Jump to content

MissMolly

Members
  • Posts

    243
  • Joined

  • Last visited

Everything posted by MissMolly

  1. ok so i found SXT and its working. the tech tree has three solid green tabs, there is tech in them but can't see them till i unlock them. but the contracts are still off so many of them that i can not do. don't have the tech for them nor are there the ones you get at the start like breached the Karman line or even first flight, and the like. i had to remove Ven Sock Revamp as my ram hit 3.1g and well boom!! Contracts: https://www.dropbox.com/s/khyblyw819vnzwm/IMAG0012.jpg?dl=0 Tree: https://www.dropbox.com/s/0hmx890poebivke/IMAG0013.jpg?dl=0 log: https://www.dropbox.com/s/n1ke0esl4he5cvt/Player%20copy.log?dl=0
  2. opps sorry wrong Screen shot https://www.dropbox.com/s/k17clsmyxlxd1ms/Screen%20Shot%202016-01-08%20at%205.47.44%20PM.png?dl=0
  3. @Phineas Freak I don't have any stock parts, and very few parts that don't say non RO. I have gone thoutgh the file path and every thing loom right. I'll take another look when I get home. I did get my tech tree to work other then there's no RO parts like the one 20xray probe part i think thtats what it's called. So i checked the folder paths and there all correct. So i tried removing any thing that did not need to be in the gamedata folder and it still has not changed play in sandbox this is what i though needed to be in there https://www.dropbox.com/s/ecq2od8q4vk3lgn/IMAG0002.jpg?dl=0 so i went ahead and pulled every thing out and just had MM xx16 RO,RP-O in sand box i got only stock was there nothing else thats needed?
  4. so i dropped in the two you suggested, but all the part now say non Ro and none of yours are coming up as well there a excrements ton of contracts for non RO-P at the start and none of the ones that should be there i.e breached the Karman line, any ideas
  5. So i got up and running finally but with one wee problem my tech tree is stock so i can't get any of the RO stuff. so i must be missing something. Mod list HyperEdit B9_Aerospace CommunityResourcePack CrossFeedEnabler DynamicTextureLoader EngineGroupController F1 Rocket Engine FASA KerbalConstructionTime KerbalEngineer KerbalJointReinforcement Kopernicus KSCSwitcher MechJeb2 ModularFlightIntegrator ModuleManager xx16 ProceduralFairings ProceduralParts RCSBuildAid RealChute RealFuels RealHeat RealismOverhaul RealPlume RealSolarSystem RN_US_Probes RSS-Textures SmokeScreen SolverEngines And with all of these I'm only hitting 2.2g of ram ya much better then the 3.2 earlier this week
  6. so i re-did all my D/L's Today from Ckan and installed them one by one i put in kosmos last and this happened any idea to help it load. load screen https://www.dropbox.com/s/x4gh9z2zqrrqklr/2016-01-06%2015.27.10.jpg?dl=0 installed mods https://www.dropbox.com/s/ecq2od8q4vk3lgn/IMAG0002.jpg?dl=0
  7. @nathankell hey i was have a few problems last night in where there was a lot of hanging of the game i could not pin point what mod it was, so i did a new D/L of every thing this morning. i decided to see if there were any incompatibles and CKan is showing KSPAPIExtensions in not compatible with RO, as well there are 3 KSPAPIExtensions.dll files installed. Even if ckan is wrong would multiple files of the same .dll cause a conflict?
  8. ok thanks for all the help. All this ram and no use for it lol, Do you have any write up on the ∆v needed to get in to a low orbit of the planets? all so iv not found anything so far to help me build more authentic rockets i.e Saturn V, Ares and so on. As playing KSP stock i just slapped stuff together and let it rip, bow up it to a few hundred pcs and do it all again. And with RSS and RO I'm wanting to have some more authentic crafts, of course iv look at photos on line but they lack a few things. Thanks again Molly
  9. i have .1028 so i did a new install game mods from Ckan and I'm still getting this, not sure what I'm going to miss anything. if its just FX from the RealPlume then i can live with out it. https://www.dropbox.com/s/yk1pf4nayfsbcu6/Player5.log?dl=0 Config(@PART[FASASaturnUllage]:FOR[RealPlume]) RealismOverhaul/RealPlume_Configs/FASA/FASASaturnUllage/@PART[FASASaturnUllage]:FOR[RealPlume]
  10. @Phineas Freak i did at first removed @PART[FASASaturnUllage]:FOR[RP-0] Config(@PART[FASASaturnUllage]:FOR[RealPlume]) RealismOverhaul/RealPlume_Configs/ but Ksp crashed so i removed the whole FASA pack, and still getting I'm still getting Config(@PART[FASASaturnUllage]:FOR[RP-0]) RP-0/Tree/@PART[FASASaturnUllage]:FOR[RP-0] MechJeb module MechJebModuleLandingGuidance threw an exception in OnStart: System.NullReferenceException: Object reference not set to an instance of an object as well as RemoteTech: SatelliteManager: Unregister(ModuleSPU(null thinking i should pull MJ and RT out as well https://www.dropbox.com/s/3owbhblgwe5zny6/Player4.log?dl=0
  11. @Phineas Freak no iv not removed anything as I'm not sure what to remove or if it will brake something, iv just started playing with RSS and RO so I'm very new to the game now.
  12. no there not other then @PART[FASASaturnUllage]:FOR[RP-0] Config(@PART[FASASaturnUllage]:FOR[RealPlume]) RealismOverhaul/RealPlume_Configs/ i can't see how its mem as i have 26gigs heres the other log file https://www.dropbox.com/s/85kqpzgrukl7hwc/Player2.log?dl=0
  13. Hey Nathankell i think i found a bug. i hope this is where I'm to put it. this has been happening on and off today. null @PART[FASASaturnUllage]:FOR[RP-0] Config(@PART[FASASaturnUllage]:FOR[RealPlume]) RealismOverhaul/RealPlume_Configs/ this does seem to be the same in all my crashes. heres the player log please let me know if it is or not or if its KSP it self i only have the mods Ckan put in under RSS and RO. https://www.dropbox.com/s/dutcgt0pukoxfau/Player.log?dl=0
  14. ya i figured as i red one of the first posts you sent the other day (face in hand) i have red the info you link it has helped a lot thanks, the tut craft can it make it in to orbit? if so how i can't keep it on a heading of 90º and 15-0º pitch @ 135km. let alone the lack of ∆v. if this craft can make it ill keep at it maybe ill recored it to see what I'm doing wrong just a thought. so i think i may have figured part of my question out, i just need it verified, if i need 6400.9 m/s worth of ∆v is it safe to add all of my ∆v from all stages left? i.e stage 5 has 2450 stage has 450 and last has 100 to = 3000 m/s?
  15. @NathanKell ok i thought "Limit Q" was better then "limit acceleration to i.e..18 m/s as of the kerbin way but i know that all i know from being on Kerbin is wrong on Earth. I'm still trying to get that ship into orbit in the sim it works, but when i launched it blew up. "jeb was happy to see this"
  16. @PLAD nice Album i can wait till i can go to the moon. I'm still trying to get in to LEO, I'm making my first launch today t-120m testing today. @NathanKell love the mod but WOW its hard but i think thats why we like it getting in to, space is suppose to be, and that much more rewarding in the end.
  17. so here are them photos https://www.dropbox.com/s/byg8ehex3li9awm/screenshot0.png?dl=0 https://www.dropbox.com/s/vwa84gikykzfg52/screenshot1.png?dl=0 https://www.dropbox.com/s/f5nkyoq9bfj8a25/screenshot8.png?dl=0 https://www.dropbox.com/s/ql44ewe29pn23yq/screenshot9.png?dl=0
  18. Thanks again Nathankell the link you post is working out with a few part differences but achievable, just one this i get to about 1500m with the first stage but the engine cut out with a message vapour in feedlines. how do i fix this? Also the craft thats in the tutorial that i made will only fly to 4400m then shut down with over ¾ of the fuel left am i missing some thing.here is my craft file if you want to take a look https://www.dropbox.com/s/cp0i7f193x7tiqu/Sol%201%20MKI.craft?dl=0
  19. Thanks Nathankell ill give it another go bit later i had a ton of problems with it to day.
  20. ok thanks as I'm new to RO what is hot staging i did some looking on line but it seems if i do what it stats theres going to be some fried Kerbals, I'm still get some info together so i can enjoy it fully. I'm going to try this today some time and hope for the best. thanks again.
  21. Good Morning Sal thanks for your help not sure why i did not think of trying the Alt key, i did go and try it out thanks
  22. Hey Nathankell i just got you mod with Rss and it looks so cool but when I launch my engine fire burn for a few seconds then go out. My SRB's are running fine but my mains die. Something about ignitions or along the line.
  23. OMG i have to agree it was fun researching learned a lot
  24. Hey Nickrulecerator i had the same thing happen a few times as well, did you remove the whole mod and try relaunching KSP? also what os are you on? if your running a mac you can also try to clear the saved application state tsp file. you can try moving the part that stalled and put it in the part folder KSP/Parts, this has worked for me as well. when i had this problem i removed the part that stalled and relaunched to see if its just the part conflicting or the mod its self. i could not find answered for this problem back when this happened so i just removed that part and played as it was never there. i hope this helps I'm still new to this game i a lot of ways.
×
×
  • Create New...