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ghimb2000

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Everything posted by ghimb2000

  1. Is there a way I can choose to unlock either procedural or non procedural wings? Having only non procedural wings seem counter productive as you are already limited in terms of wing size and length of craft when playing career.
  2. I've always been stumped between the difference of this vs B9 Procedural Parts. Can someone give me a rundown of how different it is and why the case for each?
  3. I see boats in the Contract Pack as well .. Not sure if this works with whatever in KAX or do I need extra mods?
  4. I don't see the list of recommended mods for this Contract Pack. Is there a list of recommended mods that plays well with this? Thanks!
  5. Was Tweakable Everything removed from CKAN? I can't seem to find it though I remember installing it from CKAN previously. Thanks!
  6. I'm getting Exceptions when loading a plane with B9 Procedural Wings. Output.log: https://drive.google.com/file/d/0B-Ygs3rUb405c3h1RW1EbVU1aGs/view?usp=sharing Not sure if this is a known issue here. Edit: It's spewing out ModuleHeatShield.FixedUpdate exceptions whenever a B9 Procedural Wing is placed in the LaunchPad/Runway.
  7. You can use this mod to alert you when you're reaching the threshold: http://forum.kerbalspaceprogram.com/threads/118928
  8. Seems like the craft file was built when I had SetiCtt installed which made some parts physicsless. After I uninstalled SetiCtt, while still having the craft loaded on the launchpad, it still lags. Seems like the craft file also loads the parts physicsless even when the original part is not overidden anymore in the game. I tried a stock sandbox mode and the error messages are gone.
  9. It works now However, after putting some science parts onto the ship I'm building, it's now spewing this: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) My FPS also dropped by 10 frames due to this (I think). Log file: https://drive.google.com/file/d/0B-Ygs3rUb405UzVuZHVESlFlQlk/view?usp=sharing
  10. Seems like it's spewing this line: MissingMethodException: Method not found: 'ModularFI.ModularFlightIntegrator.get_PartThermalDataList'. UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) DeadlyReentry.ModuleAeroReentry:FixedUpdate() Here's the full log: https://drive.google.com/file/d/0B-Ygs3rUb405WHozZGRkc0NTYTg/view?usp=sharing
  11. For some reason, the new DRC cuts my FPS by half, which lead me to decide not to install it. Let me know what logs or screenshots you need to troubleshoot it, but most likely my PC isn't powerful enough for DRC's calculations.
  12. I fixed this by selecting the Stock Config as well. It installs well after that.
  13. I think they're catering to the beginners that are now buying the game since it's out of early access.
  14. +1 for RLA Stockalike. I used them in my SETI run as well due to not liking TweakScale. TweakScale isn't really balanced and I've had bugs that break the craft when reloading. Not a good experience when you have a > 50 parts craft and you have to redo half of them due to TweakScale behaving badly.
  15. Not a problem Glad I can be of help. I especially like the work that has been done by all the Tech Tree modders and I'll be glad to help any way I can
  16. KSP has a confirmed memory leak when flying near Kerbin and memory doesn't get released when changing scenes: http://forum.kerbalspaceprogram.com/threads/105514-BUG-Memory-Leak-Flying-Near-Ground/ You can keep track of your memory usage here: http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-11-2014-11-19 When your physical mem reaches around 3.7GB or VMEM reaches around 4GB, KSP will crash. Edit: Changing scenes will also cause memory to spike up that almost always crashes your game if your memory is already reaching the limit.
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