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Everything posted by BadModder54
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I am happy to inform that I fixed this problem by simply deleting the lines for the wormholes referring to Jool. Somehow, that fixed everything... despite this planet pack not working on its own (???). I'm guessing one of the many reinstalls fixed KSRSS along the way. Anyway, thank you for accompanying me on this grand journey of the Good, The Bad, and the Bugly.- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I'm taking this install out back and shooting it. Thank you for your help though- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
That's done, planet pack still won't load though. I might just surrender on this one, since there doesn't seem to be an obvious cause. One last log for good measure. I might note that I've got the no volumetrics config added, since I don't have the paid version of EVE Redux. https://www.dropbox.com/scl/fi/0574v4noi3ywg1n2gu6xz/KSP.log?dl=0&rlkey=ru99soaxka4rfrjf9lzfbud11- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
This is from my newest run, having added KSRSS to an otherwise-working install. I can isolate again if needed. Seems to be some kind of error with Kopernicus and a star. KSRSS won't work by itself either. It's VERY likely this is an installation issue, I just don't know how I could have screwed that up. I've used the mod for a long time now, and I put the "KSRSS" folder into GameData like always. Did the file path change with the most recent update? The GitLab installation was always... janky for me from the start, but this is the first time it's just straight-up broken. Thank you again! https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
Funny. KSRSS isn't working/loading by itself with just the bare minimum dependencies, while the other planet pack does. Both break if installed together... which is funny because I've been playing with those two together for almost a year prior to attempting to update mods. But, oh well. I'll continue tinkering with it.- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I can confirm that KSRSS by itself still broke. I'm stumped. I'll keep looking into it. Thank you though!- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I've gotten the most recent KSRSS release off of Gitlab (updating for Eros specifically), yet the game refuses to load it. I've used KSRSS for years and have never encountered this issue. Logs are below, and any help would be appreciated! https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0- 1,840 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
Has anyone else experienced MASSIVE framerate lag around Europa in low orbit? High orbit and landed are perfectly fine. I'm running the latest version of the game with all the visual mods. More info can be provided if this isn't a known issue. Also, the same kind of lag happens when timewarping on Pluto's surface. Thanks!- 1,840 replies
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That's a shame. I've already replaced this in my save file, but hopefully someone will adopt the mod and actually maintain it. Thanks for the reply anyway
- 54 replies
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- pathfinder
- nuclear
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I'm still encountering this issue, could anyone provide a potential temporary fix since it's been months since the last update? I would fix it myself, but I don't know code
- 54 replies
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- pathfinder
- nuclear
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Has anyone been able to get Realplume working with the BO-L5 boosters? They have the nice Waterfall effects when firing, but I miss my big tower o' exhaust with my STS launches! The Photon Corp. boosters have both Waterfall and Realplume, but not the BO-L5s. Any help would be appreciated!
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I've encountered a Nullreference error spam in my logs related to this mod's T-400 Truss Connection Mechanism connection ports. It's this repeatedly: NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.CheckDockContact (ModuleDockingNode m1, ModuleDockingNode m2, System.Single minDist, System.Single minFwdDot, System.Single minRollDot) (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FindNodeApproaches () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.<SetupFSM>b__142_1 () (at <4b449f2841f84227adfaad3149c8fdba>:0) KerbalFSM.FixedUpdateFSM () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) It stops immediately after I delete said truss connectors from my vessel, and these ports cannot be targeted and refuse to dock even when lined up perfectly, making my space station currently impossible to construct. I can provide complete logs if needed, thanks!
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I can't wait for a modern game engine to explore the Kerbal solar system for years to come!
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It does, the version on Gitlab does that is. Hope that helps!
- 442 replies
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- kopernicus
- totm april 2023
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You are a massive legend, and I thank you for your service to Kerbalkind!
- 442 replies
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- kopernicus
- totm april 2023
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Hi, just wanted to say that I absolutely LOVE this mod! But if I could make a small recommendation, could you consider adding support for the Final Frontier mod? It would be really cool to have ribbons for Kerbals that were brave enough to walk on exoplanets and such. Thank you!
- 442 replies
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- kopernicus
- totm april 2023
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totm dec 2021 [1.12.x] [Planet Pack] Minor Planets Expansion
BadModder54 replied to Exo's Lab's topic in KSP1 Mod Releases
Has anyone looked into making Parallax configs for MPE? If not, I may take a crack at it, though I know next to nothing about Parallax's inner workings.- 244 replies
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- dwarf planet
- minor
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Title describes issue. Whenever a part (such as the Mk1 Command Module) that contains the DangIt! resource "Spare Parts" is in the scene, the framerate in the VAB (not in flight, as far as I've observed) drops in linear fashion with the amount of the culprit parts. I checked the Github repository for the mod and it's apparently been an open issue since 2021. Any help on how to fix this would be greatly appreciated, as it could help others enjoy this great mod. The logs from my last session are below, hope this can be resolved! KSP.log: https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0
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[1.12.x] Far Future Technologies - August 23: new engine!
BadModder54 replied to Nertea's topic in KSP1 Mod Releases
This m a y sound dangerous, but I've encountered no issues scaling Far Future tanks using the "All Tweak" mod. https://spacedock.info/mod/2100/All Tweak -
[1.12.x] Far Future Technologies - August 23: new engine!
BadModder54 replied to Nertea's topic in KSP1 Mod Releases
Tweakscale is your friend here. Less mods to load, infinite possibilities! -
I noticed that in the latest release, that the HL-42's landing gear do not extend or retract as intended, and seem to be static objects. I am playing in 1.12.3 on the newest version of RSS/RO. Any help would be appreciated! (I will provide logs if necessary).
- 19 replies
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- rp1
- realismoverhaul
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I'd post your KSP.log to the forum here, and if you're running the game through Steam, maybe try verifying files. Anyway, without logs we can't really diagnose that... admittedly strange issue you have there- 1,840 replies
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That was the issue, I'd recommend for anyone having the issue to get rid of Ground Construction until it's updated to a newer version.
- 2 replies
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- broken
- loading bug
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Good day! I come here to the forums as my last resort. I've been attempting to debug this install for three days now. A variety of related bugs have been solved already regarding incompatible mods, but this one has proved to be a... deeper issue. Upon loading all the mods completely, the loading script is killed with a ReflectionTypeLoadException while 'verifying' the Breaking Ground Expansion, the last stage of loading before the main menu. (That's a special type of fury, trust me). Anyway, I've exhausted the KSP Discord and the Internet looking for a concrete solution, finding nothing of true use. My full mod list and KSP log will be provided below. Any help or suggestions would be welcome! Note: Reinstalls of all mods and a reinstall of KSP itself along with file verification did nothing to remedy the issue. KSP.log - https://www.dropbox.com/s/7kghylxc4c43cim/KSP.log?dl=0 Mod List (screenshot) - https://www.dropbox.com/s/7j3hfrcid03kc8f/Mod List.png?dl=0 Error (screenshot) - https://media.discordapp.net/attachments/132503638793912320/858488305892065281/unknown.png?width=829&height=518
- 2 replies
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- broken
- loading bug
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