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Everything posted by HansAcker

  1. You could try and edit the settings.cfg in your KSP directory. SCREEN_RESOLUTION_WIDTH = 1600 SCREEN_RESOLUTION_HEIGHT = 900 FULLSCREEN = False
  2. There's probably something wrong with your installation (a bit obvious, I admit). The KSP.log file would be useful to see. I notice that some directories in your GameData have an added (1) at the end. That can lead to mods not finding the files they expect. I'd suggest that you rename them to their original name.
  3. Isn't that one of the usual "false positives"? I seem to remember seeing (and ignoring) a similar message in my logs. I believe the line mentioning Waterfall is unrelated to the later "ADDON BINDER"
  4. The image link seems to be broken. Does this affect only parts from a specific mod? Pink parts usually mean that a texture is missing. Your KSP.log woul be helpful to see here.
  5. Struts (EVA construction), Autostruts and disabling RCS or reaction weels on docked spacecraft. I moved assembled space stations beween planets How large is your construction kit, anyway, and what's the launcher tech available? Everything can get into orbit with enough power. And then there's Near Future Launch Vehicles with 7m parts... (85t RocketParts for construction on JNSQ-Minmus)
  6. We'd need to see your KSP.log or Player.log. I never used the clone function, I just copy the directory and add it to CKAN.
  7. If you installed only these mods, you might be missing the all-important ModuleManager perhaps? Parallax Scatter configs need MM to patch into Kopernicus. Edit: from the installation video in the OP, it looks like Kopernicus is expected to bundle MM?
  8. OBS needs VRAM and a few GPU resources to scale and compose the frames. KSP takes all your VRAM. You could try and reduce the amount of resources OBS needs, e.g. set the camera to a lower resolution and don't transform it with OBS, don't use fancy masking filters, etc. https://obsproject.com/wiki/GPU-overload-issues
  9. Looks like Infernal Robotics was the source of the problem in recent threads. You should be able to fix it by installing version 3.1.8 until this bug is resolved.
  10. There are mods for things to go wrong in KSP, too I start up the liquid engines first (if there is a failure, they can be shut down and the launch scrubbed), then any solid boosters (on failure, the launch clamps keep them grounded until they burn out) and finally release the launch clamps when all engines run and produce thrust.
  11. I don't think so, no. Did you try both override settings in the docking autopilot? What status does it show in the window when it locks up?
  12. Totally unplayable without: Double Tap Brakes (it didn't even make it into KSP2 ) Easy Vessel Switch Editor Extensions KER (all important information in my HUD) KSP Community Fixes Then add another 100 mods to make it even better.
  13. It's been a while but I just recently came across similar stories. So, apparently an engineer sometimes welds themselves to the vessel they were working on. Quicksave/-reload or switching to the tracking station and back should help. Never seen it happen in my (surface) construction work. Maybe the Kerbal got wedged in between station and antenna.
  14. Did you install EVE (the mod that makes clouds and auroras), too? If so, the log file might give a clue to some errors, maybe. I installed AVP through CKAN and everything works.
  15. The KSC scene usually displays credits, reputation and science points in that location: I only have a single 2k display, so I never had to use the zoom settings.,
  16. Is that the whole log file? It ends without an obvious crash reason. Maybe we need to see the Player.log instead (Unity's log file which does log a bit more than KSP.log). You should find it in "%USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log" (per this post). All I can see is that you have an older version of MechJeb2 (v2.5.6.0 vs v2.14.2.0) with no ModuleManager and it's having trouble loading its deprecated control parts. So maybe update MechJeb and install ModuleManager.
  17. I think one needs to distinguish between a mod manager (that loads code and assets) and KSP 1's ModuleManager (which doesn't really manage mods but patches configs in memory). Only the former is probably going to be implemented officially, the latter might have to be a mod again. The ability to quickly clone a part and change its values and (part-) modules is a pretty useful feature. I hope we'll see something like that emerge, although KSP 2's part structure is probably more complex.
  18. Except when Scatterer turns off all lighting in the KSC. Granted, this one is a mod interaction problem in that I only experience it with JNSQ and recent Scatterer (older versions do not show the same behaviour). Anyway, KSP 1 mods have bugs. Lots of bugs. What exactly was your point?
  19. Different mods have different bugs. Kerbalism once killed a save of mine setting some part masses to NaN. MiniAVC and Firespitter were known to cause bugs early in the loading process, leading to unpredictable behaviour later on. And that's not even mentioning "harmless" exceptions thrown left and right (Scatterer in the VAB, some part mods, etc.). Join the log readers here: https://forum.kerbalspaceprogram.com/index.php?/forum/70-ksp1-technical-support-pc-modded-installs/
  20. Ugh. Lots of bugs. Sometimes save-breaking, sometimes just crashes, sometimes they affect other mods. Sometimes they just sneak a single NaN in and your game explodes a few sessions later.
  21. Autostruts do not cross unlocked robotic parts. For transport, I would set all those hinges to "locked" and autostrut the attached part.
  22. Yes, I think you can't set "speed" of hinges with the KAL, you need to set different start/end times and angles to control them. Unfortunately, I do not have a better view of the KAL window that controlled a similar rover deployment but you can see hinges and pistons start at different points in time.
  23. There's quite a few errors in your log. Your Parallax installation seems to be incomplete. There are parsing errors in ContractConfigurator (maybe incorrect contract definitions?) The problem you see is probably caused by this error when you added a Swivel engine to the vessel: NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.ThrustUpdate () [0x001f9] in <c1858a3f77504bd1aaa946fdccf84670>:0 at ModuleEngines.FixedUpdate () [0x0005c] in <c1858a3f77504bd1aaa946fdccf84670>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) liquidEngine2 added to ship - part count: 12 I'm not familiar with a number of mods in your install. Do you recall if any of those changes engine parameters? The really odd thing is that you shouldn't be able to put a liquidEngine2 on your ship, as far as I know. It's been superseded by liquidEngine2_v2 and the liquidEngine2 is hidden from the tech tree. How did you manage that feat?
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