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icanhazurhp

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  1. Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 106, in execute return import_craft_op(self, context, **keywords) File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 80, in import_craft_op obj = import_craft(filepath) File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_object_mu-master\import_craft\import_craft.py", line 60, in import_craft part = gamedata.parts[pname].get_model() File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_object_mu-master\import_craft\part.py", line 70, in get_model Vector((1, 1, 1)) * scale) File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_object_mu-master\import_craft\part.py", line 76, in instantiate obj.instance_collection = self.model ReferenceError: StructRNA of type Collection has been removed location: <unknown location>:-1 bpy.ops.import_object.ksp_craft(filepath="D:\\Games\\steamapps\\common\\Kerbal Space Program\\Ships\\SPH\\Albatross 3.craft") I'm getting these errors every time I try to import a craft file into blender. it worked for me once yesterday, and now I've been getting these same errors each time. I have no idea what to change, fix, or do differently.
  2. it most likely will, but Unity is old, and there are many newer, and better physics/game engines around now, and processors/GPUs that can handle a lot more than hardware from 2012.... 6 years later. Kerbal is a fantastic game, but look at all the mods people have made to make it even better, and the limitations imposed by the Engine because of it's inability to properly multithread, use GPU, etc.
  3. The real question is why KSP still uses the Unity Engine... but yeah... I guess it takes what it needs to load all your mods, and then adds a bit more for buffer space, but it would be nice if it would just take 6GB total, and have that room to roam. It would also make sense for Take Two/Squad to get rid of the memory issues in the first place, but that goes back to the Unity Engine, doesn't it...
  4. Where in the Steam install can you choose between 32 and 64 bit versions? or at least see which one you have? Nevermind, I'm running 1.5.1 64bit
  5. I have a i7 4760K with a Windforce G1 Gaming Edition GPU, and 32GB of RAM. I'm running windows 10 x64 Enterprise Edition, and even with all of the beautiful specs of my computer (I know it's 3 years old) I still can't get Kerbal to reserve any more than 2.7GB of RAM for the game. It uses around 2.4GB with the mods I have installed, which isn't a huge list, but it's enough to make the game interesting again. The game runs at around 120FPS, and then every few seconds, even on simple, low-part-count ships, just freezes for a second, catches back up, and starts running full speed again. There's no slowdown, no FPS loss, just STOP, then GO again. I really want to give the game like 8-16GB of RAM to play with, just so it can't ever run out... is this possible?
  6. I think it's another B9 Part Switch issue... just noticed that I have it installed, but I don't really use it. Sadly, I have one ship that's using a switched fuel supply in orbit of Minmus right now, and I REALLY like the Station Parts Expansion, so I'm keeping it.
  7. I got my Duna crew back to Kerbin by building a rescue vehicle with a claw, and 4 seats. My Duna Direct Ascent Module had run out of fuel trying to aerobrake into Kerbin, and with a 38k Periapsis, I was going to fly off into Kerbol. I managed to capture using RCS thrusters, but my engineer was only level 1 and couldn't repack the chutes in the nosecone. I launched into their plane, matched their velocity, transferred my science over with my scientist through EVA, then grabbed the Duna module and moved the rest of the crew over at about 300km over Kerbin's atmosphere. Cutting it kinda close. I spend the last two hours trying to do a proper touch-and-go landing on Minmus with a Mk2 SSTO spaceplane... meaning, no vertical landing... come in for an approach, get your horizontal speed under 140m/s, and your vertical speed below 10m/s, land on the Greater Flats, and then take off again for a Munar flyby without ever orbiting Minmus. I challenge ye all.
  8. When building the entire set of parts as intended, when I move to the launch pad, the Baker Stage "falls" off the Heatshield without any input from me. I've taken everything apart, and reassembled it, and the same thing happens again. I can't think of any mods that I have installed that would cause such a problem. I've temporarily solved the problem by using a decoupler, structural girder segment, some separatrons, and the 10m inflatable heatshield.
  9. Hey @RoverDude, I know it's technically part of a different pack, but I cannot for the life of me get the PackRat Rover to assemble in the field since like 1.0 or something like that. I'm running 1.3, which is why I'm posting this here instead of in the 1.2 thread. Basically, you plunk down a base, then are supposed to attach the front section to the base part. Each part used to be able to "Store" on the front section, and it was somewhat self-assembling, then you picked up the base node, and the rover was free. Now, because of some unknown issue in 1.3, the Front section bugs into the base part, and none of the other parts can be attached to the front section. I've tried direct attachment, using Clamp-O-Tron Jr. as a coupler to the base node, and just dropping the front section on the ground and attempting to attach parts that way... Nothing I do works, and the PackRat, although it is old, is still my favorite little rover in the game. I'm sure I'm not the only one who would like to have a solution and maybe even an update - maybe true self-assembly of the rover if you carry all the parts - for the PackRat. I find it far more versatile and useful than the Akita - which I also like very much - but sometimes you just want to be able to assemble a rover in the field.
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