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Fergrim

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Everything posted by Fergrim

  1. The game crashes between the point it finishes loading the mods and before it displays the main menu. It freezes on the black screen with the loading icon in the bottom right hand corner. https://drive.google.com/file/d/1g5LI2H3P59OqVaRSA4F3AzXd1gPbVOqQ/view?usp=sharing Here's a link to my log file from my last attempt to load. I'm running KSP 1.8.1 Also, I suspect the issue is related to extrasolar..however after reinstalling it the game worked...but after closing it and going to open it again it was once again freezing up at that same point. My specs are windows 10, i5 6500, 16gb ram, GTX 1080 I'm fairly computer literate so I don't need to be handheld through a solution, I've just reached a point of frustration and would appreciate being pointed in the right direction.
  2. I keep having issues with this crashing my game, but the odd thing is, it'll work every other time. and I need to uninstall and reinstall between attempts. I'm trying to ask though, is this meant to work with 1.8.*?
  3. @CoriW @RocketSquid @Glloyd If i'm not mistaken, the "oasis' mod is still available and it also adds a star named valentine with five planets or so. Just fyi in case you guys are still wondering. I'm not positive, but now that I look, I think they're the same thing
  4. researchbodies gives you the option to set starting number of planets in the initial difficulty options when starting a new game towards the bottom of the list and requires contract configurator. it's a simple mod and has never given me any issues, even when using it with multiple planet packs simultaneously.
  5. Thank you for this. I couldn't possibly hate that feature any more than I do. Like mech engineer, I thought, was being quite sensible when they had a specific option to tie engineer to a particular item or have it automatically available right there in an in game accessible settings menu. A lot of people are likely to not bother to ask how to make it stop and just uninstall MJ. Not to mention it seems odd to still have to use the MJ part to get expanded utility even though it's automatically been installed obnoxiously on every single command pod. You'd figure if people wanted it on every part without needing a special requirement, then they'd also want it to have all the utilities available. Just confused me because it seemed like it would please neither of the two major camps of people in the community but just frustrates everyone. But thank you very much for your help I truly appreciate it.
  6. In career mode. I don't want this at all. I only want mechjeb if I manually install a mechjeb module but I can't find any documentation on how to turn this off. In the past it was defaulted that mechjeb didn't come preinstalled on any probecores so I've never had to do this before. Not sure what I'm missing but it's making me nuts, even though I can disable it, I don't want to deal with the temptation.
  7. i just happened across this video ( And silly me this whole time I thought the trays were meant to attach to the outside of the white piece. My problem is in what you see @N3h3mia do at the beginning as he stores all of the parts inside of it. I have KIS and KAS installed but can get nothing similar to that window to open. If I try to use the inventory, it can't fit nearly the necessary parts - and I can find no option to edit its storage. In fact, the visual nature of most of the windows he opens is unfamiliar to me. What is it that I am missing? I'm so lost. Specifically i don't have an 'edit container' button. I have other options he doesn't have there, but nothing for edit container.
  8. what makes you say it doesn't work? I can see the orbital tug parts in my VAB as we speak
  9. I kind of don't understand what a lot of that means. So despite having it installed right now on KSP 1.5.1, I shouldn't expect it to work? And if not, do they really update it for every minor KSP patch or would it make more sense for me to use whatever version of KSP their current one is and not the latest KSP? Also the current Kopernicus says version 1.5.0-1 Does that mean 1.5.0 or 1.5.1? That's essentially what's confusing me.
  10. Is that 100% version locked? As in does the 1.5.0 edition not work with 1.5.1? Or will it work with 1.5.x in general?
  11. Just wanted to say I fixed it, and it was pretty much a matter of removing everything seti + porkjet part overhaul set edition. I couldn't say which individual part did it but as they all seem to like to mess with remotetech I just dropped all of them to simplify my solution.
  12. I'm using a setup with only one ground station and I was expecting to lose control of the craft as it lost sight of the hemisphere however that never happened, I'm maintaining full control. I tested this with some seti-probe-parts probe cores and with a normal old probododododyne stayputnik + reflectron. I'm seeing remotetechs antenna descriptions in the relevant parts, I tried to excise any mod which could be interfering and I'm presently just at a loss.
  13. Omg I didn't dare to dream. I didn't even understand what you meant by constellation it's such a too good to be true scenario. Thanks so much! I've been losing my mind installing mods then trying to figure out what was crashing it and then doing it again. I know I know, should just do one at a time and test, like a good troubleshooter...but ugh my patience. haha thanks again I wish I understood this stuff well enough to know why it'd be different on a per-mod basis from how it is all together. My only guess is you've switched your focus from individual modules to the functioning of the whole? But regardless, love it. And I'm wondering if you have any suggestion regarding interstellar fuel switcher vs B9part? I've had a lot of crashes associated with both, and upon getting ISF to work it wasnt able to switch a liquid fuel tank to monoprop. But at this point it's been so long since I played I don't remember if it's supposed to be able to. I could have sworn I remembered a similar app being able to change a fuel tank to a container of just about anything though. Thanks again man, though, i'm very psyched to try this out
  14. I'm struggling to get the game launched now after reinstalling all my favorite mods from back when I used to pester you. And the USI family in its entirety is one of them. But at the moment I'm just getting crash after crash as I try to launch, so I was wondering if I'm wasting my time or if I should keep trying. If it just won't be compatible with the latest KSP, I'm fine with waiting. Thanks! And as always thanks for these awesome mods, I love them
  15. ah okay, so I won't find those mods to be in the majority? The one thing that sounded interesting to me was having more structured goal oriented missions, and i heard players could use a tool to create them also, so I figured there might be a lot of mods focused on creating mission campaigns of sorts
  16. How important is the new expansion to the current modding community, is everything made with that in mind? Did it include new features that people are frequently taking advantage of? Basically my question is, do I need to buy the new expansion before I get back into playing?
  17. @Rodhern Hey I was just wondering where to save the .cfg as mentioned on page one when we want to change the settings, or add settings for a part? Just in gamedata root okay? And is this format still okay? @PART[cupola] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } } I noticed that's not how it's done in the mod's cfg folder. or is it @PART[mk4crewcabin-1,mk4cockpit-2,mk4cockpit-1]:AFTER[KeepFit] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } With the :AFTER in there. And yeah not sure if i should put it in the same folder as all of keepfit's cfgs or anywhere in gamedata
  18. I understand about not wanting dependencies and keeping required mods low, but there's another old adage regarding reinventing the wheel. Dangit has a breadth and depth of mechanics and is fully configurable in every possible way, from breakage frequency, an estimated lifetime, mean time between failures etc There's quite a bit of finished math there. And as I understand it, it's an orphaned mod, with linux playing the part of foster-dad. So it, at least appears to be, available. I hope, whatever happens, that it's compatible with dangit. And regarding mod bloat, it's all of 1.3 meg so it doesn't exactly break the bank. But if you could basically take that and integrate it in a core fashion, or something with similar functionality, I'd be happy to use whatever you have integrated. I quite like the idea of a part being liable to fail at any time. A new part may only have a small percentage chance of failing, but as in reality, sometimes things just get all fubarred and no amount of planning or maintenance can prevent it. And on the flip side, an old part, like an old car - will find a way to break no matter how well you maintain it - or at least will statistically be more likely to.
  19. Thanks nightside this is exactly what I'm needing to hear. I get so part obsessed, like toys, I just want them all. And I'm the same way, I spend more time tweaking my installed mods than I do playing haha I'm going to try to choose between those two and I'm also going to try to drop every utility that is redundant with mechjeb. Aside from one good Airplane autopilot I have, since MJ seems way better with space than with terrestrial autopiloting. There's also Nertea's Near Future and KSPI but I just have an impossible time choosing between those. Are you aware of any glaring differences? @Nightside okay, I'm having a helluva time with this. Of the Wild Blue and USI stuff, can you make a case for one or the other? Or at least, which are you using for the moment and why have you chosen it? My problem is I love the gameplay and systems of USI - but I love the fun toys and gadgets of the WildBlue set
  20. @steedcrugeon Reading through this thread I notice other people commented on the lack of TAC-LS resources in the pods. I think these pods are my favorite toys in the game atm, so I'm going to be a huge PiTA with nudges to smooth out the last few rough edges. And I hope you bring back the cryopod too, with deepfreeze functionality. Also, I've been messing with Nearfuture Plasma thrusters recently, and their teflon/electricity requirements keep making me think of that deep space pod. If you throw some flip out plasma thrusters on it, not too many, like 4-6 along with a flip-out solar panel, the thing could drift through deep space like the monolith. Like, maybe trying to get just inside range of the onboard coms or FTL beacon. Maybe hoping to make it to the nearest moon in the next month before the onboard supplies run out, in that 1% chance of finding help but i've got nothing better to do kind of way. Also, since you can't add in mod specific LS canister slots. Maybe have a 'trunk space' that opens up so we can shove whatever LS supplies we want into it, that way you don't need to provide for each LS mod in particular. Finally, my question, what are the requirements for the REKT docking solutions to work correctly. The OTAV docking ring + inline docking in particular. I noticed the ring seems to behave funny if attempting to attach it radially. Am I correct in assuming it is in-line only? While the ironically named "in-line" OTAV dock can be attached to any docking port radial or otherwise?
  21. Okay, so if this mod claims to have a built in docking port, that means I shouldn't bother placing another one on top of it? Thanks guys. And yeah aego, I use CLS, so it has even more strict rules about what can pass through where. It just bothered me way too much that my kerbals could climb through fuel tanks and liquid/ox fueled rockets to get from spot to spot on the ship.
  22. I'm sure I'll have more, but my first question is, is there such thing as a built in docking port? IE One you don't need to add a docking port equipment piece to in order to make use of it? I'm asking because of this, I have the hangar add-on and I read this regarding one of its pieces "The smaller Inline Hangar is a simple barrel 2.5m in diameter and 5m long with a pair of doors on the side and a storage space that can hold 3-6 micro-sitellites or a small ship. The space available for storage may be increased by connecting a Hangar Extension module to its bottom. Inside it has a lamp and a docking port. " https://github.com/allista/hangar/wiki/Inline-Hangars-for-Rockets If a piece of equipment has a docking port, does that mean I don't need to manually place a port overtop of it? I don't want it to fail to function either because I added a port to it or because I didn't. I'm And also, will a docking port work properly anywhere I put it? Like as long as it attaches, it should work?
  23. Also guys, dangit does a good job of this as does the system included with BARIS though i don't know how modular BARIS' system is and if it's compatible with USI. I know from experience that dangit is compatible with USI np. Drills are definitely included in it giving things both a lifetime and a mean time between failures. It is a fairly lightweight mod overall also. And just to weigh in on a general principle, I'm a way bigger fan of unpredictability over predictability. The more predictable something is, the more it risks feeling like a spreadsheet with a GUI. The X series of games fell into this trap despite having a variety of long production chains. Things were so predictable, the moment you got yourself set up, you could simply leave the game run and accumulate untold riches. @RoverDude I had a quick question for you regarding the liquid/ox version of your karbonite engine. The one with 3000kn thrust. I'm just wondering how I should be using it, or having it fit in balance wise in my career playthrough. Atm it's the most powerful engine I have access to by about triple and I guess I figured hearing it from the horses mouth would help me decide how to feel about it. What gap/role is it meant to fill?
  24. I understand what janitor's closet can do. But my problem is my OCD/ADD makes it really difficult to decide what to drop, if anything. That's why I'm asking for specific advice here, just balls to the wall, "imo you don't need X if you have Y because of Z"
  25. I know you're not me, but just be you and tell me according to your opinion what I could stand to lose, especially in cases of redundancy or in cases of mod size vs utility. I have 143 total and despite having a quite powerful system (I run my HTC vive VR applications in 4k yet still run into problems here), I'm still running into some performance issues (especially when my rocket is exploding/failing mid flight) and I want to run the leanest set of mods I can to get the desired effect. My goal is to be running and larger solar system with at least one additional star (now accomplished with a 2.5x stock sized solar system with Galileo Outer Planet Mod + Extrasolar planet mod) and the equipment necessary to 1) make it the extreme distances necessary to visit all of the bodies on the map 2) Build orbital, deep space and planetary self sufficient bases 3) continue a level of realism regarding kerbal survival (right now accomplished with TAC-LS, KeepFit, and KerbalHealth) 4) realism regarding phsyics (Accomplished with FAR, RealChutes, Research Bodies, RemoteTech, ScanSAT and Deadly Reentry) 5) A wide variety of fun and interesting scientific experiments (accomplshed via a wide variety of mods; rover science, orbital science etc) 3 and 4 list my only real "required mods" I also have a goal of having a "healthy" variety of utilities and parts that allow me to create spaceplanes, planes and the range of space ships from orbital to interstellar. And a second goal of having a large and varied number of scientific experiments of all types to perform. With that said I am desperate to reduce this list while keeping my described feel of the game in the most efficient way possible. KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.5 TexturesUnlimited - 1.0.0.4 Toolbar - 1.7.15 USI Tools - 0.10.1 Astrogator - 0.7.8 B9 Animation Modules - 1.1 B9 Part Switch - 2.1 B9 Aerospace HX Parts - 6.4 BD Animation Modules - 0.6.4.9 BetterTimeWarpContinued - 2.3.9 CactEye Telescopes - 1.3.1.14 CameraTools - 1.9 Community Category Kit - 2.0.2 Community Resource Pack - 0.8 CommunityTechTree - 3.2.1 Connected Living Space - 1.2.5.4 Contract Configurator - 1.23.3 Contract Pack: Clever Sats - 1.4 Contract Pack: Field Research - 1.2.1 Contract Pack: Kerbal Academy - 1.1.7 Contract Pack: Bases and Stations - 3.7.0.1 Contract Pack: RemoteTech - 2.1.4 Contract Pack: Tourism Plus - 1.5.2 Contract Reward Modifier - 1.0.2.5 Crowd Sourced Science - 4.1 CryoEngines - 0.5.10 CryoTanks - 0.4.8 Community Terrain Texture Pack - 1.0.1 CustomBarnKit - 1.1.16 DangIt - 0.7.15 Deadly Reentry - 7.6.2 DMagic Orbital Science - 1.3.0.10 CapCom Mission Control On The Go - 1.0.2.7 Contract Parser - 1.0.7 Contracts Window Plus - 1.0.8.1 Progress Parser - 1.0.8 DockingCameraKURS - 1.3.2 DynamicBatteryStorage - 1.2 EVAEnhancementsContinued - 0.1.12 EVAFuelContinued - 1.6.1 EVA Transfer - 1.0.7.1 ExtensiveEngineerReportContinued - 0.1.2 Extraplanetary Launchpads - 5.9 Ferram Aerospace Research - 0.15.8.1 Firespitter - 7.6 Flexible Docking - 1.0.5 FShangarExtender - 3.5.2 GroundConstruction - 1.2.1 Hangar - 3.3.3 HeatControl - 0.4.4 HullcamVDSContinued - 0.1.8 Interstellar Fuel Switch - 2.10.1 K2CommandPodContinued - 1.1.8.2 RasterPropMonitor - 0.29.1 Kerbal Attachment System - 0.6.3 keepfit - 0.12.4.5 KerbalAtomics - 0.4.10 KerbalHealth - 1.0.1 KerbalLaunchFailure - 0.4.8 Kerbal Inventory System - 1.7.6468.41490 <b><color=#CA7B3C>Kopernicus</color></b> - 1.3.1.3 KramaxAutoPilotContinued - 0.3.4 KSP-AVC Plugin - 1.1.6.2 KSPCasherContinued - 0.2.6 KSPWheel - 0.10.5.21 Kube - 0.0.5 KWRocketryRedux - 3.1.4 XT Landertron - 1.1 Lithobrake Exploration Technologies - 0.4 Infernal Robots - 2.0.14 Maeneuver Node Evolved - 1.0.3.2 ModularFlightIntegrator - 1.2.4 NASA_CountDown - 1.3.5 Docking Port Alignment Indicator - 6.7 NearFutureConstruction - 0.8.4 NearFutureElectrical - 0.9.8 NearFuturePropulsion - 0.9.5 NearFutureSolar - 0.8.8 NE-KEES - 0.3.5.16 NE-Kemini - 0.2.5.16 NE-KLS - 0.2.5.16 NE-MPP - 0.2.5.16 NE-Common - 0.2.5.16 NE-OMS - 0.7.5.16 Final Frontier - 1.3.6.3189 S.A.V.E - 1.4.7.2860 OuterPlanetsMod-Galileo - 1.2.4 PartCommanderContinued - 1.1.2 PatchManager - 0.0.11 PEBKAC Launch Escape - 1.2.2.2 Precise Maneuver - 2.3.1 ProbeControlRoom - 1.2.2.9 Mk2.5 Spaceplane Parts - 1.4.3.2 RealChute - 1.4.5 Recovery Controller - 0.0.2 RemoteTech - 1.8.9 AmpYear - 1.5.1 DeepFreeze Continued... - 0.23.7 IONRCS - 0.1.8 ResearchBodies - 1.9.5 RetractableLiftingSurface - 0.1.5 Skylab - 1.8.1 RoverScience - 2.3.3 SCANsat - 1.1.8.2 RecoverableEmergencyKerbalTransport - 0.4.5 RetractableLiftingSurface - 0.1.4 ShipSectionsContinued - 0.1 <b><color=#7080FF>Sigma Dimensions</color></b> - 0.9.6 SmartParts - 1.9.8 SpaceY Lifters - 1.16 StageRecovery - 1.7.2 StationScienceContinued - 2.3 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.6.6484.37549 TAC Atomic Clock - 1.5.1 TacSelfDestructContinued - 1.6.5 TakeCommandContinued - 1.4.11 TarsierSpaceTechnology - 7.2 TAC Life Support - 0.13.6 ToadicusToolsContinued - 0.22.2 Kerbal Alarm Clock - 3.8.5 Transfer Window Planner - 1.6.2 TweakableEverything - 0.1.23 TweakScale - 2.3.7 USI Core - 0.5 USI Exploration Pack - 0.9 Karbonite - 0.10 Konstruction - 0.3 MKS - 0.53 NuclearRockets - 0.5 USI Alcubierre Drive - 0.7 Universal Storage - 1.3.0.1 EVAParachutesAndEjectionSeats - 0.1.15 VesselViewerContinued - 0.8.6 KSP Interstellar Extended - 1.16.2 WildBlueTools - 1.37 Kerbal Actuators - 1.0.6.1 Buffalo - 2.3.1 Deep Space Exploration Vessels - 2.4.5 Kerbal KIS Items - 2.1.3 Mark One Laboratory Extensions - 1.9.2 Pathfinder - 1.16 [x] Science! - 5.11 <b><color=#9B59B6>Sigma LoadingScreens</color></b> - 0.3.1
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