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tonimark

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Everything posted by tonimark

  1. @bcinkjust tried a stock decoupler placed between heat shield vessel and a decoupler between the stage and the vessel right now. still got the same problem @bcinki think I finally solve the problem all I need to do is to disable heat shield staging in the editor but there is another bug that engine is activated on the decoupler
  2. @bcink what? what decouper ? you mean one specific part of any stock one ?
  3. everything is broken! well done
  4. @bcinkBUG!!! the stage1, while start separated (broken joints) from the whole vessel, include the heat shield and when reverting to launch all the whole vessel including the heatshield disappears here are some images including a log: my vessel at vab my vessel at first lunch as you can see the vessel without the heatshield separated falls and after reverting to launch as you can the all the whole vessel including the heat shield dissapears and lastly the log file:https://www.dropbox.com/s/rz1tkrhqox357ct/KSP.log?dl=0
  5. @Ger_spaceyeah i mean there are no buildings and Ctrl and K doesn't work
  6. @Ger_spacethe KK doesn't longer work after the last update take a look:https://www.dropbox.com/s/rx48aibni0amzhd/KSP.log?dl=0
  7. @Ger_spacei found out that I didn't install the mod correctly I reinstall and now it works fine sorry anyway
  8. I check the folder (Kerbal-Konstructs\Newinstances) and is empty.it should be an incompatibility with kerbin side remastered, its better idea to investigate it
  9. I play sandbox for fun but sandbox is usually for "beginners" to learn how to lunch rocket (and do space exploration) property while a career is space program management which required a big amount of experience to progress in career.
  10. by default, kerbal space program is designed to use only one core (thread) to process physics but this is a problem when you use a multicore processor like the ryzen ones this has as a result as I see dramatically performance drop if the core of the physic processing is overloaded. I got a problem too and I use intel core i5 and I see that the kerbal space program when freezing its strip to 25% of CPU usage (shown on task manager details) which means that the physics processing core is overloaded.so how to force kerbal space program to use more than one core when it comes to physics processing
  11. and is broken , here are the logs:https://www.dropbox.com/sh/nzup5zzjk5jeztk/AADf71Jb88xPLVFApRjNg0PSa?dl=0
  12. ok i will try one more time if he fails i will send you the logs (dropbox)
  13. hello @Ger_space you said that by the Christmas the renew versions of the mod is ready as Christmas passed and we got 3rd of January of 2019 it's a better idea to know if you got it ready or if you still developing it. by the way, I check the msg you recently sent that KK works at 1.6, I try for my self and it doesn't work like in the past. Please update it or report progression
  14. how about a 1.5.1 i still use this versions until all authors recompatible their mods to the latest versions
  15. @IgorZa note!!: helmet removal is now stock feature please remove it from the mod as it may cause glitches!
  16. one question what mods are compatible with this parts pack mod? so I can download them
  17. @GargamelREPORT: checked most parts and I have sawed the autostrut disabled on most parts of the base except for every landing gear that shows locked autostrut: heavy and i can't disable autostructing in landing gears but spazzing out/kraken still happens with previous conditions/reproduces
  18. @GargamelokI will enable advanced tweakable and check on base if each auto struct is on then i will disable them and report if the issue is fixed
  19. so pretty lately I have a problem while constructing my Duna base there is a random spazz out-Kraken attack when these conditions are met: 1.when something hit the base with force 2 m/s or more 2.sometimes when docking something at my base 3.always when the gravity disabled (alt + f12 menu) firstly I see the problem when I connected two (via docking ports on the ground)base modules after landing , i use the planetary base mod with kerbalism life support for these bases i also use ksp 1.5.1 mods: KSP: 1.5.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10 (10.0.0) 64bit ClickThroughBlocker - 0.1.6.9 Filter Extensions - 3.2.2.12 TexturesUnlimited - 1.2.3.17 Toolbar - 1.7.17.14 ToolbarControl - 0.1.6.19 Airplane Plus - 24.0 Animated Decouplers - 1.4.1 Aviation Lights - 4.0.5 B9 Part Switch - 2.4.5 BetterTimeWarpContinued - 2.3.10.2 Community Category Kit - 4.0 Community Resource Pack - 1.0 CommunityTechTree - 3.3.4 AGExt - 2.3.3.7 DMagic Orbital Science - 1.4.1 DynamicBatteryStorage - 1.3.3 ExtraplanetaryLaunchpads - 6.3.1 Firespitter - 7.6 HideEmptyTechTreeNodes - 1.0.5 Interstellar Fuel Switch - 3.6.15.2 JanitorsCloset - 0.3.4.3 RasterPropMonitor - 0.30.5 KAS - 1.1.6876.38030 Kerbal Engineer Redux - 1.1.5.4 KerbalHealth - 1.3.1 Kerbalism - 2.0 Kerbal Joint Reinforcement - 3.3.3 HyperEdit - 1.5.8 Feline Utility Rover - 1.2.8 Kerbal Inventory System - 1.16.6876.37464 AdvancedFlyByWire - 1.8.1.1 KSP-AVC Plugin - 1.2.0.6 KSPWheel - 0.12.10.28 NearFutureAeronautics - 1.0.2 NearFutureConstruction - 1.0.4 NearFutureElectrical - 0.10.4 NearFutureLaunchVehicles - 1.1.7 NearFutureProps - 0.3.5 NearFuturePropulsion - 1.0.4 NearFutureSolar - 0.8.13 NearFutureSpacecraft - 1.0.1 OpenCockpit - 1.2.1 PatchManager - 0.0.16.3 Photon Sailor - 1.4.6.2 Kerbal Planetary Base Systems - 1.6.6 AmpYear - 1.5.3 DeepFreeze Continued... - 0.23.9 SCANsat - 1.1.8.8 TweakScale - 2.4.0.6 KSP Interstellar Extended - 1.20.13.2 Kerbal Actuators - 1.6 World Stabilizer - 0.9.3 here is an image with my base normally: and here is an image when my base being attacked from kraken-spazzing out of control: of course there is no log.So can anyone please explains me about which addon causes that spazz out or/and which addon or ways should i use to prevent that glitching and i forgot to mention that i use world stabilizer to prevent kraken attacks-spazzing out when loading vessel so tell me a solution
  20. yeah and what about my question? does the radiation or health level reset on recovery? or stays the same
  21. NICE WORK! I love this realism, I would suggest adding compatibility with kerbalism(<-so when kerbals having a problem, for example, hardened breathing due to low oxygen they will drain health much faster) and make curing radioactive sickness too a suggestion is to create parts as medical clinics.so they can help cure quirks and help healing here is a question I see that kerbal permanently loose maximum health due to radiation but does radiation or/and maximum health cured and restored back to normal when you recover kerbals back to KSC for a long time?
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