as a launch-pad, which seems weird. Is this the right place to ask for help about this? Thank you all very much in advance. /edit: I play with Realism Overhaul, Real Solar System and Realistic Progression Zero, if that helps.
  7. By now I think we should probably check with the KerbalKonstructs folks, as this mod builds on it. Am downloading the newest KK version now, will see and report back whether that changes anything.
  8. that was exactly the issue - I had the magicore.dll in the gamedata folder. fixed. thank you very much for your quick help
  9. my bad. I'll try to replace the MagiCore.dll, and if that doesn't help, I will post the log
  10. Hey, I just tried it, and now I have the following issue: after I choose a preset and try to spend points on upgrades, the KCT window glitches, and the entire KSP interface becomes inaccessible (except for the Exit-button). http://i.imgur.com/6GeOX6n.jpg I had completely removed the previous KCT folder, and also removed the current career, and started a new one. the issue is persistent.
  11. hi. I am using Real KSC with RO/RSS, and I love this mods to bits. The launch-pads are working fine. I do not however have the option to pick the Space Shuttle landing runway, or any other runway. I got a little bit confused by the special RSS instructions (new savegame with only KK, etc.) - which I didn't do. Is that the reason why? Thanks for any help!
  12. yeah, RSSVE gets it down from 50-60fps to 5fps.
  13. awesome, thank you. maybe you could link it in its own KSP subreddit post? I think it's something many, many people get wrong.
  14. Thanks so much! I was busy doing a Grand Tour of the Saturn system, flyby after flyby, collecting cash and rep for contracts, when I tried to encounter Epimetheus, and could not get it to be intercepted while not turning my craft into a crater-maker. Guswut, great mod!
  15. check out the list of mods recommended and suggested by RealismOverhaul .. 'a few changed variables' .. haha... also, RP-0 is the Career-addon for RealismOverhaul. apart from that, anything goes, really. just make sure the parts and features you add besides that are compatible with RO/RP-0. there was a mod called 'Sound Muffler' which muffled/muted the sound of your rocket depending on your altitude/atmospheric density, but it has been rendered incompatible since 1.1, which is a huge blow...
  16. that... is even better thank you! before I install the mod, is it RO/RSS-compatible, in that you can use RealFuels with it? also, I'm sure this has been thought of, but the launch-clamps in RO/RSS also provide electricity, which hopefully this modular pad mod also provides.
  17. Looks like our guy is busy with his actual life, graduating and preparing for college. Which he really should do, considering that this is just a game @ sciencepanda if you're reading this: I totally get that you'll have much less time modding - so I'm asking you up-front: would you mind if someone took over your work sooner or later? Thank you
  18. -- then what have we been playing?
  19. Hi, I have not tried to run KSP on Mac yet, but on Linux, so my question is: are you sure you are running the x64 version of KSP? I only ever had the loading-bar freeze on me when I ran the x32 version.
  20. Here is the output_log file: https://www.dropbox.com/s/rcezop58k9t9tup/output_log.txt?dl=1 Exceptions that I found (and which were displayed in the ExceptionDetector): 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) MissingMethodException: Method not found: 'PopupDialog.SpawnPopupDialog'. 2 KSP-AVC -> System.InvalidCastException: Cannot cast from source type to destination type. at KSP_AVC.AddonInfo.ParseVersion (System.Collections.Generic.Dictionary`2 data) [0x00000] in <filename unknown>:0 at KSP_AVC.AddonInfo.GetVersion (System.Object obj) [0x00000] in <filename unknown>:0 at KSP_AVC.AddonInfo.ParseAvc (System.String json) [0x00000] in <filename unknown>:0 at KSP_AVC.AddonInfo..ctor (System.String path, System.String json, RemoteType remoteType) [0x00000] in <filename unknown>:0
  21. I have the SPH symmetry issue with my heavily modded RO/RSS/RP-0 install. It will also absolutely not let me into the VAB at all, and crash. The output_log file looks identical to the ones already posted - there is a 'Crash!!!' reference, but then the file just cuts off. I just made a second install, clean, stock, and tried to replicate the issue for 10 straight minutes, but KSP wouldn't crash. This is on a Windows 10 computer, playing KSP_64, GTX 980Ti, 16 GB RAM. This would of course point to some mod causing the issue. I won't have the time to single the culprit out until next week though :/ Here is the link to the log file: https://www.dropbox.com/s/rcezop58k9t9tup/output_log.txt?dl=1
  22. AWWWWWWWWWWWWWWW YISSSS Every single one of you badass mofos is a God, in my book! Thank you for all the time and hard work you put in!
  23. My current 1.0.5 KSP installation under Linux Mint with ~40 mods (incl. RO/RSS/RP-0/RT/8K textures) starts with 13GB, but exceeds 15GB after the first launch. I am actually considering upgrading to 32GB.
×
×
  • Create New...