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NemesisBosseret

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Everything posted by NemesisBosseret

  1. Well that kinda makes senses, except the smaller rocket seems to burn longer..... hmmm I'll try that and check into it... I'll post results
  2. Lol I've got it all working now, but found another wonderful problem, vapor in fuel lines.... but mine is a bit different, I get while Ive been in a state of acceleration for a good while and around 15k to 22k, and my engines crap out with a quarter to half a fuel tank left . No staging. I use a set of 4 tiny Tim's on launch after I've got the areobee started up to get me power blasted thru lower atmo and drop them in less than 3 seconds after ignition around 200m. So I'm in a steady burn all the way up and fuel is very stable to said altitude then rapidly almost a nano second it goes unstable and craps out. On a smaller model not as tall I was able to burn to 30k no issues at an apoapse of 36k. I'm trying to break atmo and hit space but I'm stuck at 36k... any ideas? Yes these are sounding rockets
  3. Ok but how the heck do u play rp0 when u can't tweak the parts? Or do you just do procedural everything?
  4. ok so if it's possibly a mod conflict between two needed mods, how do I fix it? Tweakscale and far? Is there another form post on this? As to interstellar I already removed it still got the bug.
  5. I'm not sure what mod is causing this issue but maybe someone has seen it or knows what's going on. I'm using rss(also added expanded and the extra solar systems for rss),ro,rp0, rve... (I got it to work) interstellar(for late game), tac life support, and a few other parts mods. I go to make a sounding rocket in career mode and it starts moving even while in clamps, I launch and it slowly rises to 99m and stops... no up no down nada lol. I really want to get this all to work HELP!!!!! LOL
  6. just curious if anyone knows what happened to the guy who made the station science expanded mod? he added a bunch more moduels and then disappeared back when ksp was in 1.0.2... any ideas?
  7. dude totally epic mod and i finally got RSS working...... I know ur probably working on an update to get it to 1.1.2. and im beat to hell from work, but can anyone please be kind enough to give me rough guess or estimate until fasa is available again.... Again totally love this mod and thank you so much for ur hard work
  8. Ive got a CKAN bug on install is there a work around? Never mind i got it had do whipe game data
  9. Awsome, if u need a mod using guine pig let me know! Lol I typically mod it till it crashes, then work backwards till I get it working lol. And if there is a game crashing, blue screen of death bug, I'll find it lol I've got a knack (horrible luck) at finding them lol
  10. You are absolutely correct, I've found a work around, but I'm trying to find what file is causing this error, because in 1.0.4 I didn't have this issue, maybe I did the 64bit hack incorrect? Or is it a possible other issue? Yes I know 64bit is unsupported and I'm not trying to cry about me getting around this, I'm just trying to find a way to make it fully work. A majority of mods I'm using probably should be in the stock Game as well Mcjeb Scan sat Remote tech Seti EVE Stage recovery Lots of stock alike parts Mk4 Kw (yes it fully works) Trajectories Kerbal engineer Void And assortment of science mods, ie biomes better science, better stations etc Fasa is also installed but that's because I love the old school rockets And so on. Almost everyone of the mods I currently have worked fine in 1.0.4. A few where a little buggy, otherst like OPT I didn't install because a majority of them was broken. So if you might have an idea hit me up, I'll try it in 64 bit, if I can get it to work then we can start a thread on a work around or fix for 64 bit... might help developers get the game back out in 64
  11. I have been having similar errors, glitches, crashes, and game freezes.... specifically when I use mcjeb to execute a maneuver, ie getting a perfect circular orbit I don't have patience for.... when it initiates time warp, it freezes the game if it accelerates too fast into tI me warp. I also get crashes between load screens on occasion. It's not ur typical crash but a game freeze... I'm running dual screen with my task manager open on my other screen watching my memory usage to know when I need to reset the game or at least quick save before I crash on a memory leak. I'm trying to find the culprit too but I don't think it's mJeb or Kw as I have both as well and about a million other mods that are 1.0.5 capatable. I did a fresh new game, deleted my old. And did a 100% rebuild on my mod list. Currently I'm running 68 mods by avc. .. and I know there is more not listed.. I'm also running 3 different planet packs, that don't effect game crashes, just memory cap in 64bit. Btw, there is a 64bit memory limit. I hit it, it's around 24k to 26k modules added. I'm really thinking by the context of the crashes.. and randomness of them, it's gotta be non mod related but a background process conflicting possibly with a mod and or graphics. Something is the culprit. I just wish I had a back ground pop up or something that could show me on my task manager where the cpu was getting stuck on
  12. Lol I've currently got a similar issue but I get stuck in different spots. Before I was having an issue where I couldn't upgrade my space center because visually it was maxed out but when went to build it was starter. So I messed with my mods to get it to work.... lol now I got endless load screen issues, first thing I did was try to get rid of any extra module manager extras that shouldn't be there. I've been working on this issue since last night... maybe you guys might have an idea of a buggy file, or maybe a set of mods known to cause issues or conflicts... lol I'm laughing because if you guys saw my mod list I'd probably get hit by some of you because it's pretty ridiculous but my computer runs it. AVC :68 total add ons. (Incorrect because that's all it detects on AVC) CKAN: 79 physical folders in game data: 158 Lmfao Modded till it crashes lol
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