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Everything posted by alphaprior
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Well I have removed "No Duplicates" mod and I'm happy as it is now. I don't mind if I see something in different categories. The rest of mods are very helpful especially for tanks and engines.
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Indeed I found it there, although I don't have the NoDuplicates mod installed now. I don't use WOLF I never checked this one. I was typing in the search box but it seems it doesn't work very well. Thanks anyway. Btw my module looks different it's a grey box with a screen.
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I don't use RationalResources and I searched the module to no avail. So my KSP.log and ModuleManager.ConfigCache here.
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The No Duplicates mod hides the Surface Scanning Module. I was looking for long time it but it was missing. Once I uninstalled the mod the module re-appeared. It's possible that hides other parts too. Now I have only CP titles and extras only.
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Yesterday the rainbow cat started to appear on my loading screen. I know it's related to beta version of Module Manager but I haven't see any update for MM so something else is happening. I've cleared MM cache files cat still appears. Anyone knows?
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I know TweakScale clashes wtih B9 part switch I already reported it. Probably others but it's impossible to find which one as many of them are dependecies for others and even if I manage to remove some my game won't load. I try to keep only well know mods and updated. But in all games that come with mods this is to be expected, lots of memory load and possible crashes. Cities Skylines was the worst...
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I built a new system in November. AMD Ryzen 5900x, 32GB RAM G.Skill 3600Mhz, 512 Samsung 980 Pro. And I kept my older Nvidia 970 because the new graphic cards are extremely expensive and not worth to spend a fortune especially if you don't play killing games that use advanced graphics like raytracing. System is blazing fast. When I boot up it takes seconds. When it comes to KSP things are not so good because of the mods. It takes more than a minute to load and takes about 17GB RAM probably more sometimes. It crashes often and even Chrome in the background freezes because system is out of memory. Sometimes things go so bad I have to restart because system freezes entirelly. The best system you can buy won't give you a perfect experience. Of course you can skip mods or use very few. Apparently KSP2 will have many things that we have with mods today so we will need less mods for sometime anyway.... So mods factor will be most important and RAM the more you have the better, 32GB is absolutelly minimum in this kind of games that load so many stuff also a fast SSD helps with paging file.
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Yeap I find the issue and reported still don't know the cause but those spotlights were reverted to older version probably another patch. But recently I had the same behaviour on a ship while I was attaching parachutes. I'm not a programmer so my understanding the issues are limited. But I have a good experience or perhaps bad... with mods in various games. At least in KSP it keeps working instead of entirely ruining the game. I can alwas reload and continue even with errors. To remove TweakScale or some other mods it's not possible because they remove their dependecies then I won't be able to load my savegame. Anyway I made my report I hope it helps and you solve problems as long it takes.
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It's a strange thing. Don't know what happens in KSP.log during the game but those errors in VAB screen don't appear always. What I do when I see errors is to clean Module Manager cache files, and PartDatabase. Then game seems to run smoothly. But not for long. After some VAB editing, errors re-appear. Something else, that happened 2 weeks ago during a spotlight installation on my Space Station... well it exploded! The entire station exploded. I reloaded several times and station was exploding every time not matter where I was installing the spotlight. At first I thought it was a USI greenhouse issue because I had seen an error related to it and something about IScalarModule. I told RoverDude but he said something else not related to his mod was responsible. Maybe it's TweakScale? I can't provide more info related to this or any log but TweakScale is a possibillity since modifies other parts.
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I'm having errors in VAB with TweakScale whenever I touch something. Here is KSP.log
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[1.11.2] B9PartSwitch v2.18.0 (March 17)
alphaprior replied to blowfish's topic in KSP1 Mod Releases
ok thanx -
[1.11.2] B9PartSwitch v2.18.0 (March 17)
alphaprior replied to blowfish's topic in KSP1 Mod Releases
I get errors in VAB whenever I touch something. The error that appears on screen is related to B9 Part switch but since it's dependecy for many other mods I don't know the cause. Checking ksp.log I see also TweakScale in the errors. [EXC 03:20:30.085] NullReferenceException: Object reference not set to an instance of an object TweakScale.TweakScale.IPartMassModifier.GetModuleMass (System.Single defaultMass, ModifierStagingSituation situation) (at <6c196c229b7b407390d4d14556b33c91>:0) Part.GetModuleMass (System.Single defaultMass, ModifierStagingSituation sit) (at <2afc64dea36946459d4707808bdac511>:0) B9PartSwitch.ModuleB9PartInfo.UpdateFields () (at <b85eabe067044bcb9aeabe863954a5ce>:0) B9PartSwitch.ModuleB9PartInfo.EditorShipModified (ShipConstruct construct) (at <b85eabe067044bcb9aeabe863954a5ce>:0) EventData`1[T].Fire (T data) (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(ShipConstruct) EditorLogic:SetBackup() EditorLogic:<SetupFSM>b__190_29() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() EditorLogic:Update() Now which mod causes the problem? KSP.log -
Kerbals got eyelids! I hope the get them in the game too! But I have to agree not so readable, they need a little more contrast.
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[1.12.x] KSP Resonant Orbit Calculator
alphaprior replied to linuxgurugamer's topic in KSP1 Mod Releases
Does it work with 1.11? It's a calculator most likely it does... -
Kerbin Comm Network in Career mode
alphaprior replied to alphaprior's topic in KSP1 Gameplay Questions and Tutorials
Thanx! Setting worked stations did not dissapear but at least they don't have a signal anymore. And video is very similar to Scott Manley's tutorial but I got it. First I get into an elliptical orbit 2868-1227 then I release a sat at AP in every orbit, and raise PE to 2868. I want to use geostationary orbit because why not? I could set any orbit but this is cool and realistic. Maybe in KSP2 will be essential untill then... This is my 2nd career game so I intend to carry at least 3 sats on every planetary mission. -
Should I create a Comm Network around Kerbin? Since I can see but not use other launch sites and they work as relays meaning I have signal almost all around Kerbin. Although I would like to disable them but there is no such option. And what about geostationary triangle orbit? I've seen Scott Manley's video but I cannot understand when and how he sets the sats in the different positions apart. I understand that I have to put my ship carrying all 3 sats in geostationary orbit as in video 2868.75K then I don't understand what to do with 2nd and 3d sat. I have to reduce periapsis to 1227? And circularize back? when? According to KSP wiki for other planets and sun I need to have at least 1 equatorial and 1 polar orbit. Should I do this in Kerbin also?
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Suggestions for Space Station
alphaprior replied to alphaprior's topic in KSP1 Gameplay Questions and Tutorials
Yeap that's what it is a middle station. I park my spaceships there re-use them later. But what I might need in future like a drop-off point for ore or more exotic stuff? I use all USI mods so I wonder which tanks to use. Or what about converters on a space station? I have already an Advanced Science Lab it's on top of the central connector. Although labs are so slow! -
Suggestions for Space Station
alphaprior replied to alphaprior's topic in KSP1 Gameplay Questions and Tutorials
anyone? -
Launching a 44t payload
alphaprior replied to Anonymous49's topic in KSP1 Gameplay Questions and Tutorials
I always have problem to launch heavy loads. What I do is to try and make them lighter like seperate launces instead of a single one. If that's not possible then I have to be more creative by rejecting weight as I go higher. For example instead of using 6 radial tanks I use 2+2+2 connected with fuel ducts. Connection is like this Tank A > Tank B >Tank C. So the tank A empties gets rejected then B and finally C. Under the liquid fuel tanks I used solid boosters which were the first to reject and I already had a good speed. It's a very efficient way to launch, I used this method for Eve launch and worked perfectly. Why do you hate solids? They are essential to heavy launches especially one like yours. -
I had a similar problem to finish construction with any missing modules on a rover on Mun. There no info about which missing modules to install but the mission was to drive the rover on a specific location. I did and I attached an antenna and a solar panel. Nothing happened. I finnished contract with cheat. Obviously the 1.11 update introduced some new missions but some are bugged.
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Kerbal Spacesuit Colors
alphaprior replied to ImANoob's topic in KSP1 Gameplay Questions and Tutorials
either in VAB or astronaut complex you can see a little hanger before their name click it and you can choose among 3 different uniforms and colors Note default astronauts like Jeb, Val etc cannot change uniforms because they are veterans. But you can edit your game save and change veteran to false.