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Steller dude 63

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Everything posted by Steller dude 63

  1. Hi Jimmymcgoochie, Well, the odd thing, is I thought that maybe the Cryo Tanks mod maybe the problem and I got CKAN to remove it and all linked supporting stuff, did not solve the problem sadly! I even took out the 1.10.1 version of the mod which let's you change the tank contents, "Interstellar Fuel Switch mod and it's core mod" But that did not solve it either? I try and post the mods I got.
  2. Good day all, Now as though I was already having trouble with only 2 of the solid rockets working in 10.1 ( only the Separator one and the solid booster Moores rocket working out of all the stock and new modded ones ) was not bad enough, Now the game updated to 11.1 I have another odd and to say the least very bad bug in this new version too! Now all my rocket fuel tanks not only state they are Liquid Hydrogen & Liquid Methane instead of the normal Liquid Fuel & Oxidizer in the listing of the details of the tanks when you right click for more info on the parts list, But even worse than that is the fact that, when trying to use them for launches all the fuel in them is just gone? They show in the fuel levels of the tanks zero fuel. And you can't even have the right click to see the contents of them either now too? So I 1st noticed this after working very hard on a huge station with a special heavy lifting set of Saturn like rockets to lift this huge station up to Kerbin orbit ready to send it onto the mun for mining work. I had it launch using allot of those working booster Moores Rockets and then when they were used up I dropped those and then it hit me, The rockets would not fire only then did I see there was no fuel in those tanks! You most likely say, well did you not see there was no fuel in them at launch the 1st time you launched? No because 1 > the amount of booster rockets used was so much due to the weight of the station, the list on the side was only showing them & 2 > no flames from the main rockets is normal to see when you have so many booster rockets start up the speed of the launch is such that those main rockets turn off as they not needed until the boosters are used up! So I did not see the problem until I went to fire up the main rockets and nothing happened, by now the list of boosters went away and I saw no fuel in the main tanks. I had to stop the launch and reset to the assembly building to try to fix the lack of fuel problem, no luck I even did small rocket tanks testing! All showed zero fuel in the tanks so no take off. I have lots of the 10.2 mods still working even though the 11.1 has now come in. I have some 10.2 and some 11.1 mods thanks to CKAN doing updates for all them and I only removed any like the 10.2 that the system not let work in 11.1 now. So has anyone got any idea's why this just now happened when the fuel was in the tanks before the update of 11.1?
  3. Hi JadeOf Maar, What is the release name of this mod you wish me to look for please! I will look through my CKAN installed mods list and see if that exact mod is there? Thanks
  4. Hello all, I thought I update you on something I found on the game to do with this SRB problem! I did some tests of the SRB's in the list to see if any did work at all since I had some game mod updates? I found that the solid small separator rockets do work, and the new Moores SRB's also work. ( they have a built in one sided sloped nose cone & belong to a mod called "Phoenix Industries" with the blue bird icon on them ) But none of the rest work at all? So at least those two are usable. Shame to rest are not still.
  5. Hi Again Linxgurugamer. Okay sorry I thought you was on about the screen resolution! I will check on what it set to and see what I can do about that? Thank you.
  6. Hello Linxgurugamer, Thanks for the idea! I will see what happens? Although at this time even though I got a 4K 43 inch Screen which has the far higher resolution than the normal TV, I am only using the game resolution that is standard setting used normally. But I understand what you getting at! The resolution of the game will effect the processing of the image data and the amount of RAM needed to do it. At this point any idea helps? Until I can afford the pricey RAM upgrade that is! And Krazy1.. Thanks for the idea of using the MemGraph mod, It seems to helped a bit on the frame rates in game. The game is a little better now, But still freezes up sometimes and crashes with the 98 to 99% Memory used seen again in the game. Just keep on going I guess until we see what fixes the fault? Cheers all.
  7. Hello Krazt1, Thanks for the information, I have installed this mod now. And will be checking on it today! I most likely be still upgrading my RAM asap. But as said, KSP is a very picky game even on the simple stuff. We all love it, But also sort of dislike it at the same time. Hopefully the KSP 2.0 when it comes out be better? Thanks Fraktal, Seems the KSP game did what it did to me to also? Hope you have a better time too soon! I know I will if the RAM upgrading does it's job. Just the damn cost of RAM now it never seems to get lower in cost unlike other stuff you buy! It in fact not only don't lower in cost as the tech moves on, it instead stay's up in cost and sometime goes up? Oh well, the fight goings on... All the best fellow KSP gamer.
  8. Hi Jimmmymcgoochie, Thanks for your good reply! I just checked the RAM use and yes your right when the KSP game froze on me yesterday when I was playing it, The Device Manager show CPU ( Quad Core ) level of use was at 10 max out the 100% usable. But the System RAM (8 Gb ) was hovering around 98 to 99% of max. I had to many times keep pressing the ESC key and doing the Ctrl + Alt + Del keys a few times to get the Device Manager up to stop the game even them the KSP game was fighting me to stop! after 5 minutes I got it to stop the now non-responding game? I have a fast HD ( 54000 RPM ) I not really keen on getting a SSD one as I read and heard bad things about them? So it looks like maybe more System RAM is needed. Do you agree? I was looking at getting about 8Gb more! My System can hold a max of 32 Gb. I must say it sure odd this RAM thing with KSP. All my other high graphic games run like water no problems and some are high level on graphics too. Just KSP has to be a pain.
  9. Good day all. I had like others the newest ver 10.1 of KSP for a bit now. However a couple of big problems have come up? 1 > all my SRB's either the in game ones or any new modded ones, now won't fire up at launch? You set them along with the main rockets to fire at the launch and the SRB's will not fire up at all. the small separator solid rockets do work though? 2 > game play FPS has dropped down hugely to around 10 Frames a second and even starting the game up and closing it down are really ultra slow! And this is even though I have a new fast Graphics Card which has 8 Gb of DDR3 RAM Onboard plus the same Amount of RAM in the fast gaming PC RAM slot. It takes now up to 20 minutes for the game to load and the close down can be over 10 minute often freezing up part through then I fight with it to close it down even using the Program Manager and the ESC key many times! I have only the making history update installed btw. No breaking ground yet. the amount of mods is 165 all updated to the new version and had newer mod updates too. ( but I only now had troubles, not before and had more mods than this ) I never had this trouble before even though I have allot of mods installed by CKAN. What is the problem? Anyone know what I need to do. Thanks.
  10. Thank you both very much for the detailed replies. Just as well I going to redo the PC as my mods have gone a bit mad and now stops the game running! What seems to have happened is, I used ckan to update the "scatter" mod yesterday on the 25th April. This caused the game to have fault where my hard built and designed Mun fuel orbiting station to vanish from the saved game. So I un-installed using ckan the scatter mod this made ckan un-install a ton of mods which scatter interacted with! So I then used ckan to re install the scatter mod But this did not seem to help? I copied over from the external drive where I back up to. the unchanged game data which has the mods in, But this did not help either! So I just redo the PC as I planned today and reinstall from steam the ksp and take it from there. Sometimes this game drives me nuts. I keep a record of the ckan before changes for new ( in red arrows ) and updates ( in blue arrows ) by paint program so I know what was installed? I found this a better idea than writing them down on paper. I wish I could paste it here but I can't.
  11. Good Day All, I hope your keeping safe and well in the current events! I am due to reinstall my OS again and I wish to know when Steam reloads down my copy of KSP 1.9.1 again onto my newly redone system, Does it also either help me do or it's self do the current installed Mods I got installed now? This is the 1st time since I had ksp that I've had to redo my PC system so I don't know about the Mods list I got and how I get it back as it is now! I have just backed up the mods I got now onto my Back Up HD along with the other stuff I needed to do before a PC OS reinstall. But since the game is linked to Steam I not sure what Steam will do when it re-down loads ksp game again? Any help be great.
  12. Hello I downloaded this lovely mod by CKAN This is the Feb 2020 one for the new KSP 1.9.0 version of the game! Two small problems found though, 1 > there is a hull skin glitch on the medium length lifting body fuel tank section where the top white curved surface of that hull is going nuts with lot's of breaking up of the surface textures! and 2 > that medium length lifting body fuel tank, does not seem to have a menu by right clicking to choose the fuel type inside it? I right click on it and all I get is the normal menu to choose to set the attachment of the part by heaviest part or parent part or grandfather part and the normal attachment also.. Nothing at all about choosing any fuel type? Odd. And a pain as I having to build a normal set of fuel tanks for rockets inside the lifting body section just to have fuel for big 3.75 m cargo shuttle design I doing now! Anyone know why there is no fuel menu on the part? Any ideas why be great.
  13. Arco 123, Sorry, For thanking this mod maker and saying what a great job has been done! I am not bugging him, I was just thanking him for a great mod in 1.8.1 and did not think that be bad to do and asking about a possible 1.9.0 version.. How silly of me to thank the mod maker! I will not do so again since you said it is bad. Damn what a bad person I am?
  14. Good Day. After using this on the 1.8.1 ksp game it has done a lovely job with the clouds etc. And the video pre-view was one of the most lovely I ever seen done! The music was so fantastic, I love to know where you got this music as I love to maybe find more like it? Now of course the new 1.9.0 game version is here as of February 2020. So I love to know will you be updating this mod for that version so we can be blown away again by your amazing mod work! Be really lovely to see any improvements you can do for the 1.9.0 version? Thank you for your great skill and hard work.
  15. Hi Onygan, Thanks for the info? I fixed the problem some time back! For some odd reason, the thing that was stopping me from picking crew anymore was the better crew selecting mod I was using to auto fill the rocket capsules with the right Kerbinauts need for the mission i.e. pilot or engineer etc. This mod had a bug and I happened to have to remove another mod that was linked to this one using CKAN, and when the mods where re-installed by CKAN later. The two mods were updated for the now used 1.8.0 I then got. So it has been fixed. I think if anyone else seems to have problems with a once normal in use mod that had been installed by ckan they best check for any updates for those mods and if need be, just use ckan to un-install the mod and then re install it as any bugs be fixed then? Happy flying.
  16. I just saw this mod reviewed and using CKAN I went to install it. Only to find that it will not turn on the downloading icon button in CKAN. I checked the box I got the newest game 1.8.1 (2694) But the Apply Changes button stays grayed out! And the I have done the newest CKAN update download from the maker of CKAN. What to do? any idea's? thanks.
  17. Cool to see a KSP version of the next British space plane idea! Let's hope the small problems you found will be sorted or just lessened? Thanks for the hard work getting this mod up to the new 1.8.1 version.
  18. Ok.. It must have been the 1.7.3 then? When the game is a pain it made me misread the version then!
  19. DeadJohn, Thank you for the clear great reply! Very nice to know this? I will be doing a redone PC soon so this be great way to sort it out so I got the game and mods done again. One odd thing I just found doing a orbit rescue of some poor kerbals stuck on a part build station I had tumbling so I could not dock a rocket to get them off? So I had to design and build a big rescue rocket with 4 big space tugs fitted to the robotic control rocket, planned to go up and using the tugs to grab the station and stop it tumbling and hold in stable way so another crew pick rocket can than dock and save my poor kerbals. The odd thing I found was even with a well filled upper stage, the oxidizer which normally is higher than the liquid fuel, was used up in the burns faster than it should be? Such that the rocket run out of oxidizer and left the rocket without enough to help burn the rocket fuel in orbit? I had to use the far slower Ion engines of the 4 tugs still on the sides of the rocket to get to the station orbit! I did the rocket system again after destroying the old one to help clear the orbit as it can't power up enough by Ion to be good. The new redesigned version had a better less fuel use! using orbit rocket engine and more oxidizer and still the oxidizer got used 1.5 times more than I even had before this? Maybe the 1.8.1 has a new fuel use bug? The tanks were the normal higher oxidizer compared to liquid fuel such that before now they always worked well burning the two equal. So much problems. So I having to redesign the craft again with 2.5 times more oxidizer just to run the rocket. very odd. Has you or anyone seen this too?
  20. Hello all, 1st May I say, Happy New Year 2020 to all you amazing players. Now the question I got for you all? I am about to redo fully my PC and back up data ready to do a full re-install of the OS etc. Does anyone here know, What is the "Steam" rules about the ksp game I already had brought and downloaded onto my PC. After I redone the PC do I have to pay a 2nd time for the ksp game and add-on I already brought from Steam so I can reinstall it onto the fresh redone system? Or because I paid once already, can I just sign in again and download the ksp game and it's add-on I got now every time I redo the PC reformat and fresh system? And is there a way if needed for me to do a full saving of the game and all my mods in case I need to do, So later on I can reload them back into my PC from a back up HD so I always got them safe? And on a last note here, Has anyone else noticed that the new 1.8.1 ksp version of the game uses a tons of RAM to play compared to the older 1.7.8 ksp game before we were updated to the newer 1.8.1 by Steam? Because I had the 1.7.8 ksp running fine on a PC with fast 8 GB's of RAM and 2 GB's on my HD Graphics Card. But now the 1.8.1 game use up to 98% of all my PC RAM and the 2 GB's of the graphics card too! I have tons of trouble now just starting up the game and often it just freezes up and crashes on me! I having to look in to paying out for 16 GB's more of my PC RAM just so I can have the game run fine like the older 1.7.8 did without the extra RAM. ( RAM is still damn pricey too ). Thanks
  21. Hi All. I tried these the last time they come out for 1.7.8. And none did what was claimed? They all tumbled out of control no matter the design or Air brakes etc. Plus all just burn up and exploded in the Kerbin Atmosphere? Just as well I only had them on testing with none of my lovely Kerbals on board them. So I don't think I be getting this version for the new 1.8.1 ksp. I stick to the stock game escape round pods. They work fine and take up a 1/4 the room of these fancy pods! I sure someone will tell me these are better? Maybe they are Okay. But I think I pass.
  22. Hi linxgurugamer, I went back to the game play I was on, To check on the problem! I found it was still the same! But this is the odd thing here? I switched over to the other big transporting craft. I have still in orbit nearby the orbit of the newer rocket that has no SAS working! As soon as I do switch over to the big craft all the SAS icons near the navi ball come up again! Odd.. as the only difference between these two craft is, the fact that the non-working SAS rocket has no R-25 remote control unit fitted unlike the big transporting craft nearby it. I would have thought if the new rocket has SAS module and big reaction wheel unit and MechJeb2 controller fitted it should not need a remote control module as well to be able to use the different SAS icons for normal and anti-normal and retro-grade and point to target etc.? Do you think this one difference between the craft means the new rocket can't use SAS even though it has all the rest but not the remote control unit? If so, I will have to destroy the new rocket in orbit and reload the rocket from file and install the R-25 remote control module to get the SAS working fully on this redone rocket? Let me know what you think?
  23. Hello all, After effort I got my 1.8.0 working right.. it updated to 1.8.1 now of course which settled down the game better! I have lots of CKAN installed mods all great sofar! But now after all that, I get a new fault? My SAS will not work fully. What I mean by this is, out of the blue after everything being great my SAS now only shows just the 1st icon of the circle with the dash mark in it. None of the other control icons there like the Pro grade or anti-pro grate etc. So the SAS will keep the rocket where you point it but no turn to target or normal or any other icon showing? I removed some of the latest mods as I found they crashed the game. But still no SAS controls even when the rocket has a advanced SAS module and big reaction wheel and MechJeb2 module fitted? So odd as it all was fine until a couple of days back? Really a pain. Anyone got this same fault or knows why it just changed, I love to hear your views how maybe to fix this as it stops the launching and control of my rockets. Thanks.
  24. Well, vinnieboJ . All that matters is your gaming again! I had tons of trouble too before just as you had. Pleased your game has done what mine did, sorted out the stuck menu. Now best use CKAN only to install the new mods, That's what I am doing? That way you can see them going in Ok and get updates too. Enjoy it.
  25. I have now a 103 mods for ksp 1.8.1 installed by CKAN. Not seen any problems now with the mods ( thank heck ) So I am not sure why VinnieboJ is having the problems with just 4? Maybe it is a update issue! I know I had problems even getting the new 1.8.0 game to start up, It was fixed when the 1.8.1 update fix happened. Now 103 mod in there including MechJeb2 and Firespitter Both where causing the game not to run before the update happened! I had to get CKAN to remove MechJeb2 then the game worked Ok. Later on ( about a week ) I tried the MechJeb2 re-installed by CKAN and it put it back in along with Firespitter which I had already removed. The game run fine then and that's when I seen the 1.8.1 version on the menu screen? So there's a fault with one of those 4 mods? In your place I would just remove one mod and see if the game work Ok? If not re-install that mod and take another of them out and so on until it worked? If doing this did no good and it was still not working re-install them using CKAN which may install updated ones like mine did or it will install a needed patch to make it run? Or wait and see if a new patch came along CKAN can see these and install them. I wish you lots of luck... hang in there and just check CKAN every day like I did .
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