linuxgurugamer Posted September 30, 2021 Share Posted September 30, 2021 52 minutes ago, NathanKell said: Looking at the log, it looks like what's going on is Kopernicus is loading a crapton of maps, and that causes things to die (you can see this at the bottom, where it loads map after map and then keels over). Assuming things do work correctly if you use the same modlist but remove (only!) KK, then my hunch is that KK requires things to not be loaded on-demand (which is usually how Kopernicus saves memory when you send it a crapton of planets with hirez assets), which is probably pushing you over. How much memory does this machine have, and how much RAM was free before launching KSP? This machine has 64 gig of memory, of which about 45 gig was free before starting the game Without KK, the game loads and uses about 15 gig of memory, with KK, it just gets stuck in an endless loop until it runs out of memory. Quote Link to comment Share on other sites More sharing options...
Crex Posted September 30, 2021 Share Posted September 30, 2021 How do I get into the Editor. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted October 1, 2021 Author Share Posted October 1, 2021 23 hours ago, linuxgurugamer said: This machine has 64 gig of memory, of which about 45 gig was free before starting the game Without KK, the game loads and uses about 15 gig of memory, with KK, it just gets stuck in an endless loop until it runs out of memory. Yup, that sounds wacked. I don't know how any of the KK code works, except the build errors I fixed to get things running on 1.12, but I can try to take a look this weekend and see if anything turns up. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 1, 2021 Share Posted October 1, 2021 27 minutes ago, NathanKell said: Yup, that sounds wacked. I don't know how any of the KK code works, except the build errors I fixed to get things running on 1.12, but I can try to take a look this weekend and see if anything turns up. Let me know if you'd like me to run any debug version Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted October 1, 2021 Share Posted October 1, 2021 (edited) 17 hours ago, Crex said: How do I get into the Editor. You need to have a kerbal/ship/probe at the location where you want to edit a KK site. then use CTL-K to enter edit mode. If you are new to KK editing, this wiki may prove helpful Getting Started With Kerbal Konstructs Edited October 1, 2021 by Caerfinon Quote Link to comment Share on other sites More sharing options...
Puggonaut Posted October 1, 2021 Share Posted October 1, 2021 Just waiting to light the candle Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 1, 2021 Share Posted October 1, 2021 22 hours ago, Crex said: How do I get into the Editor. 5 hours ago, Caerfinon said: You need to have a kerbal/ship/probe at the location where you want to edit a KK site. then use CTL-K to enter edit mode. If you are new to KK editing, this wiki may prove helpful Getting Started With Kerbal Konstructs This is good info but may I add, KK statics have colliders and they will physically interact with your craft if you spawn or resize them right on or next to it, this can result in sudden destruction of your craft. So best to start with your craft a decent distance from where you want to build (with the brakes on because it is still interacting with the world while you work) Then slide the location marker away from your craft to where you want to set up, before spawning a solid static in to the world. Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted October 2, 2021 Share Posted October 2, 2021 16 hours ago, Puggonaut said: Just waiting to light the candle What are the statics called? (the bottom pad) Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted October 2, 2021 Share Posted October 2, 2021 11 minutes ago, adriangm44 said: the bottom pad It's MobileLaunchPad from DLC. As of 1.12 non-DLC variants of it exist, look the same and have different names. Quote Link to comment Share on other sites More sharing options...
VouMorrer Posted October 4, 2021 Share Posted October 4, 2021 (edited) nevermind, fixed it Edited October 4, 2021 by VouMorrer Quote Link to comment Share on other sites More sharing options...
Cindyrella Posted October 5, 2021 Share Posted October 5, 2021 i use kk( v.1.8.3.0 ), Kerbin side remastered (1.0.1), Custom pre launch checks (1.8.1.1). when just i install kk and cplc first, i can see window by press CTRL+K. but realize didn't install kerbin side after make group - save and quit ksp and install that and relaunch ksp, i can't see window by press CTRL+K. What Shall I DO? ps. This symptom occur KSP 1.12.2.3167 and 1.11.2.3077 BOTH. i install stock 1.11.2.3077 as instruction (Forum Reply) , and install mods and do i wrote above. Quote Link to comment Share on other sites More sharing options...
panarchist Posted October 5, 2021 Share Posted October 5, 2021 On 10/1/2021 at 11:29 AM, ColdJ said: This is good info but may I add, KK statics have colliders and they will physically interact with your craft if you spawn or resize them right on or next to it, this can result in sudden destruction of your craft. So best to start with your craft a decent distance from where you want to build (with the brakes on because it is still interacting with the world while you work) Then slide the location marker away from your craft to where you want to set up, before spawning a solid static in to the world. And when editing an existing base by spawning there, it's a good idea to either drive away first, or build a very crash-tolerant vehicle. I use a rover with all the external-most parts rated to 70m/s+ impacts, because I don't want to take the time to drive away - I'm editing several dozen launchsites to reposition on a 2.7x scale Kerbin (which puts most of Kerbinside Remastered underground / underwater). On the rare occasion when the rover blows up and kills Jeb anyway, I finish editing, and then revert to launch. Quote Link to comment Share on other sites More sharing options...
AstroMatthew Posted October 7, 2021 Share Posted October 7, 2021 any cool KK Mod to build launch sites i already have TSC, Kerbinside Remasterd, Omega Stockalike Structures, And Aroura Space Center. i would use KSC++ but that mod duplicates statics Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted October 8, 2021 Share Posted October 8, 2021 3 hours ago, AstroMatthew said: any cool KK Mod to build launch sites i already have TSC, Kerbinside Remasterd, Omega Stockalike Structures, And Aroura Space Center. i would use KSC++ but that mod duplicates statics Aside from those you listed, all I know of is Country Doggo's Statics. Quote Link to comment Share on other sites More sharing options...
StarshipWatcher Posted October 10, 2021 Share Posted October 10, 2021 Got a question: Is there a way of mass-deleting instances? Or is it set so you have to go one by one? Very experienced with the mod but have a problem where my launch sites will just duplicate for no reason. Quote Link to comment Share on other sites More sharing options...
panarchist Posted October 10, 2021 Share Posted October 10, 2021 On 10/7/2021 at 3:57 PM, AstroMatthew said: any cool KK Mod to build launch sites i already have TSC, Kerbinside Remasterd, Omega Stockalike Structures, And Aroura Space Center. i would use KSC++ but that mod duplicates statics On 10/7/2021 at 6:59 PM, ElonsMusk said: Aside from those you listed, all I know of is Country Doggo's Statics. Also Country Doggo's Random Bits, Tundra's Space Center, Kosmodrome, and Wenchang Space Center. If you don't mind less polished artwork, there's a ton of assets in Alpha Ash's original Kerbinside mod, plus more in BAD-T Airfields. All of them can be found on this page on Spacedock. Quote Link to comment Share on other sites More sharing options...
thatonesidewinder13 Posted October 12, 2021 Share Posted October 12, 2021 Is there a KK related mod that keeps flags from the flagpole from changing whenever you change your program flag. I've got a sort of story to my gameplay right now and it would make my bases look a lot more "international" for say if I can have multiple flags next to each other, each from different nations. Quote Link to comment Share on other sites More sharing options...
mmamh2008 Posted October 13, 2021 Share Posted October 13, 2021 Anyone saw the pink launchpad problem ? The launchpad has pink grass instead of green. It's a missing texture that especially appear when I move a launchpad Even the Default Squad launchpad has this problem Here is an Image of it Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted October 13, 2021 Share Posted October 13, 2021 6 hours ago, mmamh2008 said: Anyone saw the pink launchpad problem ? Right but the stock pieces are there, tells me an asset is in the wrong place. Try reinstalling KK from the ground up to be sure everything ended up in the right place. Otherwise dig up your log and show us. Quote Link to comment Share on other sites More sharing options...
mmamh2008 Posted October 14, 2021 Share Posted October 14, 2021 (edited) 10 hours ago, ElonsMusk said: Right but the stock pieces are there, tells me an asset is in the wrong place. Try reinstalling KK from the ground up to be sure everything ended up in the right place. Otherwise dig up your log and show us. I installed KK and putted the files in gamedata It worked fine some days ago Edited October 14, 2021 by mmamh2008 Typo Quote Link to comment Share on other sites More sharing options...
mmamh2008 Posted October 14, 2021 Share Posted October 14, 2021 I redownloaded KK but now the ctrl K problem got back again I'm very tired from fixing things that gets messed again My starbase is gone but not that is the problem The problem is that KK is definetly not opening the instance window Quote Link to comment Share on other sites More sharing options...
mmamh2008 Posted October 14, 2021 Share Posted October 14, 2021 KK is back again , But the pink problem is back too ..... Quote Link to comment Share on other sites More sharing options...
mmamh2008 Posted October 16, 2021 Share Posted October 16, 2021 I fixed the problem , Downloaded KK from github ( previously from spacedock ) and It worked as intended Quote Link to comment Share on other sites More sharing options...
Fihnakis Posted October 18, 2021 Share Posted October 18, 2021 On 9/30/2021 at 10:12 PM, linuxgurugamer said: Let me know if you'd like me to run any debug version Did you ever find a solution? Also running into the same loop as you did with most of the same mods and then some. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 18, 2021 Share Posted October 18, 2021 45 minutes ago, Fihnakis said: Did you ever find a solution? Also running into the same loop as you did with most of the same mods and then some. Nope, since I'm a long ways away from there, I'm not spending any time on it Quote Link to comment Share on other sites More sharing options...
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