Jump to content

Berserker66

Members
  • Posts

    36
  • Joined

  • Last visited

Everything posted by Berserker66

  1. Can't complete a contract. The Contract is in the topright. It seems everything is in place. But when I press Start Data Linkup it just changes the "PartLocked" State to True, but the contract does not complete. All mods are up to date according to AVC and ckan. Savefile: https://www.dropbox.com/s/o35bhza5jz4xpqb/End of 2017.7z?dl=0
  2. I am using AMT (and OpenGL). And as I said, its about 2GB during play. Then as soon as it freezes I look over to task manager (yay 3 monitors) and see the ram use climbing from 2 GB to 3.6 GB and then it locks up.
  3. I had a stable modded install, added tac ls and remotetech yesterday and started a fresh hard game. I now get freezes on load screens - usually when going back to SC or switching vessels, looking at task manager shows that the ram grows during the freeze until it hits 3.6 GB and then locks up. During normal play it is 1.8 to 2.0 GB.
  4. So, whenever you change resource distribution in regolith, does this also change where resources are in existing savegames? Or in other words, does updating risk the usefulness of an existing drilling base?
  5. Right, so I don't need to do that last test? Glad to be of help.
  6. Fresh savegame? Reuse the craft? What's my mission there? Also I'm needed elsewhere for a bit, I'll be done in 30 minutes or so, sorry.
  7. The MM in that is 2.5.1, and the firespitter is the very old one from your zips. In my own full install its mm 2.5.6 and the newest firespitter from github trunk from yesterday; it doesnt work there either.
  8. Windows 7 64 Bit, KSP 32 Bit forgot firespitter in screenshots, so here: 08.12.2014 01:03; 237 KB screen: https://dl.dropboxusercontent.com/u/44766482/report.png Times are in German local time, can't really change that.
  9. Fresh install: in order ART from github Rego 1.1 from github hyperedit new savegame (sandbox) new vehicle time warp 1 E class Asteroid, tracked rendezvous cheat grabbed with jaw no rock options
  10. No to both. Also my gamedata folder (except stock) for debugging: https://drive.google.com/file/d/0BxhjgB6mlZ6rWVp4OEJtOXhyYzQ/view?usp=sharing Maybe that helps - if with that it works for you, then its savegame related, otherwise you might be able to find a plugin conflict - either way, it should narrow it down.
  11. The thing is that the regolith excavator works regardless - so something between the two modules is different.
  12. I'm in the process of uploading my entire gamedata minus stock, so you can use that for testing. I'm certain all the framework dlls are fully up to date, and ART does not work.
  13. Until there is a fix, the only way to use ART, is to install AMT and use the Regolith Excavactor.
  14. Done. Edit: made that a pull request as well. Also, how about a listing of community crafts' links in the OP of the thread?
  15. Sure, go ahead I just wish the cargo pods would support monoprop, then I could get rid of the tweakscale dependency. Not a big fan of radial monoprop tanks, but maybe I can make that work as well.
  16. I haven't seen any .craft files in this thread yet (by far didn't read it all though), so I thought I'd share my creation. Requires Freight Transport Technologies, Karbonite and Tweakscale, I also recommend mechjeb, but more on that later. It is a atmospheric VTOL craft, tested on Kerbin and Duna, that is designed for maximum stability, by making sure the CoT is always very close to the CoM, despite fuel usage. The RCS is overkill, I just personally like it for manual docking, but you can take off a ring on each stack safely. It is capable of extracting Karbonite in atmosphere and on ground, can scan for it and produce LFO from it. Has 2 docking ports senior in the back. Usage: Action Groups: 1: toggle all engines 2: toggle LFO engines 3: toggle fans vtol mode: The inbuilt hover function works but it stutters - I recommend mechjeb (the .craft file comes without it attached): Use smart ass on surf->surf with HDG 90, PIT 0, Rol 0 (or just sas+rcs), then use either throttle for height control or translatron on keep vert. Don't forget to start the reactor, or you'll fall like a rock when the battery runs out. Download (SPH craft): https://dl.dropboxusercontent.com/u/44766482/Badger.craft
  17. On 9.0 RC4, is there a way to only display regolith resources, without showing altimetry, slopes or biome? Sometimes I just want to know where the good stuff is.
  18. Since we don't have a Thread for Asteroid Mining yet, I'll put my suggestion here: I'd be great to see how much asteroid is "left" somehow. ETA at current mining time or just a mass amount and we can do the math ourselves - just something.
  19. I had that issue a while ago, it was fixed for me by updating mechjeb - the two mods seem to have had a conflict.
  20. That's an old PC feature called "Plugging in a second keyboard".
  21. For me it only worked with the Regolith Excavator, it makes a bunch of stuff, including rocks; you can then vent or use the rocks and convert the space. But beware, if you use the rocks while excavating, you don't get space; Let the Excavator run through and then use the rocks up.
  22. Found a bug: If you use Regolith Excavator and Extraction Module (Rock -> Karbonite) at the same time, then you don't get space. Because the rock is immediately used, it does not expand the upper limit and means you don't get space to convert.
  23. Please elaborate on the "in the box" aspect. Does this mean it comes with alternative launchpads and modules or does it make EPL obsolete? Or is it even an entirely different system altogether?
×
×
  • Create New...