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KSP2 Release Notes
Everything posted by HafCoJoe
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Sorry to say, but this is an error with your RAM usage. Because KSP is a 32 bit program it freezes and crashes at about 3.3 GB of RAM usage. If you pull up task manager and sort it by memory you should see that KSP is reaching this limit and crashing on start because of it. THERE IS a way to solve this however! See here on how to enable opengl mode and save some ram. Sadly no... I've seen this glitch before but I only have bits and pieces as to what causes it. You've installed old EVE and not the WIP and followed the download instructions, yes? Also, could you hit ALT-F2 and tell me if there's any red in the debug log when in this scene? I'm not sure if I'll be able to fix this but I'll try.
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Great to hear it's fairly stable! Sorry though, but I don't plan on adding any joint reinforcement mods. A goal of this mod set is to be able to revert all craft back to a stock install and still have everything work. KJR or any other joint reinforcement mods go against that. Also IMO it takes away a good portion of the challenge in building great stock craft. It can be done though. Haven't ever used joint reinforcement and I don't plan on
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Slowly but surely creating movie props.
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As another thing to note, Time Control is spamming the Debug Menu with "[Log]: TimeControl(13.20): KSC Locked" when at space center view. It appears only to happen in this scene though.
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Just a btw, Skytone mapper seems to full the debug menu with a NULLREF whenever it's in a scene that it isn't being rendered. It's giving an error which sounds like it's trying to pair an effect with an object that doesn't exist. Happens during main loading and Editors. Also most likely unrelated, there is another NULLREF which you might know something about. It isn't related to Skytone mapper but it has the same error code. It's with something code related called "clouds.clouds.update". Do you know what this pertains to? I'm not sure if you would know or not though
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Hello LuvSicGrl! All great questions. I'll answer them for ya. Don't install the KSPRC KSP_Data folder! It's for an outdated version of KSP and installing it will break your game. All it is is an outdated sunflare, and there is an updated sunflare already included in the list. Yay! You figured it out. Hm... I'll add more instruction to that in the OP. Place it inside the folder "KSP_Data". This is the replacement file for KSPRC's sunflare. Nope . It runs fine without it. I have a feeling that all it does is rewrite the config file to add different values for the effects. You could mess with that if you want and report back to me actually. Place it inside the Stock Bug Fix folder. - If you have any more questions feel free to shoot them my way. Done! Good suggestion.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
HafCoJoe replied to Claw's topic in KSP1 Mod Releases
I would like to report another bug! The Comms DTS-M1 Antenna ignores action groups. It refuses to extend when placed in an action group and repeatedly pressed. Almost similar to the Aerobrake? -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
HafCoJoe replied to nightingale's topic in KSP1 Mod Releases
Oh! Simple! I was wondering if their were other contracts that depended on the Jool contract to having been completed in order to show. I guess not though?- 502 replies
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- contract pack
- contract configurator
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Frustrating question... is there any way to prevent CKAN from downloading a specific mod? It keeps installing Blizzys toolbar (amazing mod, but not wanted in this save) even though I don't have it selected, and I don't have any mods dependent on it. It doesn't show up in any windows of CKAN but it still downloads it. Even individually searching through Relationships and Contents doesn't bring anything up.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
HafCoJoe replied to nightingale's topic in KSP1 Mod Releases
Just looking through, how easy would it be to make this mod run with only stock anomalies and not the extra one around Jool (or any others)? No hate pls- 502 replies
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- contract pack
- contract configurator
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As in the slight variations in textures from one tank to another? Sadly I don't think I have those fixed yet. I'd love it of you could list off a few of the things you want fixed and even possibly some screenshot examples if that isn't too hard for you. I need to know what's amiss in order to fix it. - And btw you just brought me up to 5 light green bars.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
HafCoJoe replied to tajampi's topic in KSP1 Mod Releases
Sorry to say, but I have something for "known issues"... - when firing an engine in LKO, the engine lighting projects onto the surface of kerbin, Making it flicker slightly. Similar to this scene in Scott manley's Orion drive video. - Also note that i'm using just about every visual mod I could possibly using. -
BREAKING NEWS. It actually runs. Hitting a max of ~2.6 GB with -force-opengl. On first time load up it spiked all the way up to 3.32 GB and crashed even with -force-opengl but after I deleted a duplicate modulemanager it had no problems whatsoever. Not sure if it was correlated with that or if it will just crash on first load up for everyone. I'm in the middle of setting up a two step CKAN and batch file semi-automated download. It has to be two parts because not all these mods are on CKAN. Mine aren't
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[1.0.x]Destruction Effects (flames and smoke on joint breaks)
HafCoJoe replied to BahamutoD's topic in KSP1 Mod Development
Hello! Is there a chance you could get this set up so it only flames when in atmosphere? It bothers me to see smoke and flame when in a high orbit. Though it does still look pretty -
[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
HafCoJoe replied to SpaceTiger's topic in KSP1 Mod Releases
Does ModifiedExplosionPotential change only the particle effects, or does it change the actual "explosiveness"? E.g. Full tanks will make most of the craft explode, empty tanks will just kind of fall off the craft? -
WIP - Environmental Visual Enhancements Development
HafCoJoe replied to rbray89's topic in KSP1 Mod Development
Cotton candy mode? Well I dunno about that buuut I do have some eye candy you might enjoy. -
Hmm... it sounds like you guys want pictures of the individual things? I could totally send some more pictures your way when I get home. The microphone sounds great and the mouse works well too.