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sidfu

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Everything posted by sidfu

  1. hmm seems this not quite working right for .24. just tested it and with 32bit .24 its not workign right but works on .23.5 right. my ram usage for .23.5 is 2.8gb with texture reduction but when i tried it with .24 it keep going up and up till got ram crash so its not quite working right. it does show in the cache that its saved some but dont seem to be doing something that it did before. i compared the 2 logs and this is the part thats missing from the .24 log LOG 09:32:24.092] Load(Texture): AlbertKerminIndustries/Parts/InteriorHeatProbe/heat probe 1 texture 3 [LOG 09:32:24.105] ActiveTextureManagement: Saved 0B basicaly seems like this part of the texture reducter isnt working for .24 didnt see no error for texture reducer so its just a part of the mod thats not working is all. log shows its loading the .dll fine
  2. u need to add where u can install certain parts of the mod also. very of the mods i install do i install the entir mod.
  3. he could probaly make a whole rover system to go with mks or alone
  4. in the prerealse he has changed them also its based off the kerbin 6hour day it still needs tweaking since 1 life support container is enough for roughly 25 days for 1 kerbin right now from when i tried it
  5. just find a nice probe core then when the parts are there eject the probe core is better
  6. neither of the new .cfg for the boulder folder is giving me any savings it stays empty. im using BA v5 is that whats causing it? if so can someone do a .cfg for BA5
  7. with the new prerelease its working fine now taranis. looks like mft was conflicting it and adding mft support now it works fine. even the other mod tac parts are working with it even thou volumems need tweaking. so far only thing i wonder is when u use extraplanatary launch pads is hopening that tac picks up the ship is lauched right when u undock it. dont think it has support for rss yet spacedinvader. before wasnt working for me on stock planaet but once he added the mft stuff it started working. so its possible its not working with real fuels right maybe.
  8. there no error for my antana it works it just dont deploy ill look deeper next time i play thou.
  9. just tried them and no problems like they had before only thing is the low frequency antana dont open its the flat one that u target. before u guys took them over the terrazone solar panels would cause around 15-20fps loss when u went to deploy them also they would suntrack but face backwards. all that is fixed now by u guys. might want to split up the panels around the tech tree instead of in mostly 1 node
  10. did u fix the lag they caused when opening and them facing backwards to sun?
  11. also u could add for firespliter to switch textures also would be good.
  12. are all the files thats in the download used? some to seem to be from the boat parts mod for example SSN-VLS-Trident folder. if someone could if any of the files not used till next version tell me which ones so i can take them out to save ram
  13. u had asked me for my log file to help trouble shoot why the parts where causing the disappaering planet/ crashing all other plugings here is dropbox of them https://www.dropbox.com/s/siiuflfa8jw96f7/KSP.log https://www.dropbox.com/s/dfxnt13luob1cq8/output_log.txt
  14. https://www.dropbox.com/s/siiuflfa8jw96f7/KSP.log https://www.dropbox.com/s/dfxnt13luob1cq8/output_log.txt here u go taran put them on drop box.
  15. http://forum.kerbalspaceprogram.com/threads/40667-0-23-0-23-5-WIP-TAC-Life-Support-0-8-22Dec/page141 check here. posted some logs there trying to get the prerealese of tac to work also.
  16. i get this error due to the cargo bay also it causes all mods to null reference when i lauch with it on the ship. also destroys the wold leaving a black hole in my game. Km attachment tweaker is running!!! (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.moveNode (.AttachNode node, .AttachNode baseNode, ScalingFactor factor, Boolean movePart) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.updateByWidth (ScalingFactor factor, Boolean moveParts) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Update () [0x00000] in <filename unknown>:0 and here is ksp.log [LOG 12:36:15.668] Km attachment tweaker is running!!! [EXC 12:36:15.705] NullReferenceException: Object reference not set to an instance of an object tweak scale works but it gets erroed out for some reason from the cargo bay causeing game to go haywire when u lauch with the part on a ship
  17. here u go its both the ksp.log and the output log. i looked at it and said that the .dll for tac had a error and also the MM files also instead of applying them it just delteed the entry. btw it shows the mm file in differnt spot cause was trying something but was the same as before tac not working, mm files not applied. parts work but since tac dotn work they wasted and parts still have resorces. sorry for having to use rapidgator for them but my upload keeps haing on deposit files. http://rg.to/file/250aec52b7b32e9c3f4835fab63694a8/KSP.log.html http://rg.to/file/65f1cffb750287f1e457394f37ad5878/output_log.txt.html
  18. im having issues with the prereealse not working the plugin isnt starting and mm files not applying so im working that out before i can even reinstall this and change its values.
  19. tried the prerealse but its not working. all the containers and resources in the containers show up but the actualy tac plugin dont work. there no icon for it and the MM configs isnt being applied to anything. i have no error message i can see its just like the plugin isnt loading. im using the newest MM.
  20. with the tac .09 prerelease this freezes on load for me probaly cause it is using its own liter conversion. the tac prerelase already has conversion into liters
  21. whats your ram usage tygoo normaly that would happen closer u get to cap for ksp. for me im still playing around with the 64bit work around ut for me anythign above 6.5gigs of ram makes game to unstable to play. hmm if your art guy is gone for now sonic u could always work on sounds. u could probaly make this into is it called a total improvement mod.
  22. hmm should work only reason i cant use is would have to get the other mods i use that have tac changed to liters also maybe ill do that later then.
  23. dont think can with ksp due to having to use the genric enb file. its not as detailed as say the one written for a specific game like the skyrim or fonv one. also it would depend on what distance data the unity engine puts out for the enb to use for the dof
  24. ahh i see it now lol since i had been using this since before it had all that info didnt notice it since ive gotten way can install BA with blindfold on nearly lol
  25. http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page38?p=577857&viewfull=1#post577857 scroll down and u see instructions on how to install that lense flare. and can op add it to the title so others know how to change their lense flare. btw sonic what u plan next? to me would be nice to have better terrain also then u could rename the mod to better planets i guess lol
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