Author Topic: Stabilizing KM1.0  (Read 2114 times)

Offline Flowrellik

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Stabilizing KM1.0
« on: October 10, 2009, 08:33:41 PM »
I want to know of any mods that can stabilize Kobayashi Maru 1.0, or if there are any mods that are better than KM1.0.
Any suggestions?

Offline tiqhud

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Re: Stabilizing KM1.0
« Reply #1 on: October 10, 2009, 09:03:24 PM »
I dont think the problem is KM1.0, but BC has such an old engine for use.
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Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
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Offline Flowrellik

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Re: Stabilizing KM1.0
« Reply #2 on: October 10, 2009, 09:09:30 PM »
I see.
The main reason I'm asking this is that  I added a few ships from starforce productions as a test run, and next thing u know, the dreaded pointer on the black screen.
I need information. Is there a mod that's better than KM?

Offline Kirk

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Re: Stabilizing KM1.0
« Reply #3 on: October 10, 2009, 09:12:57 PM »
Um, the issue isn't KM, it's the ships you added and no, there isn't a better mod pack that combines and fixes bugs from a great number of older mods. However some patience and a console report would do wonders.

Offline Flowrellik

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Re: Stabilizing KM1.0
« Reply #4 on: October 10, 2009, 10:33:39 PM »
So what you're saying is that certain ships are not compatible with KM?

Offline Nebula

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Re: Stabilizing KM1.0
« Reply #5 on: October 10, 2009, 10:42:06 PM »
all ships should work with KM... what may be happening is a messed up custom ship file or other script from the ships.
Canon is what people argue exists on ships that don't exist.

Offline Flowrellik

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Re: Stabilizing KM1.0
« Reply #6 on: October 10, 2009, 11:01:10 PM »
Could me, since the last ship I put in was Ironcross, And I tried experimenting by splitting the federation into 3 parts.
Past(TOS-TMP), Present(X-TNG), and Future.
can anyone tell me how to add ships like this correctly?

Offline ACES_HIGH

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Re: Stabilizing KM1.0
« Reply #7 on: October 10, 2009, 11:19:36 PM »
Could me, since the last ship I put in was Ironcross, And I tried experimenting by splitting the federation into 3 parts.
Past(TOS-TMP), Present(X-TNG), and Future.
can anyone tell me how to add ships like this correctly?
use bcut

Offline Daystar70

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Re: Stabilizing KM1.0
« Reply #8 on: October 10, 2009, 11:31:34 PM »
It's Not always a case of you not adding the ships correctly, i got what u got which is called a BSOD (blackscreen of death) The forums have walk throughs for doing testmode in BC and idenfifying which scripts are in error causing it, for me it was two mods had used the same scripts as their "template" and modified a projectile with Assimilated BorgFederation ships, sometimes one modder makes a script change that conflicts with another mod, and BC Gets all confused so it BSods, this is my crude way of expalining it but it is basically 9 out of 10 times a script conflict and has nothing to do with KM being out of date it has to do with the scripts used in new mods you install, even if you install it xcorrectly it can cause a BSOD because of the conflict with using the same script line and missing some string or what not, it can be many things one thing i recommend is DO NOT reinstall BC it is  NOT going to fix it, in fact its a waste of time, the script issues can be traced quite easily, before you install any mods always backup at least the scripts folder, i find if something messes up a rollback to the scipt folder will fix it.