cactuscrazez
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Everything posted by cactuscrazez
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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.
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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
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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
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[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? -
[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 -
[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. -
[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!
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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?
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[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. -
[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. -
[1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
What is WOLF? -
[1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the info -
[1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
Wait the ability to build ships off world is being added into this mod? Thats awesome! If I started a game now would MKS work with my save when it gets updated? I wont be playing with Global Construction or Extraplanetary Launchpads obviously. I would assume its end game so it would be nice to have time to set up some infrastructure. -
[1.12.x] - Modular Kolonization System (MKS)
cactuscrazez replied to RoverDude's topic in KSP1 Mod Releases
This mod looks super cool! Honestly it was exactly what I was looking for. (although a bit complicated) However I think it’s missing one feature. The ability to build ships on other planets/moons. Can you achieve this with the vanilla building system? I haven’t had a real play through in a while so I’m not sure. The only way I could see that being possible would be shipping in parts and then building it there. That kind of defeats the purpose of making a ship off world though. For mods I’ve found Extraplatary Launch pads and Global Construction. What one is most compatible and integrated into this mod? Also as a side note does any one know if Probes Before Crew plays well with this mod? I only ask because I don’t want to run into issues further into the game. -
Not yet im worried it might break my save or be too unstable. If I decide to try it anyway would I install it like any other mod and just put it in GameData?
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I sent a rover to minmus with one of the scanning arms in breaking ground and upon trying to scan a green sandstone I got a msg saying need more hard drive space. Ive tried it with other surface features and neither keeping or transmitting the data work. I got the rover up to 50 something sample storage and that didnt work either. I dont have parts with big hard drive space yet space either. (largest is 6mb being the basic rover body I believe) I tried adding a few and making them really tiny with the tweakscale mod with no success. Any help?
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Hey! So I saw a mission stating I have to keep someone alive for 30 days in orbit. (not sure if its this mod or not) I was like pshhh easy money. Well turns out its not. I had over 30 days for food water and everything but one thing I didn't take into account was co2 poisoning. So my question is how do I get rid of co2? I now have a dead spacecraft forever in orbit to remind me of jebs death