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TeraByte_Gaming
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Everything posted by TeraByte_Gaming
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SPACE STATIONS! Post your pictures here
TeraByte_Gaming replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Oh man, everyone's pulling out the big stations now, Ragnarok is going to need some upgrades to not look pathetic here. Welp, there goes my next week. -
I have some of these mods too, and am experiencing the same crash. The mods all three of us have in common are: USI Exploration Pack, Freight Transport Tech, Karbonite, Konstruction, Malemute Rover, MKS, USI Alcubierre Drive, Kerbal Alarm Clock, USI Core, TweakScale, 000_AT_Utils, RoverScience, SCANsat, Science Relay, Community Category Kit, Community Resource Pack, CommunityTechTree, Waypoint Manager, Kerbal Attachment System, Kerbal Engineer Redux, DMagic Orbital Science, and Kerbal Inventory System. HOWEVER, I experienced this crash before installing Waypoint Manager and Freight Transport Tech, so those are most likely unrelated to this issue.
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SSTOs! Post your pictures here~
TeraByte_Gaming replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Wow. I don't know how I can beat this. Well done. Have some rep. -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
Fixed! -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
@Curveball Anders unfortunately, all mods that are incompatible are necessary to not break my save and delete my space station from existence. One is fixed (Roverscience), but if any other incompatible mods are causing this, I'll have to wait until they're updated. -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
@DoctorDavinci, @Curveball Anders, do either of you know why this is still happening? -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
And the crash is back. Fixed the double Tweakscale, but now my log file looks like this: https://drive.google.com/open?id=0BwoeB5N9mmttczZhNzVYME9JOW8 -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
Thanks @Curveball Anders, deleted the copy, loading KSP now. -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
Also, thank you for your help @DoctorDavinci. Designing spacecraft is my specialty, but I have no clue about log files and the like, so when this started happening, I had no idea what to do. -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
Alright, then no problems here, KSP experiences the same crash every time, and I haven't started it since I posted this question. https://drive.google.com/open?id=0BwoeB5N9mmttWW1OMEJCRVRpYlk -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
Welp, I had better get a dropbox account. -
Crash On Loading
TeraByte_Gaming replied to TeraByte_Gaming's topic in KSP1 Technical Support (PC, modded installs)
@DoctorDavinci The Notepad file titled crash? I'm sorry if I'm just being incredibly stupid here, normally my crashes are solved by removing a mod, I've never had to poke around in the crash reports before. If you mean the error file, it's in a spoiler to stop it from being absurdly long. -
I have been having issues with a crash on loading. The crash report says the following: List of mods being used: https://imgur.com/pEqAVCR I have a suspicion that it is being caused by ModuleManager, because after I deleted the mod that had been loading when the crash happened (RLA Stockalike), it simply moved to another (DeepFreeze Continued).
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[1.12.x] Kerbal Launch Failure Revived
TeraByte_Gaming replied to linuxgurugamer's topic in KSP1 Mod Releases
Was using this mod for a while, but a bug started making it unusable when failures happened as I switched back to my ships from map view and the time was reset. Apparently, time after 'launch' overrides the 'in atmosphere' check. I am using the 1.2.2 version. -
Rover on its way to {CLASSIFIED}, should help me with my funds situation and bring in some science, but I think landing tourists on Mun will have to become my main source of income until I get some gold flowing.
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Yeah, but ore is a LOT cheaper than Pure Gold, so I think Minmus will have to stay a gas station while {CLASSIFIED} provides me with cash.
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Gooooooldddddddd!! On the financial front, my mothership can actually fulfill my {CLASSIFIED} space station contract, so that brings down the cost a little. I'll still need ~1,000,000 though, but it's a start.
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No gold whatsoever @Argyle MHF, going to scan Mun instead I guess, just horrible luck.
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Already have a Minmus scanner, going to launch it tommorow. The cost of the scanner is negligible because of its reusable launcher and minimalistic design, so that should help with the cost issue. I'll tell you how it went once it's prospecting Minmus.