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Woj

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Everything posted by Woj

  1. The OP's solution worked absolute wonders for me. My install sounds similar to his with many mods. My main crash was when entering the vah or sph, maybe other buildings as well, but i didnt notice. After copying this file into the place he instructed, my crashing went from always in under an hour, usually much quicker, to i have only crashed once, and it was due to me coming in a little hot at 20 m/sec + vertical drop ( i didnt catch the exact number) with a plane and i bounced off the runway instead of blowing up. This instantly caused some physics error. Ive enjoyed 4+ hours at a time without a crash, i cant remember the last time that happened. Been a long time since i played an install without a 100+ mods and you sort of have to expect some issues. Thank you OP
  2. I play KSP 1.5.1 i use Kopernicus 1.5.1.11 because that is what ckan installed for me.   what is Kopernicus  1.5.1.12.  Would there be any reason that i would want to update to this?

  3. I fired up Ckan and saw there was an update for Kopernicus. Im running KSP 1.5.1 and have been playing this instance for several years now. I use GrannusExpansionPack but have never reached this new solar system yet. Would there be any reason for me to upgrade Kopernicus to its latest version for 1.5.1 or should i just leave it alone. My concerns are that i dont want to reach this new solar system and have it bugged up or not working or something. I dont know personally if my current version works since i have never made it to the new system yet. Anyone have any advise for me regarding updating kopernicus or should i leave it alone. I dont want to break it
  4. Using fuel cells causes the problem for me. As long as I don't use them, the bug doesn't occur.
  5. Thanks for the advice everyone. I started looking at the .cfg files. can anyone tell me what the format that these files are in is called? In the file I find things like this "allowCrewHelmet = false" Where is allowcrewhelmet defined and what are items like this named. What I mean is allowcrewhelmet called a parameter or a variable or what? I can assume what it means pretty easy but how does the game know what to do with it. Also, where would you find what other choices other than "false" are valid for entry here. I also found .mu and .dds What are these called and what do you use to edit or open them? It was also suggested to learn what the different stock modules do. I look in the squad folder and started digging. I noticed that the stock parts seem to have more parameters or selections or whatever they are called than most of the modded modules I looked at. How do you know what all of those things mean? Some are obvious, but others like "node_stack_bottom01" Im stumped with. Is there like a list or something of what these things do or do you just mess around? Sorry for all the questions, I really don't know the answers though I appreciate any help!
  6. Hi all, Where would someone start if they wanted to make a mod for kerbal? Some sort of science module for example, like an infrared telescope. Is there any documentation for making mods that anyone knows of. Thanks in advance!
  7. I don't know anything about these mods though id love to learn. I have been writing code for a living for years, but in the industrial automation field which isn't really similar to game code. Im a space nut too (4 telescopes), but Its this issue with kopernicus that brings me here. This issue with kopernicus not being able to chose the proper star to face solar panels towards. In my field, when there is no sensors or feedback for the control system to make a multiple choice decision, a control list selector is made for operations to make a manual selection instead of letting the control system make the choice. Could something like this be an option to give a fix to the current issue? I know some softwares allow you to code a control list selector to populate based off of a list. so if the list has 3 items in it, 3 selections will be visible in the selector box, if there are 5, 5 will be visible Is the distance of the closest star to a solar panel a value that is available? If so could this be the default facing for solar panels, then maybe make the second closest star the alternate facing, have a window letting you chose default or alternate? Im just throwing out ideas here, I haven't actually been able to run this mod yet but it looks fantastic, I saw this solar panel issue with another mod though and its unfortunate that such a big bug exists in a mod that so many others depend on. I badly want this mod to work as good as it possibly can, this is exactly the sort of map im looking for in Kerbal. Thanks to all who make these mods, they are the heart and soul of this game as far as im concerned. On a side note when I try to run the game with this mod, kopernicus shows up red in the KSP Add-on Version Checker. The game goes thru its loading, the music starts, but the menu never shows up, the junk in the bottom right keeps spinning but the rest of the screen is black. I haven't tried unloading all the mods and figuring out if this is the issue but I was going fine until kopernicus and IA were installed. Im just wondering if I need to leave the game sit like this for awhile before getting impatient and shutting it down. I seem to remember long ago that initial load times could be massive until some files get created or something, then it loads fine. If there is anything I can do to help, let me know.
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