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Nestor just said there is just “a handful” of people capable of fixing orbital bugs and other things alike. This is the answer. There are not enough people working in this game anymore, T2 already made their cuts so there is no hope anymore for this game unfortunately
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Reading into KSP 2 EA Features/Non-Features
Crabman replied to VlonaldKerman's topic in Prelaunch KSP2 Discussion
Satisfactory is in Early Access since 2019. It will be really bad for us if we need to wait this much to have a stable game out of EA and have KSP 1 features included in KSP 2 -
Allista, just commenting here to thank you, dude. Thank you for your mods and the work you do to keep it updated even after all these years
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- resources
- fuel tanks
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VoidCosmos started following Crabman
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A pile of suggestions from a >4000 h player
Crabman replied to lajoswinkler's topic in Prelaunch KSP2 Discussion
I disagree it's easy. I spent weeks to land the first vessel on Mün. I didn't used tutorials or watched videos of it, which I think it's what the majority of players do, they go blind. I, however, agree that a bigger Kerbin would be nice, just not as big as RSS -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
After months away from KSP I came back here and see Angel still developing this awesome mod. Thanks, dude- 3,523 replies
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Status update: I found the problem and fixed. I found this after trying to install another software (Matlab) and wasn't installing, it just crashed always. It was caused by "EXCEPTION_ACCESS_VIOLATION (0xc0000005)". Coincidence? Tried reinstalling DirectX, but couldn't because it said I already had the lastest version. I searched a little more and found that this problem might be caused by RivaTurner/MSI Afterburner. And that was it. Uninstalled both and I could not only install Matlab, but it also fixed Kerbal's crash. Thank you again!
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Thank you for your time, diomedea Both workarounds you provided at number 1 worked. Tried with -force-d3d11 and worked perfectly, tried after that with -force-glcore and also worked. The settings on settings.cfg were already at 1920x1080, but ingame the resolution was capped by my monitor's resolution. I'll keep using -force-d3d11 for now, thank you! DxDiag.txt
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Fixed by uninstalling Rivatuner and MSI Afterburner. More info: KSP Version: v1.3.0.1804 Windows 64-bit, updated from v1.2.x Graphics card: Geforce GTX 1070, Driver version 382.33 (tried before updating and crashed, tried after updating, same problem) What Happens: Game crashes after changing screen resolution. My monitor resolution is 1650x1050. It crashes when I change to lower or higher resolutions. Mods / Add-Ons: All Stock Steps to Replicate: 1- Get a monitor with max resolution of 1650x1050 2- Open the game 3- Change resolution to something else 4- Crash Gif showing (it is too small, but log files are below with more info): Log Files: - output_log.txt - error.log - crash.dmp
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crabman replied to RoverDude's topic in KSP1 Mod Releases
WOHOO, I'm going to play again! Thanks dude -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
Does this mean that we can generate supplies per second instead of by large amounts after some time?- 3,523 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crabman replied to RoverDude's topic in KSP1 Mod Releases
I'm playing again after some time and just tried that new Local Logistics. Man.. thank you, Roverdude, it solved SO MANY problems of my bad designs, it is awesome. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
I can confirm, greenhouse is fixed, now I just need to figure out ratios soil generation/consumption for Snacks- 3,523 replies
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Make sure to not have AmpYear installed, it was the cause to a similar problem of mine.
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- usi
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I'm getting different values, but maybe I'm looking at the wrong places. Looking at the .cfg of NOM 5000 inside of LifeSupport folder which is inside UmbraSpaceIndustries folder, for example we have: If my calc is wrong please tell me: 1 thing/sec = 1 * 60 sec * 60 min * 6 hours = 1 /day From what I think, we would have per day: Mulch: 0.00012 /sec = 0.00012 * 60 * 60 * 6 = 2.592 /day Fertilizer: 0.000012 /sec = 0.000012 * 60 * 60 * 6 = 0.2592 /day EC: 0.26 /sec = 0.26 * 60 * 60 * 6 = 5616 /day and have as output: Supplies: 0.000132 /sec = 0.000132 * 60 * 60 * 6 = 2.8512 /day, instead of 11.52 /day at wiki And the calc of the other 2 converters are different here also.
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@notthebobo, are the NOM conversions up to date at https://github.com/BobPalmer/MKS/wiki/Parts:-USI-LS ? Because I'm finding different numbers from .cfgs. On a side note, I'm impressed how much these conversions gives. It's to little! You need more than 4 NOM 5000 to recycle all mulch from one Kerbal, and the biggest "recycler" can only feed 2 kerbals. I never used it and I'm thinking their balance is outdated. Someone here use these NOMs to say if this is like before? I think they should recycle so much more per second than what is now.