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sentania

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Everything posted by sentania

  1. Question for the users of this mod. I've used sigma dimensions to rescale and make kerbin, etc pretty close to stock size. Kerbin orbits the Sun at just under 1 AU and I further modify the sun, such that it has similar mass and radius to our sun: The issue I'm facing is that the sun seems just plain small, I'm not sure if a mod like scatterer, SVE, SVT could be horking things up, or if that's just how small the sun is when viewed from earth Any thoughts?
  2. Probably want to double check the cost of the fuel tanks as I forget if it's cost or mass. One of them the cfg configures the wet value of, the other it configures the dry value, or maybe both are the same. If you add stock balance, please make sure to leave the RSS values as a patch!
  3. I have done some further digging, and like the UI flickering issue, I've seen in game and referenced in the forums, this appears to be something related to the stock game, but triggered by mods, most likely volume of parts. Scenario: 1.2 with the following mods installed, all mods are up to date relative to themselves. *If* I load the game (1.2 x64), with said mod list, but with the KSP 1.1.3 compatible release of the @Nertea suite, things function as expected. *If* I load the game (1.2 x64), with said mod list, but without the 1.2 compatible release of the Nertea suite, things function as expected. *If* load the game (1.2 x64), with *only* the 1.2 compatible release of the Nertea suite, and it’s requirements, things function as expected. *If* load the game (1.2 x64), with all mods listed above, but with the 1.2 compatible release of the Nertea suite, things do not function as expected. I observe the following issues: When you load a game, all active, offered, and your completed contract history reset. When you enter the VAB, all active, offered, and your completed contract history reset. This is the error message logged when the contract history is reset: We’d have to see what nertea changed in this release, but having parsed his files, I’m guessing a lot more tags or some such – resulting in an overload of something somewhere. The bug tracker appears down at the moment otherwise this would be in there. Edit: Figures that now I go and throw all the mods back together, fire things up and it's behaving normally. SMH. I'll play around with it some more if no one else sees anything related to this, or if it crops up some more. Edit 2: There it is again. It's definitely a function of how many parts are displayed in the VAB. Toppled tech tree = sorry. Fresh, super low tech game, no issues.
  4. I just encountered this today with 1.2, and have started to diagnose it. In a totally stock game it's fine, but adding in my mods breaks it - the weird thing is that it was working fine this morning, and all of a sudden it broke on me. I can go into the admin building, or the cheat menu and accept a contract, but when I enter the VAB or load a new game - poof. Gone. I have not checked all of the buildings.
  5. Got it on the time. why change the speed of light though? If you rescale by 10.618 to get "real size" kerbin , etc why do you need to change it? I'm just trying to understand why you change is for sigma dimensions but not RSS Got it on the time. why change the speed of light though? If you rescale by 10.618 to get "real size" kerbin , etc why do you need to change it? I'm just trying to understand why you change is for sigma dimensions but not RSS
  6. For compatibility with sigma dimensions what are you doing for seconds in the day and the speed of light? And why?
  7. I don't know where it is, i just dropped KSPRC in, so I don't have a handle on it's function yet, however you likely have one or more errors in your CFG files, as it causes errors with sigma binary. If I remove KSPRC (but leave the it's dependencies), the error goes away.
  8. What are you using to evaluate the physics of it?
  9. @ProtoJeb21 following up the issue @Sigma88 pointed out. WIth the cfg error the game refuses to load with sigma dimensions installed. With those extra brackets removed, it behaves just like IA Revived does, errors when by itself, causes a hang when coupled with a working pack.
  10. Howdy @electricpants Here to report an issue - when this mod is used in conjunction with sigma dimensions (latest development edition provided by @Sigma88) on KSP 1.1.3 the game successfully loads, but a large number of module manager errors that are generated. Removal of the Antares Star system allows KSP to load without errors. When antares is loaded with sigma dimensions and a non-error generating planet pack such as OPM - the game hangs on loading, with a large of log spam. Several different log sets are available here: https://github.com/Sigma88/Sigma-Dimensions/issues/18
  11. Will do. yeah mine all seem to be atmosphere related, but it's like 1800 errors Will have to get the logs as Sigma requested.
  12. Weird that it's working for you, for me it "seems" to work, but I get lots of MM errors on load. I'll have to check into it more closely I guess.
  13. I have been perusing my KSP.log file trying to find places where I can tweak things to improve loading time, and I noticed that when Extraplanetary Launchpads is installed - CustomAsteroids has a patch that touches just about every single part in the game. What's it doing?
  14. Newb question: Does the vessel have to be the active vessel for thrust to occur?
  15. Can you modify your needs of the moons - when used in conjunction with OPM + Galacticneighborhood. Something like @Kopernicus:NEEDS[OPM&!GalacticNeighborhood]:AFTER[OPM]
  16. Do you mean with within a session or as the game progresses? i have been playing for Oth about 12 planet packs and other than the load time impacts things seem good; assuming the textures don't blow my computer up.
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