CrazyCanadian
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Everything posted by CrazyCanadian
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I have been summoned by the admin password wipe..........
CrazyCanadian replied to CrazyCanadian's topic in Kerbal Network
so..... if we had our passwords reset it means someone was posting AS us recently? This wasn't broad? -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
CrazyCanadian replied to JPLRepo's topic in KSP1 Mod Releases
Thank you very much! i did notice that it needed contract configurator but missed the GPP version requirement. i will roll back my version and try again. EDIT: i changed my version back to 1.9.0 Dev version but have the same error, it doesnt seem to be displaying a starter list of discovered bodies still.... a settings file i need to delete from first version? Or is it because i have the wrong version of KSP now because its saying wrong ksp version on start now though for research bodies. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
CrazyCanadian replied to JPLRepo's topic in KSP1 Mod Releases
i am currently having an issue with galileo that has me not having any pre discovered bodies, everything is unknown from the start, it also does not show a list of pre discovered in the settings when selecting difficulty. Not Sure what may have caused that, i dont see anyone else having that issue on here. -
so im still getting a green jool? .. its obviously conflicted becaus it looks funny from atmosphere , fine from space, but at load screen is half green and half blue. im using with EVE mod.. what am i possibly doing wrong
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- kerbin orbits gas giant
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
CrazyCanadian replied to pingopete's topic in KSP1 Mod Development
This.. i -forceopengl in steam and never have an issue running any mod i want ever again.. been doing this for at least 6 months. right now im using 1.8GB of ram running this with all RO RSS components and more.. added chatterer etc... no ram issues. some see a frame rate hit but i never have witnessed it. But i also have to force this game to run in a pop up window because it locks up on fullscreen.. may be this mod, not sure, never been an idssue until now. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
CrazyCanadian replied to pingopete's topic in KSP1 Mod Development
KSP 1.0.5 .... it works! your a god! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
CrazyCanadian replied to pingopete's topic in KSP1 Mod Development
alrighty, i think i have it figured out.. lol. your saying its not ready, go back to ksp 1.0.4 for an RSS build! are you planning to do 1.0.5 for windows or just wait on the 1.1 release..... it looks like its very soon. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
CrazyCanadian replied to pingopete's topic in KSP1 Mod Development
yeah i just noticed your requirements are 1.0.4 .. is that what you mean? i have 1.0.5 . is there a new version of your mod that i need or do i just need to revert to ksp 1.0.4 and re install to fix this? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
CrazyCanadian replied to pingopete's topic in KSP1 Mod Development
What did i do wrong, or are these known bugs. got it working except the atmosphere seems wrong from the lower altitudes. skybox is off too? -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
CrazyCanadian replied to Ippo's topic in KSP1 Mod Releases
im just reading in here but am I to understand that MC2 is turning out to not be compatable with dangit? -
on .24.2 I was runnine over 1200 patches and I WASNT using ATM.. I have in the past but had it running great with only occasional crashes... this version runs like a pig. on topic though... I couldn't get the game to load with 64 ATM and KSP bit but I switched back to 32 bit and re installed 32 bit ATM and im running at just over 2GB. stable so far with a couple mods.. I guess il push it and install a few more see what happens now.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
CrazyCanadian replied to sirkut's topic in KSP1 Mod Releases
yeah I read back.. im going to use KAS to lift instead.. thanks -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
CrazyCanadian replied to sirkut's topic in KSP1 Mod Releases
im getting a null reference exception on docking node when using it in conjunction with a robotic arm. im trying to use it as an mks module moving unit on minimus.. it works great until I connect the docking port to the other craft to lift it... once I do that I lose all control over the hinges ect.. they start acting very odd. (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleDockingNode.<SetupFSM>m__14F (.KFSMState st) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at ModuleDockingNode.Update () [0x00000] in <filename unknown>:0 -
holding alt+d+r does not bring up the debug and settings in my version, running 64 bit. don't know if that's the issue. otherwise I can change them in the cfg I believe.
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caused crashes for me when loading the SPH. removed and crashes stop... might be because of 64 bit ksp.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
CrazyCanadian replied to sirkut's topic in KSP1 Mod Releases
for some reason im still having a toolbar issue. wont do anything, I get the icon in the toolbar but it doesn't do anything. im working on a few things, see if I can get it to work EDIT: ya idunno.. are you all using the toolbar, what kind of options should pop up when I push the button.. far as I can tell it doesn't do anything for me. suggestions? -
did you use the "active texture management mod" that he linked on the 1st page.... because its Boss ... that's how this is running for us.. if you use Aggressive you don't need texture reduction packs at all.. if you look at my post above im running all of those mods without texture reduction on any packs. so, did you install this mod. http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs%21
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yeah I did too but they didn't work all the sudden... however.. that was before I moved those files to textures folder. so, maybe because the files were missing it caused clouds not to load on anything.?? so .. i'm not going to reverse it to test because its working and don't want to mess with it. but it may have worked if I simply put the files in the right place and tried again. either way, I never got to see the clouds and such before... looks like it was pretty nice.. "Visual enhancements mod" looks like it is working on aurora too.
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while I support you against that negative poster.. this statement is wrong.... you can have AS much ram as you want.. this game, will not run more than 3.6GB of memory... its not the pc running out of memory, its the game and its coding limitations. still doesn't make it the modders issue as were all running it fine. me with heavy mods, no crashes yet. bit of a pc geek and it was making my eye twitch when I read that. when I used that install method it made my regular planets not work for some reason, and you didn't note that you need to put those files into the textures folder. I may have done something wrong but if anyone else has this problem, using Kraken483's CFG file I was able to merge the two and make this replacement for the "cloudlayers.cfg" file in the clouds folder of BoulderCo. so this may also help some people, all my planets have some level clouds. here is the .CFG https://www.dropbox.com/s/con531llvcb41xs/cloudLayers.cfg obviously a stop gap because a lot of stuff is missing but at least they don't look like pearls with no atmo.. again, thanks Kraken.
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<--- here's my mod list Bolder Co (works but cant get urania clouds up) enhanced nav ball ferram aerospace firespitter habitat pack KAS (kerbal attachment system) Procedural fairings Kethane KWrocketry Infernal Robotics Mechjeb TAC fuel balancer TAC life support B9 aerospace MK3 cockpit internal Space replacement. ANd..... Urania and planet factory mod. all without using reduced textures... this sir is a work of art and I challenge you to a duel **walks over and slaps you with a glove** the fact that you cant get it to work is your problem not the mod creators. yes we all run into issues from time to time but usually a FRESH install of KSP and a retry will fix the issue. that's how I got RSS mod with realism overhaul working on my 3rd attempt.. either way, stop being so negative and people can help otherwise we will just let you ***** while we enjoy our HUGE solar system with all our mods installed... for instance, what mods do you have.. some are VERY large and will require reduced textures and or something like what he has posted here that shrinks the data or compresses somehow. this is not so much the mod creators fault as it is the limits of KSP coding.. at 3.6 GB of memory use, she crashes.. .doesn't matter how uber your pc is.. so we , the advanced players have gone to installing these kinds of workarounds so we can continue to drive deeper into untraveled space in our fake space programs