Jump to content

omegalex

Members
  • Posts

    37
  • Joined

  • Last visited

Reputation

7 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I just got a contract to track asteroids using the Sentinel infrared telescope that lasts for 1054 years, advances me *4,268,930* credits and rewards me *6,403,399* credits, 174 science with an additional 239 reputation. if I fail I lose 4,268,930 credits! All the other contracts are normal, apart from this one. Has it ever happened to anyone before and could it be a cosmic ray?
  2. The same issue happened on Assassins' Creed Black Flags today (only once), before I installed a new nvidia driver. The issue seems to be gone, but I haven't tried KSP yet. Must be a coincidence, since Subnautica also runs on unity, but it never crashed like that (not even last week).
  3. No worries, take your time! I'm also having my own issues with ksp constantly crashing in the VAB and especially in the SPH (freezes or screen turns into a color), sometimes followed by an unity crash message. It's now happening to totally accurate battle simulator too. Even if I tried to play ksp, I can't even build one tiny satellite before the game crashing in 3-5 minutes... I'll still be looking forward to this mod, no matter how long it takes. Happy holidays! (soon to arrive)
  4. Looking forward to this, since the new rtg's that come with NF Electrical are much more convenient to use
  5. Awesome! I had no idea this existed. It deserves more attention
  6. I got this inspiration from the game From The Depths. Rovers in ksp are kind of pointless, and driving them (without spawning the kraken by using physics time warp) takes forever. 2-3 years ago I visited every biome on Duna and it took me 2 weeks IRL (with physics time warp, including bathroom breaks, and other irl stuff). It's a shame because rover missions can be fun and practical when collecting science and doing contracts, but why drive all of the rovers manually or land 20 different rovers in different target locations when you can have an "Out-of-play" feature that "drives" your rovers from one point to another in the background (without using the physics engine). It doesn't have to be anything fancy. Just insert some parameters like: traveling speed, waypoints -> distance, risk factor (rover getting damaged because of dangerous terrain) based on chosen traveling speed if you want an extra challenge (better if it would be an optional feature); then calculate the time the rover would take. I would've made this mod myself if I had any knowledge in game/mod development... Hopefully someone could give this idea a shot. Anyone is free to take it, if it's even possible..
  7. Whenever I try to enter spacedock nothing happens. Clicking on links that lead to spacedock leave a blank browser page. Am I the only one having this issue?
  8. This issue sometimes happens in other games, not just ksp, but less frequently than ksp. There's nothing I can do besides try getting a clean reinstall of my graphics driver, clean reinstall of windows or throwing my steaming pile of dog turd out the window and buying a new pc altogether, I've completely lost it.
  9. Another update. Deferred rendering and/or shabby are causing the same issue, again! But this time it only happens in the VAB and SPH. I still think it has something to do with anti-aliasing, but the situation seems to be out of my control because turning off SMAA in editor mode in "Deferred.cfg" fixes nothing. There are no other cfg settings that turn off anti-aliasing, so... no more deferred rendering I guess.
  10. Got it. Thank you I now have shabby installed too. Thanks for that
  11. I genuinely have no idea where I went wrong or if this issue is ksp or hardware related. The only thing I did was turn off anti-aliasing in the settings and bam, problem gone (although it has been sneaking by from time to time, with AA at 2x and Highlight FX off) Yeah, it's very exhausting. And thanks man!
  12. I don't know how to close this thread, but the update is that the crashes are caused by anti-aliasing. Even without a single mod I had these crashes (weirdly enough 100% of the times happening when entering the SPH with ani-aliasing turned on). Without it, the game works fine. It's a shame because I don't know what I'm supposed to do about this issue besides playing without anti-aliasing.
  13. Now that the servers are back up I can finally say that I found the source of crashes. It is the god damn anti-aliasing. I have removed every mod and the issue persisted without them. Turns out it has something to do with my pc, not the game. What a goose chase...
×
×
  • Create New...