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Synthesis

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Everything posted by Synthesis

  1. Well, I'm running Windows 7 64-bit, and I get crashes when memory pushes up to 4 GB like clockwork. I also happen to have 8 GB of RAM on my system. I think KSP crashes at that number no matter what, but it's just a theory.
  2. Yeah, having a really long engine with gimbal would look very odd. Thrust vector nozzle is probably the way to go, though moving the gimbal towards the middle could look good too.
  3. You know, courtesy of this amazing mod, what we really need is a small, lightweight, backpack-size parachute to simulate a bail out!
  4. I applaud you for taking on this task! I've been a big fan of Hooligan, and it's not perfect (few mods are, right?), but smaller balloons is a good improvement. Perhaps balloons you can mount things on top of before they're deployed?
  5. Thank you, I'm going to try this, once I actually figure out the mod's new tech tree--I'm comfortable with CFG editing (for some reason, modulemanager always seems to crash for me).
  6. Correct me if I'm wrong, but if we're using mods like, for example, KAS and Service Module Adapter, we won't be able to get them working with this, right? Only Novapunch/K&W. Can we take a crack at them with a tree editor? Sorry for the questions, I'm still trying to wrap my head around the tree.
  7. A question for you and your brilliant mod-making skills, Majir. Back in 0.20, I created an unmanned soil collection unit/returner using your mod and K&W. Now that soil collection is actually a thing, do you think it would be possible to turn a part--say, the empty winch weight or something else--into a soil collection tool for Science purposes? Or is that only possible for EVA?
  8. Also quite pleased with the current engine (I am, however, looking forward to more engines in general. )
  9. I think I grabbed the old ZIP, I downloaded it again and it worked flawlessly.
  10. An excellent idea, I commend you for it! My first thought after clicking the new building was, "Why the heck can I send a manned module up, but not an unmanned probe? Are we using abacuses?" I'm definitely giving this a try, hopefully it'll mesh well with K&W parts (I've come to think of K&W as a more modern, efficient take on existing Squad parts shaped by experience, but we'll see).
  11. Another vote for AIES and this. Both necessities in my book. EDIT: I downloaded from the front page link and, strangely, when installed don't have a tech tree. I assume I did something wrong, but just to check, are there further mods needed for that?
  12. I can always a new good capsule, particularly one that meshes well with the stock parts (as I think this one will). It won't be too out of place on K&W either I think.
  13. Only if you can fly it unmanned. (Oh, wait, LFB? That is pretty Soviet...).
  14. The mod is shaping up quite well. I'm actually curious to see how it may work if paired with other boosters/engines (KW comes to mind), but that won't be happening until we actually get our hands on it presumably. Looks good!
  15. Alternate cockpit module, not alternate cockpit, right? I would imagine not--the Soviet Buran was intended to fly with a crew, but it only few completely unmanned, so it could be used for both. I imagine it's going to be the same for this.
  16. You have my gratitude, Polecat--anything to reduce crashing with my favorite mods (KOSMOS and K&W) and others. And if there's a discernible difference in gameplay without zooming right into the side of a tank, I can't tell. I do kind of wish that there was an easier way to figure out if I ran the .bat file too many times (since it's always used to undo), but otherwise, it seems great.
  17. A third recommendation. These are great little (and big) engines, even if they are a bit unrealistic in design.
  18. Nice, I will be trying this out. I'm probably the only one who cares, but are you still using generic Squad parachutes? I always thought the KOSMOS tri-chute looked very cool, even if it wasn't completely animated.
  19. So, how's the memory hit compared to earlier versions of KW? The mod's smaller, but I've heard the memory consumption is a lot more severe (which, in KSP, is pretty much a death sentence for a lot of us). Does anyone have a good idea?
  20. Geeze, some recent mod updates have really been kicking my ass. I finally get the new KW pack to work. But now, when I load the new KOSMOS, it freezes at the end of the pre-menu loading screen. The yellow bar is full, but there's no continue, no crash, nothing. I can even still move my mouse around. Has anyone else had this problem? KW's recent update has actually made the pack much smaller, so I feel as though I should be having fewer memory issues, not more. I don't think it's related to KW or another mod, since if I delete KOSMOS, the game loads up again. EDIT: Well, I removed my UniverseReplacer mod, and now it crashes to desktop when it finishes loading. It's a start!
  21. If anyone could offer some insight into my crashes on desktop (never had this with a KW pack before, only memory limit errors), I'd be much appreciated. What am I looking for in ksp.og and out_log.txt? My KSP.Log ends like this: [LOG 14:31:27.320] PartLoader: Compiling Internal Space 'BobCatind/SovietPack/Spaces/SoyuzTMAOrbital/internal/SoyuzTMAOrbital' [LOG 14:31:27.329] PartLoader: Compiling Internal Space 'BobCatind/SovietPack/Spaces/Soyuz_LK_pod/internal/SoyuzLK' [LOG 14:31:27.339] PartLoader: Compiling Internal Space 'BobCatind/SovietPack/Spaces/Soyuz_LK_pod/PropConfig/INSERT_INTERNAL_NAME' [LOG 14:31:27.346] PartLoader: Compiling Internal Space 'BobCatind/SovietPack/Spaces/TKS_internal/internal/MIR_TKS_internal' [LOG 14:31:27.350] PartLoader: Compiling Internal Space 'cBBp_Dragon/Spaces/DragonGuts/internal/DragonGuts' [LOG 14:31:27.357] PartLoader: Compiling Internal Space 'KOSMOS/Spaces/VA_Cockpit/internal/VA_Cockpit' [ERR 14:31:27.363] InternalCameraSwitch: cameraTransform 'Window_Zoom01EyeTransform' is null [LOG 14:31:27.381] PartLoader: Compiling Internal Space 'Sklifosovsky/Spaces/sci/internal/crewtestInternals' [LOG 14:31:27.387] PartLoader: Compiling Internal Space 'Squad/Spaces/crewCabinInternals/internal/crewCabinInternals' [LOG 14:31:27.395] PartLoader: Compiling Internal Space 'Squad/Spaces/cupolaInternal/internal/cupolaInternal' [LOG 14:31:27.415] PartLoader: Compiling Internal Space 'Squad/Spaces/GenericSpace1/internal/GenericSpace1' [LOG 14:31:27.419] PartLoader: Compiling Internal Space 'Squad/Spaces/GenericSpace3/internal/GenericSpace3' [LOG 14:31:27.424] PartLoader: Compiling Internal Space 'Squad/Spaces/landerCabinInternals/internal/landerCabinInternals' [LOG 14:31:27.430] PartLoader: Compiling Internal Space 'Squad/Spaces/landerCabinSmallInternal/internal/landerCabinSmallInternal' [LOG 14:31:27.447] PartLoader: Compiling Internal Space 'Squad/Spaces/mk1CockpitInternal/internal/mk1CockpitInternal' [LOG 14:31:27.458] PartLoader: Compiling Internal Space 'Squad/Spaces/mk1PodCockpit/internal/mk1PodCockpit' [LOG 14:31:27.468] PartLoader: Compiling Internal Space 'Squad/Spaces/PodCockpit/internal/PodCockpit' [LOG 14:31:27.491] Skipped rendering frame because GfxDevice is in invalid state (device lost) And my output_log ends like this: PartLoader: Compiling Internal Space 'Squad/Spaces/GenericSpace1/internal/GenericSpace1' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader: Compiling Internal Space 'Squad/Spaces/GenericSpace3/internal/GenericSpace3' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader: Compiling Internal Space 'Squad/Spaces/landerCabinInternals/internal/landerCabinInternals' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader: Compiling Internal Space 'Squad/Spaces/landerCabinSmallInternal/internal/landerCabinSmallInternal' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader: Compiling Internal Space 'Squad/Spaces/mk1CockpitInternal/internal/mk1CockpitInternal' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader: Compiling Internal Space 'Squad/Spaces/mk1PodCockpit/internal/mk1PodCockpit' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) PartLoader: Compiling Internal Space 'Squad/Spaces/PodCockpit/internal/PodCockpit' (Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Skipped rendering frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1385) HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped rendering frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1385) HandleD3DDeviceLost HandleD3DDeviceLost: still lost Shader 'AtmosphereFromGround': fallback shader 'None' not found Crash!!! ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' (Address: 00000000) ========== OUTPUTING STACK TRACE ================== ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' (Address: 00000000) ========== END OF STACKTRACE =========== **** Crash! **** Any insight at all would be really appreciated--KW is a huge mainstay for me. I should add, I've tried both the KSP download and the Mediafire download--same outcome. EDIT: Welp, I can run KW (hurray!) but the new KOSMOS pack is suddenly broken (boo!). Fresh KSP install had both of them, but when I added just a few of my old mods, broke again. More troubleshooting I guess.
  22. I'll need to look into that--I'm horrible at troubleshooting KSP, but KW is more than worth trying.
  23. First thing first: your emblem graphic? Very slick! Second, very excited about trying this new pack (with a smaller memory footprint). Excellent work! EDIT: Bummer, I'm getting crashes on load now--I can use the old pack, but not the new pack. Not sure what might be causing it (not a memory error, since this one is smaller). I don't think KSP was patched recently, and deleting the whole directory and installing it didn't work. Using the non-auto shroud option doesn't work either.
  24. Agreed, feels more like Roskosmos with the 'ribbed' fairings, at least to me. Are the fairings modeled after actual proposals for Angara, or just original?
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