Xyd
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Everything posted by Xyd
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Xyd replied to Angelo Kerman's topic in KSP1 Mod Releases
So I've been having a problem trying to start experiments, specifically in relation to lab time. Reading the readme and searching for 'lab time' references appears no one else mentioning this, so I'm wondering if its a mod conflict I have or if I'm just too dense to see it. Basically I can't start experiments that use lab time resource. Lab time resource is always empty so I can never start an experiment because it always comes up 'Needs labtime resource'... I figured having a scientist would actually produce the resource as needed, but that doesn't seem to be the case. So - How do I get lab time resource? -
So after further testing... It seems its just buggy regardless. I don't even need to crash it for it to bug out. I removed the Hullcam mod, but still getting the same issue. I'm going to leave it for now.
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Hmmm... Got a new problem now. Using the MRS Cone on a booster. Test fly it... then crash it, and BOOM! It causes what I think is the dreaded Kraken of KSP, weird stuff happens. Can't even go back into the main menu, gotta task delete the process and relaunch KSP. His tests I've done: Re-rooted to decoupler. Used the RT-10 Hammer booster. Flew it. Decoupling it causes the game to become unplayable, black fizzy screen. Nasty stuff happens... Reloaded back up. Re-rooted to RT-10. Flew it, was able to decouple fine. But soon as the Booster crashes (it crashes around the same time as the MRS Cone) same thing happens. I've tried replicating this issue on other parts without the Cone, and re-rooting, not had an issue. It's no biggy (as long as I don't crash it) but definitely odd.
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Yeah I've got hullcam installed. Just tried your suggestion about the re-rooting, it worked! Awesome! Cheers for that. Still not sure on the cause but it could be the hullcam.
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I've noticed in my 1.1 64 bit ksp game that the MRS Guidance Nosecone bugs out on launching. Simply put; it will not allow me control over any booster/rocket. For example, if I was to attach a booster under it, and proceed to launch it... the booster will simply fly through it (without exploding or colliding) while the Nosecone remains on the launch pad. I've got a lot of mods installed, so not sure if there is a conflict somewhere. https://img42.com/3brdo
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Physic Lag increase in 1.0.4?
Xyd replied to WeirdCulture's topic in KSP1 Technical Support (PC, modded installs)
Yep getting this exact same problem. Massive unexplained lag increase in 1.04 with mods. Although not sure whats causing it, wasn't even aware I was using OpenGL... Will try it without, but something is seriously wrong here. -
So I've noticed this lately (in addition to the obvious memory leaks) that when I load up a ship, my memory will go from say 2.4gb to 2.7/2.8gb of ram usage. But, once I'm done with the ship, either through recovery or leaving the VAB, the memory used will not be returned. This is on Windows 32 bit. Is this the norm? And are the devs working on a fix for this? I'm aware they're working on fixing the memory leaks, but this seems like an entirely different issue.
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I've not killed a Kerbal since 0.21... I exclusively play career mode, so every manned rocket I design features safety first!
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
Xyd replied to cvod's topic in KSP1 Mod Development
I've installed the mod (in Gamedata) and when I load up KSP, the game reports during the loading process that it found 1 error in the Modtechtree folder. So I've removed the mod for now. Is there any particular reason it might be doing this? -
I find the advances are fine, but if you mess up a launch it can be messy and I'm a stickler for not using the revert button. While you can't go negative you can't really do anything at 0 cash and it's pretty much game over. Hope Squad are planning a sort of grants system based on reputation which would be cool.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Xyd replied to Starwaster's topic in KSP1 Mod Releases
Yeah, as I've just discovered from launching 64 bit. Barely 5 mins in and crash happy. 32 bit is grand though.- 5,917 replies
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Doing the R-10 booster test contract and I'm having issues with it. It says to activate it through the staging. Now, I would assume this simply means pressing spacebar, correct? Yet this doesn't work. Once all my marks are green, I try the only means to activate via staging and that is pressing spacebar. I tried doing it with a detachment coupler so when pressing spacebar, it would separate the engine. Also, you can't actually activate a booster once its already activated, so... *shrugs* Edit *Never mind, figured it out. I had to ACTIVATE the engine when all the ticks were green. Ended up creating a empty stage below my engine one, and manually activating the engine, then pressing spacebar once all was green. Bit of a weird work around, and something Squad need to look at.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Xyd replied to Starwaster's topic in KSP1 Mod Releases
Is there a reason why this doesn't support 64 bit? Just curious as I've recently returned to playing KSP and have not tried it out yet on 64 bit, so was wondering the reasons behind the incompatibility?- 5,917 replies
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[1.12.x] LCD - Launch CountDown v1.8.0 [23 Oct 2019]
Xyd replied to Athlonic's topic in KSP1 Mod Releases
Just came back to KSP... In the process of going through all my favorite mods to reinstall again and am glad to see my favorite immersion mod is working for .25. Awesome stuff! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Xyd replied to ethernet's topic in KSP1 Mod Releases
Is the latest version of this mod compatible with the .22 update? -
Science, exploration, building my own designs, career mode and financial management (mod).
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Wait for the financial mechanics to be implemented. I used to play KSP in very short bursts but now with Mission Controller, I'm completely addicted. I reckon missions+financial management will add a lot of needed depth to the gameplay. Hmm... Why does that almost sound like a self-help commercial?
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Did my first 'hard' landing on the Mun with a 9 ton Lander -
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Did my first flyby of Minimus today without relying on Mechjeb and also did my third Mun landing using my own designed lander.
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Considering I'm using permadeath (with crew manifest) and have mission controller extended Kerbal insurance jacked up to 50k, yeah I really can't afford to be careless with my Kerbals. So nearly every design I do I have some sort of abort procedure in place for launch>>atmospheric flight.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Xyd replied to ethernet's topic in KSP1 Mod Releases
Looking forward to using this mod, in conjunction with the other science mods I have. Just going to wait though until the models come out for it -
Ah cheers, that fixed it. Mine was set to 2, and it doesn't crash anymore now that its set to 1.