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Everything posted by KerbMav
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
KerbMav replied to Nereid's topic in KSP1 Mod Releases
So it crashes for me even without FF - so copy over again and do these flights again ... -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
KerbMav replied to Nereid's topic in KSP1 Mod Releases
Opened a support thread with logs - game crashed when entering the pod, at least I can remember it this time happening then. http://forum.kerbalspaceprogram.com/threads/121143-logs-from-recent-crash-unable-to-locate-mod-at-fault?p=1936294&viewfull=1#post1936294 -
I have been unable pin down the responsible mod - it is the second 1.0.2 install, basically the same mods, the first never crashed, this one does after some time playing consistently. https://www.dropbox.com/sh/othoys8hoj4ou5q/AAAiTfUCsjPJLXMzKkEU9zB3a?dl=0 https://www.dropbox.com/sh/0ylwdftrlsrzx7f/AACCfAa3BT9FjrMmxSYyXTHha?dl=0 Since the error.log says there is still free memory left, can I rule out OOM problems?
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2105 or so currently. Big chunk has to be the thermometer mod that adds itself to every part. I guess you are using DRE and FAR?
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Now that I think of it ... I have never landed a Kerbal on Gilly! (Or Eve, Moho, Dres or Eeloo for that matter.) From the ones I did visit I think Laythe.
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So I can lock the jar indefinitely without consequences? Good, Science will take 300 days to complete, no resupply necessary ever 100days then. And I also would like to cast my vote for the lower "no munch altitude".
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Did not have a look at the MK3 parts yet, I think it depends on how it looks.
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And why -RESOURCE instead of !RESOURCE ? Redundant? Heyah young one, school is important, especially when I see the typos you made! Check the changes at the fuel amounts, the @ was missing as sarbian pointed out. He can keep the MM config file in his own folder and copy it to a new version after an update/reinstall without having to move through all Squad part folders.
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I think it should be like this: (?? Being the amount of LiquidFuel you would like it to have.) +PART[fuelTankSmallFlat] { @name = fuelTankSmallFlatLiquid @TechRequired = nuclearPropulsion @entryCost = 5000 @cost = 250 @title = FL-T100L Fuel Tank @description = With the advent of nuclear propultion, oxidiser is no longer needed for interplanetary missions. Our engineers have followed suit and made liquid-only versions of many popular fuel tanks. [B] !RESOURCE[Oxidizer] {}[/B] [B]@RESOURCE[LiquidFuel][/B] { [B]@amount = ??[/B] [B]@maxAmount = ??[/B] } } From the examples in the first post: @PART[SomePart] // change Some PART { @mass = 0.625 // change SomePart's mass to 0.625 @description = SomePart: now uses Xenon! @MODULE[ModuleEngines] // change SomePart's ModuleEngines MODULE { @maxThrust = 2.25 // change maxThrust to 225 @PROPELLANT[LiquidFuel] // change its LiquidFuel propellant { @name = XenonGas // use XenonGas instead @ratio = 1.0 // change the ratio } !PROPELLANT[Oxidizer] {} // remove the Oxidizer propellant completely. } RESOURCE // add a new resource to this part { name = ElectricCharge amount = 100 maxAmount = 100 } }
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This is a stock issue, setting an experiment to zero without this mod does the same. Also: Did anything change or is this still working? And: RecoveredDataValue refered to the "recovered a vessel that landed on Dres" part?
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LV-N Atomic Motors on Spaceplanes?
KerbMav replied to MessyMix's topic in KSP1 Gameplay Questions and Tutorials
Hyperdrive-Docking-Tugs ... or what were they called? http://forum.kerbalspaceprogram.com/threads/42925-Gentlemen-s-Naval-Battle-Club%28Attention-moderators%29?p=1024612&viewfull=1#post1024612 -
In all honesty I am always more thrilled for hotfixes than big engine overhauls that possibly require hotter fixing afterwards, but here is to the future!
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If they are not supposed to do so on Kerbin's surface, then why is my Lab-Rover crew at KSC mulching their supplies?
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Veteran players reminisce: What was your first Munar landing like?
KerbMav replied to Tex's topic in KSP1 Discussion
The surface was brighter (.20/21?) and the landing much to fast. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
KerbMav replied to Nereid's topic in KSP1 Mod Releases
True equality begins where gender is not an issue anymore. Back to really important questions: Since I installed FF (and some other mods) I get out of memory crashes - anyone noticing something similar? Just asking here to narrow the source of my problem down. -
Restarted my career. Pushing back updates to VAB and launchpad make some things interesting. Setting science income to 50%, too. After my first suborbital flight I exploited the public interest in suborbital tourist rides for a while before taking my five-pod-tour-ship and get my Four into orbit after a quick redesign to a three-pod-tour-ship. And I have to deal with a memory issue that came up and keeps crashing my game after a while - no big texture mods installed, thermo gauges killed ... no clue ...
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ultimate strategy strategy
KerbMav replied to 1of6Billion's topic in KSP1 Gameplay Questions and Tutorials
Oh you ...