

cactuscrazez
Members-
Posts
20 -
Joined
-
Last visited
Reputation
1 Neutral-
Thanks for the very detailed answer! However it looks like the currently allocated value is actually much higher then the reccomended value. It was also set to custom when I opened it. Does this need to be done on the drive ksp is on? It was only set on my C: drive. My other two have the setting "No paging file" I would try messing with it on my own but I have no idea what these settings do and I dont want to mess something up. I would really like to get to the bottom of this.
-
Well I tried what @jimmymcgoochie suggested and I was able to start the game normally without mods away from steam. I added in GU (needs to be done manually) and it loaded fine so I dont think its kopernicus. Then i added the most of my other mods via CKAN and it loads fine now. Just takes a while. Now when I make a new save it crashes. Ill try what fixed it for the other guy but considering I loaded in fine now I think its a different issue. (how do I increase virtual memory? I thought if I ran ksp 64x it runs it with however much it needs) Here is my new Player.log https://www.dropbox.com/s/b2xq9e8l67zaowf/Player.log?dl=0 And my crash log https://www.dropbox.com/s/bevbhn2fjk8lcx5/error.log?dl=0 Sorry if thats the wrong file again but there was 3 different files in the latest crash folder. Another player.log and a crash.dmp. EDIT: Deleted those CFG files and had steam redownload them but settings.cfg doesnt reappear after verifying steam files. The game also crashes right after its done loading again. Great
-
Whenever I start ksp it will load like normal until the bar reaches the end. Then it freezes and crashes with no error or anything. I have a feeling this might be caused by kopernicus or galaxies unbound but thats just a hunch. Only reason I say that is because ive never used a planet pack before and ksp has worked almost flawlessly for me before. Ive triad manually installing a few mods that I thought might have been the issue but that didnt help at all. KSP log https://www.dropbox.com/s/h2wa19gb0e9sd0f/KSP.log?dl=0
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Kind of a shame you cant build stuff on the ground anymore. But thanks for the answer! What are the orbital shipyard parts called? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
What does the bleeding edge version have that the version here doesnt have? The main reason I want this mod is because I want to be able to build stuff and launch rockets from off kerbin. IIRC Global construction was removed a while back. Does this mod still have in situ building? Im a bit confused -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Yeah using WOLF would make more sense in the long run. Ill probably end up just making a base that can keep kerbals alive for a little while. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
What resources should I be looking for when starting my first base? Im going to put it on Minmus and have it serve as a refueling depot. Ill need ore of course for fuel but what else is important for life support, manufacturing, refining etc? I would eventually like it to be near self sufficient. -
I got it thanks!
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Are orange suits still immune to failing life support? I brought Jeb and Bob on a Minmus mission (with a hitchhiker but no supplies) and they both became tourists due to lack of supplies. Is this a bug or has it been changed?
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Ah that makes more sense. I knew it couldnt have been as simple as buying the parts or something like that. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Hmmm im still not 100% sure I get what WOLF is. Does it let you gather resources and convert them in the background without actually putting a physical object down? That sounds immensely useful if thats the case. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
What is WOLF? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the info