Jump to content

Search the Community

Showing results for tags 'help'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. I'm trying to understand the code of this mod: https://github.com/AniruddhKSP/KSP-Beamed-Power-Standalone-mod But its like gibberish to me. My aim is to change it to transmit a different resource instead of electric charge, ideally defined in the parts cfg files.
  2. So I have been playing lmp with career mode on. When I upgrade a building, and then leave the game and join it again, the upgrade disappears, and the money I used to upgrade it doesnt come back it still disappears. Am I doing something wrong? My friend had 2 dlc installed so he disabled them (as I dont have them ) because we thought it is going to mess with the mod. I only made careful changes in the settings through the xml, but I have no idea what to do now. Someone know how to fix?
  3. So I was just playing KSP when the computer crashed. I rebooted it, and when I tried to load the save that I was playing on, this came up: [Exception: NullReferenceException: Object reference not set to an instance of an object] and the save didn't load. The other ones do. This is what the files look like for the save. I don't think any of these should affect it, but I am going to put them here just in case they do. Mod list: Help would be greatly appreciated. Thanks!
  4. it keeps getting stuck, i dont know why. i have PRE and ModuleManager installed and it still does that.
  5. orbit node: Orbit { referenceBody = Sun color = 1,0.7,0.7,1 mode = 1 inclination = 4.6 eccentricity = 0.01 semiMajorAxis = 30926155264 longitudeOfAscendingNode = 40 argumentOfPeriapsis = 10 meanAnomalyAtEpoch = 0.8 epoch = 0 } Pink line is the planet´s orbit and the pink planet is the planet, none of my other planets are breaking like this and im not sure why this is happening.
  6. So, I'm currently working on a planet pack for KSP but on both terrestrial bodies I've added so far the ground is transparent when I'm within below ScaledSpace and PQS "fadeStart". The problem has been for two months now and I've tried multiple things that haven't worked. So if possible, I'd like your help regarding this situation. Here's some screenshots of the ground: And here are the config files: @Kopernicus:FOR[OPKNS] { Body { name = Verlod Debug { exportMesh = true update = true } cacheFile = OPKNS/Cache/Verlod.bin Template { name = Kerbin removeAllPQSMods = true removeOcean = true } Properties { displayName = #LOC_OPKNS_dspn_0002 description = #LOC_OPKNS_celDesc_0002 radius = 4137531 geeASL = 0.71 mass = 1.792E+24 rotates = True rotationPeriod = 66420 tidallyLocked = False isHomeWorld = True } Orbit { referenceBody = Sun color = 0.25, 0.4, 0.5, 1 inclination = 3.789227183 eccentricity = 0.022409 semiMajorAxis = 189989295803 longitudeOfAscendingNode = 47.3 argumentOfPeriapsis = 0.87 meanAnomalyAtEpoch = 0 epoch = 0 } Atmosphere { enabled = True oxygen = True altitude = 72000 adiabaticIndex = 1.40 atmosphereMolarMass = 0.02897 temperatureSeaLevel = 281 staticPressureASL = 1.10444E+02 temperatureCurve { key = 0 273 0.00000E+00 -5.35664E-03 key = 3547 254 -5.35664E-03 -7.41457E-03 key = 6649 231 -7.41457E-03 -6.03693E-03 key = 9465 214 -6.03693E-03 -2.26244E-03 key = 12117 208 -2.26244E-03 3.82409E-04 key = 14732 209 3.82409E-04 1.87829E-03 key = 17394 214 1.87829E-03 2.18579E-03 key = 20139 220 2.18579E-03 2.46566E-03 key = 22978 227 2.46566E-03 2.71370E-03 key = 25926 235 2.71370E-03 3.25415E-03 key = 28999 245 3.25415E-03 3.73367E-03 key = 32213 257 3.73367E-03 2.98418E-03 key = 35564 267 2.98418E-03 0.00000E+00 key = 38967 267 0.00000E+00 -3.61882E-03 key = 42283 255 -3.61882E-03 -3.47771E-03 key = 45446 244 -3.47771E-03 -3.31345E-03 key = 48464 234 -3.31345E-03 -3.46380E-03 key = 51351 224 -3.46380E-03 -3.24558E-03 key = 54124 215 -3.24558E-03 -2.61292E-03 key = 56803 208 -2.61292E-03 -2.30858E-03 key = 59402 202 -2.30858E-03 -2.37436E-03 key = 61929 196 -2.37436E-03 -2.02429E-03 key = 64399 191 -2.02429E-03 -1.23609E-03 key = 66826 188 -1.23609E-03 -4.15800E-04 key = 69231 187 -4.15800E-04 0.00000E+00 key = 72000 187 0.00000E+00 0.00000E+00 } temperatureSunMultCurve { key = 0 1.000 0.00000E+00 -9.27544E-05 key = 3547 0.671 -9.27544E-05 -1.33785E-04 key = 6649 0.256 -1.33785E-04 -1.30327E-04 key = 9465 -0.111 -1.30327E-04 -6.97587E-05 key = 12117 -0.296 -6.97587E-05 1.30019E-05 key = 14732 -0.262 1.30019E-05 4.54545E-05 key = 17394 -0.141 4.54545E-05 6.01093E-05 key = 20139 0.024 6.01093E-05 6.02325E-05 key = 22978 0.195 6.02325E-05 4.68114E-05 key = 25926 0.333 4.68114E-05 2.14774E-05 key = 28999 0.399 2.14774E-05 -9.95644E-06 key = 32213 0.367 -9.95644E-06 -3.07371E-05 key = 35564 0.264 -3.07371E-05 -4.17279E-05 key = 38967 0.122 -4.17279E-05 -4.40290E-05 key = 42283 -0.024 -4.40290E-05 -3.73064E-05 key = 45446 -0.142 -3.73064E-05 -1.88867E-05 key = 48464 -0.199 -1.88867E-05 3.11742E-06 key = 51351 -0.190 3.11742E-06 1.26217E-05 key = 54124 -0.155 1.26217E-05 1.97835E-05 key = 56803 -0.102 1.97835E-05 2.42401E-05 key = 59402 -0.039 2.42401E-05 2.69094E-05 key = 61929 0.029 2.69094E-05 2.59109E-05 key = 64399 0.093 2.59109E-05 2.26617E-05 key = 66826 0.148 2.26617E-05 1.58004E-05 key = 69231 0.186 1.58004E-05 5.05598E-06 key = 72000 0.200 5.05598E-06 0.00000E+00 } temperatureLatitudeBiasCurve { key = 0 8.48 0 0 key = 38 0 -0.4298 -0.4298 key = 90 -31.52 -0.6981 0 } temperatureLatitudeSunMultCurve { key = 0 17 0 0 key = 38 14.46 -0.1289 -0.1289 key = 90 5 -0.2094 0 } temperatureAxialSunBiasCurve { key = 0 8.47 0 -0.2035 key = 36 0 -0.2515 -0.2515 key = 126 -14.41 0 0 key = 216 0 0.2515 0.2515 key = 306 14.41 0 0 key = 360 8.47 -0.2035 0 } temperatureAxialSunMultCurve { key = 0 0 0 0 key = 38 0.5 0.02 0.02 key = 90 1 0 0 } temperatureEccentricityBiasCurve { key = 0 0 0 0 } pressureCurve { key = 0 1.10444E+02 0.00000E+00 -1.79290E-02 key = 3547 6.21074E+01 -1.09323E-02 -1.09323E-02 key = 6649 3.49255E+01 -6.84346E-03 -6.84346E-03 key = 9465 1.96401E+01 -4.19919E-03 -4.19919E-03 key = 12117 1.10444E+01 -2.44019E-03 -2.44019E-03 key = 14732 6.21074E+00 -1.36545E-03 -1.36545E-03 key = 17394 3.49255E+00 -7.45607E-04 -7.45607E-04 key = 20139 1.96401E+00 -4.06181E-04 -4.06181E-04 key = 22978 1.10444E+00 -2.20493E-04 -2.20493E-04 key = 25926 6.21074E-01 -1.19244E-04 -1.19244E-04 key = 28999 3.49255E-01 -6.42447E-05 -6.42447E-05 key = 32213 1.96401E-01 -3.44630E-05 -3.44630E-05 key = 35564 1.10444E-01 -1.87155E-05 -1.87155E-05 key = 38967 6.21074E-02 -1.05693E-05 -1.05693E-05 key = 42283 3.49255E-02 -6.23607E-06 -6.23607E-06 key = 45446 1.96401E-02 -3.67891E-06 -3.67891E-06 key = 48464 1.10444E-02 -2.16678E-06 -2.16678E-06 key = 51351 6.21074E-03 -1.27203E-06 -1.27203E-06 key = 54124 3.49255E-03 -7.42697E-07 -7.42697E-07 key = 56803 1.96401E-03 -4.31357E-07 -4.31357E-07 key = 59402 1.10444E-03 -2.49896E-07 -2.49896E-07 key = 61929 6.21074E-04 -1.44222E-07 -1.44222E-07 key = 64399 3.49255E-04 -8.28002E-08 -8.28002E-08 key = 66826 1.96401E-04 -4.72197E-08 -4.72197E-08 key = 69231 1.10444E-04 -2.67112E-08 -2.67112E-08 key = 72000 0.00000E+00 0.00000E+00 0.00000E+00 } AtmosphereFromGround { DEBUG_alwaysUpdateAll = False doScale = False waveLength = 1,0.584615588,0.396153271,1 samples = 2 innerRadiusMult = 0.9563388 outerRadiusMult = 1.045001 transformScale = 1.095,1.095,1.095 } } ScaledVersion { type = Atmospheric fadeStart = 35000 fadeEnd = 80000 Material { texture = OPKNS/Textures/PluginData/Verlod00.dds normals = OPKNS/Textures/PluginData/VerlodNormal.dds color = 1,1,1,1 specColor = 0.75,0.75,0.75,1 shininess = 0.17 rimPower = 1.5 rimBlend = 0.75 Gradient { 0.0 = 0.25, 0.5, 1, 1 0.2 = 0.25, 0.125, 0.0625, 1 0.6 = 0,0,0,0 0.4 = 0,0,0,0 } } } PQS { minLevel = 2 maxLevel = 8 minDetailDistance = 6 maxQuadLengthsPerFrame = 0.03 fadeStart = 80000 fadeEnd = 250000 deactivateAltitude = 265000 materialType = AtmosphericTriplanarZoomRotation allowFootprints = True Material { saturation = 1 contrast = 1.35 tintColor = 1,1,1,0 groundTexStart = 0 groundTexEnd = 20000 steepTexStart = 0 steepTexEnd = 20000 steepTex = BUILTIN/terrain_rock00 steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM steepNearTiling = 25000 steepTiling = 25 deepTex = BUILTIN/eveLowSand_diffuse deepBumpMap = BUILTIN/eveSand_nrm deepNearTiling = 50000 deepMultiFactor = 50 deepBumpNearTiling = 50000 deepBumpFarTiling = 50 lowTex = BUILTIN/eveLowSand_diffuse lowBumpMap = BUILTIN/eveSand_nrm lowNearTiling = 50000 lowMultiFactor = 50 lowBumpNearTiling = 50000 lowBumpFarTiling = 50 midTex = BUILTIN/gillyHighTerrain midBumpMap = BUILTIN/eveSand_nrm midNearTiling = 50000 midMultiFactor = 50 midBumpNearTiling = 50000 midBumpFarTiling = 50 highTex = BUILTIN/gillyHighTerrain highBumpMap = BUILTIN/eveSand_nrm highNearTiling = 50000 highMultiFactor = 50 highBumpNearTiling = 50000 highBumpFarTiling = 50 lowStart = -1 lowEnd = -1 highStart = 1 highEnd = 1 globalDensity = 1 planetOpacity = 255 } Mods { VertexHeightMap { map = OPKNS/Textures/PluginData/VerlodHeight.dds offset = 0 deformity = 7281 scaleDeformityByRadius = False order = 10 enabled = True } VertexSimplexHeightAbsolute { seed = 132562 deformity = 75 octaves = 8 persistence = 0.5 frequency = 24 enabled = true order = 20 } VertexSimplexHeight { seed = 342988 deformity = 128 octaves = 8 persistence = 0.5 frequency = 4 enabled = true order = 30 } VertexHeightNoiseVertHeightCurve2 { deformity = 315 ridgedAddFrequency = 32 ridgedAddLacunarity = 2 ridgedAddOctaves = 8 ridgedAddSeed = 438274 ridgedMode = Low ridgedSubFrequency = 32 ridgedSubLacunarity = 2 ridgedSubOctaves = 8 ridgedSubSeed = 749998 simplexFrequency = 24 simplexHeightEnd = 10000 simplexHeightStart = 0 simplexOctaves = 8 simplexPersistence = 0.5 simplexSeed = 80070 order = 40 enabled = True simplexCurve { key = 0 0 0 0 key = 0.6311918 0.4490898 1.432598 1.432598 key = 1 1 0 0 } } VertexColorMap { map = OPKNS/Textures/PluginData/VerlodColor.dds order = 50 enabled = True } City { debugOrientated = False frameDelta = 1 randomizeOnSphere = False reorientToSphere = True reorientFinalAngle = -15 reorientInitialUp = 0,1,0 Position { latitude = -7 longitude = 23.1082296 } repositionRadiusOffset = 42.7000007629395 repositionToSphere = True repositionToSphereSurface = False repositionToSphereSurfaceAddHeight = False commnetStation = True isKSC = True order = 100 enabled = True name = KSC LOD { Value { visibleRange = 50000 scale = 0,0,0 delete = False } } } LandControl { altitudeBlend = 0 altitudeFrequency = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeSeed = 1 createColors = true createScatter = True latitudeBlend = 0 latitudeFrequency = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeSeed = 1 longitudeBlend = 0 longitudeFrequency = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeSeed = 1 useHeightMap = False vHeightMax = 10000 order = 999999 enabled = True altitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } longitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } LandClasses { Value { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,0 coverageBlend = 0 coverageFrequency = 1 coverageOctaves = 1 coveragePersistance = 1 coverageSeed = 1 name = VerlodBase latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0 noiseColor = 0,0,0,0 noiseFrequency = 1 noiseOctaves = 1 noisePersistance = 1 noiseSeed = 1 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } coverageSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 1 octaves = 1 persistence = 1 } scatters { } } } scatters { } } } } SpaceCenter { latitude = -7 longitude = -53.1082296 decalLatitude = -7 decalLongitude = 23.1082296 lodvisibleRangeMultiplier = 1 reorientInitialUp = 0,1,0 reorientFinalAngle = -20 reorientToSphere = True radius = 16000 repositionRadiusOffset = 42.7000007629395 repositionToSphere = True repositionToSphereSurface = True repositionToSphereSurfaceAddHeight = False heightMapDefomity = 180 absoluteOffset = 70 absolute = true } } useOnDemand = true } @Kopernicus:FOR[OPKNS] { Body { name = Viopra Debug { exportMesh = true update = true } cacheFile = OPKNS/Cache/Viopra.bin Template { name = Gilly removeAllPQSMods = true } Properties { displayName = #LOC_OPKNS_dspn_0004 description = #LOC_OPKNS_celDesc_0004 timewarpAltitudeLimits = 0 338 675 1350 2700 5400 10800 21600 radius = 16539 mass = 1.4669241E+17 tidallyLocked = True sphereOfInfluence = 86605 } Orbit { referenceBody = Reatu color = #7a6f6f inclination = 0.035 eccentricity = 0.0000003818493 semiMajorAxis = 391000000 longitudeOfAscendingNode = 69.291 argumentOfPeriapsis = 0 meanAnomalyAtEpochD = 17.9382 epoch = 0 } ScaledVersion { fadeStart = 5000 fadeEnd = 15000 OnDemand { texture = OPKNS/Textures/PluginData/ViopraColor.dds normals = OPKNS/Textures/PluginData/ViopraNormal.dds } } PQS { fadeStart = 15000 fadeEnd = 27250 deactivateAltitude = 27500 minLevel = 2 maxLevel = 8 minDetailDistance = 6 maxQuadLengthsPerFrame = 0.03 materialType = AtmosphericExtra allowFootprints = True Material { factor = 8 factorBlendWidth = 0.05 factorRotation = 75 saturation = 1 contrast = 1 tintColor = 1,1,1,0 specularColor = 0.188235298,0.188235298,0.188235298,1 albedoBrightness = 1 steepPower = 1.5 steepTexStart = 30000 steepTexEnd = 60000 steepTex = BUILTIN/MunCliff [Diffuse] steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = BUILTIN/MunCliff [Normal] steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 steepNearTiling = 500 steepTiling = 350 lowTexScale = 1,1 lowTexOffset = 0,0 lowTiling = 1 midTex = BUILTIN/MunFloor [Diffuse] midTexScale = 1,1 midTexOffset = 0,0 midTiling = 150000 midBumpMap = BUILTIN/MunFloor [Normal] midBumpMapScale = 1,1 midBumpMapOffset = 0,0 midBumpTiling = 150000 highTexScale = 1,1 highTexOffset = 0,0 highTiling = 1.5 lowStart = -1 lowEnd = -1 highStart = 1 highEnd = 1 globalDensity = 1 fogColorRampScale = 1,1 fogColorRampOffset = 0,0 planetOpacity = 1 } Mods { VertexHeightMap { map = OPKNS/Textures/PluginData/ViopraHeight.dds offset = 0 deformity = 1712 scaleDeformityByRadius = False order = 10 enabled = True } VertexHeightNoise { deformity = 16 frequency = 4.5 octaves = 12 persistence = 0.5 seed = 7901832 noiseType = RidgedMultifractal mode = Low lacunarity = 2.5 order = 20 enabled = True } VertexColorMap { map = OPKNS/Textures/PluginData/ViopraColor.dds order = 30 enabled = True } LandControl { altitudeBlend = 0 altitudeFrequency = 1 altitudeOctaves = 1 altitudePersistance = 1 altitudeSeed = 1 createColors = False createScatter = True latitudeBlend = 0 latitudeFrequency = 1 latitudeOctaves = 1 latitudePersistance = 1 latitudeSeed = 1 longitudeBlend = 0 longitudeFrequency = 1 longitudeOctaves = 1 longitudePersistance = 1 longitudeSeed = 1 useHeightMap = False vHeightMax = 10000 order = 999999 enabled = True altitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } longitudeSimplex { frequency = 1 octaves = 1 persistence = 1 } LandClasses { Value { alterApparentHeight = 0 alterRealHeight = 0 color = 0,0,0,0 coverageBlend = 0 coverageFrequency = 1 coverageOctaves = 1 coveragePersistance = 1 coverageSeed = 1 name = Base latDelta = 1 latitudeDouble = False lonDelta = 1 minimumRealHeight = 0 noiseBlend = 0 noiseColor = 0,0,0,0 noiseFrequency = 1 noiseOctaves = 1 noisePersistance = 1 noiseSeed = 1 delete = False altitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } coverageSimplex { frequency = 1 octaves = 1 persistence = 1 } latitudeDoubleRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } latitudeRange { endEnd = 1 endStart = 1 startEnd = 0 startStart = 0 } longitudeRange { endEnd = 2 endStart = 2 startEnd = -1 startStart = -1 } noiseSimplex { frequency = 1 octaves = 1 persistence = 1 } } } } } } } useOnDemand = true }
  7. So I decided to boot up KSP after a while, but upon loading the game, I discovered that there are very few parts in the VAB and SPH; even the stock parts are missing. Strangely they seem to load fine in the R&D but IDK what's causing it because when I load a craft from the tracking station it loads fine. Maybe because I have too many part mods that I don't need? The images: https://disco.pics/a4zu.png https://disco.pics/63ln.png https://disco.pics/bi1s.png https://disco.pics/ycbc.png
  8. Recently encountered a strange bug that freezes the game when produced. First I partially assemble the craft per the BDB wiki and launch it, on a revert to launch the craft starts clipping with the nose heatshield and when switching to the aforementioned part the game freezes after a few seconds. Modlist and output log here: https://drive.google.com/file/d/1P2wXAn9eixqan3vBgAyJqe1bhrhaRb-n/view?usp=sharing Any help is appreciated
  9. I am a fairly new player in RSS/RO and RP-1. I have downloaded the mod CH4 from GitHub and manually dragged it into my GameData folder. I am encountering quite a few problems with getting all of the engines to appear in my VAB for some reason. A few examples of these engines are the AdvancedOTV engine, the Merlin2 engine, and I could go on. Only a few of the engines seem to be appearing in my VAB, for example, the E2 Vac and the E2, and I do not understand why the other engines don't register or appear. Any ideas of why this could be the case and how to fix this issue? Thanks to anyone in advance.
  10. I was looking at the contract mods that use contract configurator, but i noticed that all of them are 1.3.5, 1.2 etc. Do they still work for the newest version of Ksp or should i look elsewhere?
  11. why does this happen? i recently made a plane that has a detachable second crew module, while i was testing, it just detached the module while the engines were starting.
  12. While i was loading ksp on version 1.12.5.3190 and mods "airplaneplus", "recall0.4.0.2" and module manager, a few nyan cats popped up and started moving around (i have no viruses, so im asking is this rare or something) so pls help
  13. Does anyone know what is happening? When my SSTO takes flight from the runway, after a few seconds it violently veers off to the left or right-hand side, which side is seemingly at random. I double-checked everything I could, (Center of mass/flight/thrust, symmetry of the spaceplane etc) and I can't seem to find an answer to why this is happening. Any help would be appreciated greatly, as this is such an annoying thing that keeps happening to all my larger planes. If I need to send a video or something more then just tell me. The only mods I have installed are KAX, Kerbal Atomics, and Stockalike Station Parts Expansion by Nertea_01. My game version is: 1.12.5.
  14. Ok so i have a problem. My cable modem keeps losing contact with my provider. Its been unstable since New Years. Ive no idea how old it is. I first thought this to be internet outages on provider side. Now im not sure. My neighbor uses the same provider i do and his internet he says is currently up. Mine as i sit here is still indicating offline. Power light is solid, DS/US light is blinking at 1 pulse per second, Online light is off. 2.4G and 5G lights are solid. Tel1 and Tel2, MoCA and Battery lights are off. anyone have any idea what might be going on? Also when it DOES connect it tends to be stable and when i check data rates via my phone they are 95% of the time what im expecting to see. Sometimes they are slower but that is not frequent. again my cable modems lights are in the state described at the time of posting. I fully expect at some point be it 10 minutes or an hour or 96 hours to see my modem reestablish contact. But is this thing going bad? 190701162024 btw it started this episode at 1841 update: 2 hours 6 minutes no improvement. Please help me understand whats going on here. I really dont want to go to my provider to swap modems because then ive got to rebuild my wifi network. 204901162024 2h8m and no improvement 9h7m and 1 reboot of my cable modem no return of internet. The cable modem rebooted normally as expected/hoped but no return of service. I really need advice guys. Is this my cable modem or a provider issue? 034801172024 9h16m and it deigned to return… advice still sought. Please help me to understand whats going on. 035801172024
  15. Is there an easier way to dock two large vessels like this? I align the ports, and get within 5 cm of the target docking port with mine, but alas, no connection. Docking Alignment Display is a great help, but I can't get the ports to actually accept one another, and yes, they are facing eachother. The fuel tanks and tug is about 500 tonnes, the station is about 500 tonnes, so it's as graceful and as lethargic as it gets. And please, Intercept Games, give us bigger, badder RCS thrusters. Using 256 Vernier thrusters here, I will go insane from low FPS.
  16. I am a complete noob to mods and I can't figure out why the game is crashing. Below is my log and list of mods. https://drive.google.com/file/d/1QUjb-xvVLEzOss_wldklJBFWegMSCQQY/view?usp=sharing https://imgur.com/a/KZns2n4 If you need anymore information ask.
  17. I would like to suggest that the Starlab does not pause its survey. Ones its deployed and surveying the data, it should continue to do so, until the research is done in the surveyed region. It hinders the pace a bit, especially on planets like Duna where the Biomes changes every few seconds. Maybe i do something wrong, or this is a Bug, but if not, it would be nice to keep the games pace. A alternative would be, that the Starlab automates this procedure, stopping the survey when the region changes, and automatically starts surveying again. I would like to hear some opinions, suggestions or maybe even help, because there is a chance that i do something wrong.
  18. Hi all, I am not able to get KSP2 mods working at all, even using CKAN. I'm playing on Linux via Proton so I assume that's related. I see that there is a path in doorstop_config.ini. I did try a full path there in case something was weird with relative paths, but to no avail. I never see the Mods tab on the main menu, regardless of what I do in CKAN and regardless of the folder structure appearing correct. Is anyone able to use KSP2 mods while playing via Proton, and if so, was there anything special you had to do to make it work? I'm really scratching my head on this one because everything else seems perfect. Playing on KSP2 0.2.
  19. UnityPlayer.dll caused an Access Violation (0xc0000005) in module UnityPlayer.dll at 0033:9679ba80. This is the crash report error that's been ruining my games all this month of November and part of December, ever since I built this new PC. New motherboard, new CPU, new GPU, new SSD, old RAM though. This are my PC specs: CPU: AMD Ryzan 7 5800X 8-Core Processor 8/16 0,0v Motherboard: Gigabyte Technology Co., Ltd. B550 AORUS ELITE V2 RAM: 16GB GPU: NVIDIA GeForce RTX 4070 Ti (12,0 GB) Windows 11 Pro I use a lot of mods, but that wasn't a problem in my old PC. Of course, I would get a crash after hours of gameplay but that wasn't a hustle, this is, and it's very annoying and game breaking. Please, I need your help. First things first, here are all the logs: CRASH LOGS This is my mod list (Most of them are dependencies and many others have proven to be compatible & required mods through The Skyhawk Mod Support List), I will list which of them are part of that list in the following one with . I will use for dependencies and for visual and scale mods. I will also mark the ones I have just because I want to have them with : Only 75 emojis allowed, continuing in the next post below:
  20. I am a relatively new ksp 1 player and I am trying to build a new eve station (it’s my first time doing this) I have split it into 4 segments and don’t want to spend time and just reuse the same booster for each part of the ship instead of building a new one each time I have heard streamers mention “a booster library” I think this might be a way to reuse boosters but I could not find anything on the internet to help me. Please can someone explain to me how to make one? I can’t find a way to save boosters in the VAB nor a way to open two saves at once
  21. Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.Hi, how do you equip a suit to my kerbal? I saw the icon in the space center toolbar and tried to put a suit on and I typed something in the textbox and pressed "dump" but nothing happened/ How do I use this? Thanks.
  22. Hi, I've been messing around lately, and I would like to try applying a texture to an already exsiting IVA : Example : taking the Mark 1 stock comand pod, and replacing its "background interior textures" with ones extracted from a 3D model, like this one : What would be the steps for that ? Note that blender and me do have a pretty spicy relationship (I'm quite new to this, and texture work in general). I guess deleting the stock textures and replacing them with ones, but I'd guess I'd need to convert those 3D model to PNGs ? As it's what I'm seing in most internal folders... Anyways... gonna keep diggin' Thanks for your help !
  23. In the kerbal inventory/extraplanetary bases mod the "bbq survey stake" Isn't going into my kerbals inventory. If there's a way to fix it please tell me.
  24. So, I've recently been looking for mods that added more content to the KSC, and I downloaded KSC Extended, but for some reason the textures for the grass around the mod's structures turned purple. I then tried KSC Kampus and it worked fine but the runway textures turned purple too. Is this a bug or am I doing something wrong?
×
×
  • Create New...