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JoE Smash

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Everything posted by JoE Smash

  1. Sorry, I'm new, I stroaked the fire because I'm already quite aggravated with all of the above and I just got here.... Only been playing a couple months now and I've already had to delete everything and start over four times now because something has gone tragically wrong with my game due to some major error with something. I already lost all ambition of playing mostly due to a lack of any support or feedback from Squad. I mistakenly thought the support forums were to get support from the game devs. I didn't realize they actually ignore the forums and only other players or modders offer support. The only staff I see is moderators moving threads because they are in the wrong place, and then leaving the answering of the actual questions to whomever is bored enough to look at someone's log.... I suppose it's time for me to play something else.... Thanks for the chat!
  2. I have noticed the same issue. It would be great if @SQUAD would fix this at some point... How many patches and updates have there been since 2014? Still the game eats more and more RAM the longer you play and the more launches you do....until eventually it crashes or you are forced to reload because of lag....
  3. Yeah that's basically what I did, but I didn't explain it as clearly.... Can't gave giant things wobbling inside the faring...
  4. Good explanation....I just laughed out loud when I saw the plane....
  5. Well I'm not positive the dust experiment broke KEI, but it was my guess.... It could have been any experiment I unlocked with Advanced Exploration from your mod....which includes several different parts...some science booms and cameras etc.... I was having a conversation with him at one point, but he hasn't replied to me in a couple days.... Anyhoo short term I uninstalled Probes Plus, collected what I could with KEI then installed your mod again...
  6. I tried to spread the word after I discovered the same thing on the same search for the same reason...
  7. Well I'm glad the mystery is solved.... I find it pretty amazing the things I have managed to get into space.....like my first space station....that thing was riduculous. I didn't feel like doing a bunch of docking assembly so I just threw a huge faring over it and launched it with a 6-way hub in the middle and four future construction trusses with tanks in the middle of the trusses. It had a science lab on one end with a ZZZ radio telescope attached to it and a fuel tank with a cupola on the far end. The faring was as big as the launcher.... It needed some struts to stabilize what I had inside the faring, but I got it up there....by my third or fourth design tweak.... Procedural farings FTW....
  8. This is one of the few mods I don't have any issues with.... I get a bunch of those cannot clone complie errors in reference to various IVAs.... None in reference to recycled parts
  9. I'm not sure which science experiment is responsible, but something that I unlocked with Advanced Exploration broke KEI which is a mod that automatically collects all the science at the KSC for you and is maintained by Linuxgurugamer. I'm not sure which experiment broke it. I tried deleting the DustX cfg and mu file but the KEI button was still broken. When I uninstalled the entirety of Probes Plus the KEI toolbar button functioned again. It worked earlier in my career with your mod, and when i restored an old save game it worked with your mod, but after unlocking Advanced Exploration with your mod installed.... the KEI button stopped opening it's menu... I thought it might be the second dust experiment because they run experiments with different names but they seem to both collect the same science...i.e. if you put both dust experiments on a vessel and collect science with one, and then run the other... the second one gives you no science....so they both collect the science from the same pool. I suppose it could be one of your many science cameras or booms. Advanced Exploration unlocks quite a few things added with your mod....
  10. That worked...so Probes Plus breaks KEI at some point after unlocking science in Advanced Exploration....it worked with Probes Plus earlier in my career....but I unlocked an experiment that broke KEI. It also uses DMagic Science Animate as a dependancy....so I don't know if that is somehow involved.... Probes Plus also adds parts that duplicate SCAN SAT parts....but the science from those aern't collectable at KSC, so I don't think that would do it....
  11. Damn....no dice... I'll try uninstalling the whole mod....
  12. I'm getting a lot of log errors about FloatCurve: Invalid Line. Requires two values 'time' and 'value.' I Googled this error and found a seven month old thread that says it has to do with a Real Plume issue that was "fixed." I'm wondering if even though this mod technically "works," it may need an update at some point.... Either that or I must have bad configs for some engines....
  13. Ok @linuxgurugamer.... So something weird is going on with this.... In an earlier save I loaded the KEI button still works.... Can a particular Science Experiment break KEI if it doesn't understand something about the science experiment? The difference in the save files is I unlocked Advanced Exploration which opened a group of new science.....some of which is collectable at the KSC.... I'm leaning towards an experiment from Probes Plus... Not positive though, just a gut feeling.... The dude who makes Probes Plus seems to have a fetish with copying the functionality of stock science parts and adding multiple variations of his own science parts.... Specifically in that science unlock he adds another dust collector that has a different name for the dust collection experiment but it does the exact same thing as an earlier dust collector. I'm not positive that this is the culprit, but it is my gut instinct... Let me try deleting his other dust experiment He has both of these as cfg files for two separate dust experiments, but if you put both types on a ship and collect dust with one, you can't collect additional science by running the other. The experiments have different names but they both collect the same amount of science and count as the same dust experiment....or so it seems at least... I'm wondering if unlocking the second experiment broke KEI somehow.... CA-DustC CA-DustX:
  14. I think Kerbin is a huge empty planet and the bases from Kerbin Side are the only signs of life or civilization on it. Having 6-10 bases isn't sufficient for the amount of land mass. Kerbin Side Continued has stratigically placed bases on every major continent making getting to the anomolies much easier and more convenient if you have the money to open the appropriate bases near said anomolies.... I am certainly grateful for the polar bases.....
  15. Update @Ger_space CKAN claims to have installed the correct version as the source links go to your current downloads of Kerbin Side Continued....and it claims it is version 1.4.5 and it if good for KSP up to 1.4.9.... For some reason CKAN makes you install Kerbin SIde Core and Complete Continued together....even though your one download for Complete Continued contains the whole thing (at least I think it does)....don't know what the Core part is about on CKAN....or why you are forced to include it. Whoever put it on CKAN must have jacked the whole thing up.... I guess I'll uninstall whatever it is that CKAN did and just manually drop the extracted folder for Kerbin SIde Complete Continued on Spacedock....and see if that is working better....
  16. Hello @Eskandare, I'm still running Kerbin Side Complete Continued because I have been waiting for your mod to become comparative in features.... i.e. Looking for you to add your version of the Kerbin Side Kampus...and a comparable number of world bases and hidden bases as the Alpha Ash/Ger-Space version.... I see you adding screen shots of bases and things you have been building in threads relating to Kerbin Side and Kerbal Konstructs.... Do you plan on adding these bases to your release at some point in the future? I'm not really into making the bases myself, as I suck at it.....but I prefer the general global coverage of the original mod....that is the main reason I have stuck with the original mod despite it becoming dated and unstable... Thanks for your time...!
  17. I actually did that first....that ALSO works... My concern was any OTHER game that wanted a 64bit version of xinput1_3.dll would then get the wrong thing and crash....because the KSP one is 32 bit.... That worked equally well as putting the windows/system32 on in the games 64bit plugin folder.....
  18. It really could be anything....logs would help (KSP log and output log) so you don't waste people's time with guessing random things...
  19. Yeah, sometimes the memory amounts don't always add up right, but from yours it looks like you have 8GB of RAM and the game used almost all of it and then crashed.... If you indeed have 8GB of RAM, then this may have been accurate in your situation.... If you have 16GB of RAM, then this is more confusing....lol. If you only have 8GB of RAM, then you can't run a ton of very large mods together or you will run out.... The biggest mods are planet packs that add additional planets or star systems, visual mods (like Astronomers Visual Enhancements or Stock Visual Enhancements or Stock Visual Terrain....etc.) and the associated texture packs, Nertea's Stockalike Station Parts, OPT Spaceplanes and OPT Legacy, and Tantares/New Tantares.... With 8GB of RAM several of the above listed mods and a ton of smaller mods you will definitely run out of RAM and crash.... You will have to trim some fat....
  20. I'm using whatever is the most current version for 1.4.5 of KSP for this and KK....I thought.... Maybe CKAN is installing the wrong thing.... I'll see if I can do it manually later.... Yeah I think only the old Alpha Ash version is available on CKAN....Great....so I probably have the wrong version installed.... CKAN is such a trainwreck...
  21. Hello @Ger_space, I was wondering if there was any way you could help with JPLrepo's research bodies mod in case he refuses to add support for your mod.... I don't know which mod "moved the KSC," but the only mods I have installed that "might" have moved it are yours.... I'm NOT using any Kopernicus planet packs that alter the location of planets....or could possibly have moved the KSC.... He's claiming his mod can't "find" the KSC for the purposes of the Observatory that his mod adds.... The observatory is present in my game and I can interact with it.... But since the mod can't find it, it may jack up the associated contracts...
  22. I figured you would know because the business end of the telescope looks like your basic telescope in Tarsier....not the deep space one....the smaller one...(Also he did thank you in his OP.....) So what should I do about it not finding the space center, @JPLRepo? The only mod I am aware of that affects the KSC is Kerbal Konstructs and/or Kerbin Side....both are pretty famous and frequently used mods.... Do you plan on offering support of them? I don't enjoy playing KSP without the added bases around Kerbin....it's too empty.... I like having additional recovery bases when I land craft.... Neither mod moves the KSC. It's still where it should be. Kerbin Side Complete adds some office buildings and a road connecting to it... I have made it to space and my Tracking Station is lv2 and the Observatory is lv1. I got a basic contract to "Research" something. Which I accepted....says it will take a year or something....not sure what it does really.... I got a contract to put the research telescope into orbit above 200KM....AFTER I launched the telescope and put it in orbit at 200KM....
  23. Any luck on figuring out how I managed to suddenly break this mod? Should I try reinstalling the dependancies....i.e. click through blocker and toolbar controller? Reinstalling things via CKAN makes me nervous because it also will uninstall and reinstall any mods dependant on the dependancy....and then if it is a mod that leaves stuff behind it breaks the whole process and I end up with an error message and a mess.... If that didn't typically happen, I would have tried it already...
  24. Yeah...it looks like a decoupler goes after you started the engine, but before you released your clamps....then something up by your faring exploded and the rest of the rocket then explodes... Looks like the rocket is pretty top heavy. Going to need to use auto struts...and maybe regular manual struts to secure that payload.....
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