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Galactic Hitchiker

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    Bottle Rocketeer

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  1. You beautiful person you. No idea how many years that command line had been sitting in steam for causing untold issues. Now it's all smooth, I've gained 40+ fps, texture replacers visor reflections work. I wish your pillow to be cold on both sides you magnificent human being.
  2. KSP: 1.12.3.3173 Windows 64bit Problem: NRE relating to EVE clouds Mods installed: Reproduction steps: Game would take a long time to load with scatterer initially, often crashing to desktop on load or just hanging so long it appeared to have crashed. After several attempts the menu now loads consistently with no worries but KSC would CTD. Then it would load KSC without issue but CTD after a few seconds or if moving the camera around too quickly, then it could sit on KSC for a while but would CTD loading a rocket, then when going on EVA and so on. Where we are now in that the game always CTDs between a few seconds or minutes. The problem is not present when removing scatterer. Every time the same NRE relating to EVE/Scatterer is thrown preceding a CTD. Love your work, I consider it essential to the KSP experience, I apologise for the modsoup. Log: https://www.dropbox.com/s/w9sdtnb6uxrhowp/Player-prev.log?dl=0
  3. KSP: 1.4.3 Windows 64bit Scatterer 0.0332 & 0.0331b Problem: White line, janky shadows and config not saving Mods installed: AVP + Addons ASET (alcor pod, RPM etc.) Chaterer Community tech trees etc. Distant object enhancement Dmagic DPAI Engineer KAS KIS Lifesupport Mechjeb MKS Planetshine Realchute Realplume Scansat Scatterer Stage Recovery Tarsier Space Tech Umbra Stuffs texture replacer ksprc textures vesselviewer Reproduction steps: scatterer + terrain texture / dark forces and sorcery = what I've tried multiple different texture packs and I still get various forms of the terrain tearing, enabling post processing* mitigates the line somewhat but you can still see it in certain situations, However with no settings sticking enabling post processing every time isn't going to work. Post Processing off*, Anti Aliasing on, die in hell demonspawn Post Processing On*, Anti Aliasing On, barely visible Anti Aliasing off, Post Processing off*, gone! Wireframe... duh. There's something that aligns with the offending white line, no idea what it is but it's there. And a bizarre shadow when zoomed out. the white line aligns with the straight cut of the shadow. in the space centre the textures are fully misaligned along the white tear, tried using KSPRC, SVT, CTTP with little change. Changed all kinds of settings in the menu but nothing will save when the game is reloaded. HEEEEEEEEEELP, tearing my hair out over this and there's not so much to tear. Log: https://nofile.io/f/PtDxtmXf0JG/output_log.txt *Edit I just realised I may have the post processing backwards i.e. off = on and vice versa, I assumed it was off by default I was toggling it on as the image seems to get darker shadows + more bloom but I may well be wrong. love the mod, it's part of the delicate house of cards that makes ksp the perfect game imo, can't wait for the update and hopefully a fix for this! keep up the good work dude, you're a pillar of excellence <3 Edit 2 - Woohoo! forcing OpenGL seems to solve the white line for me, there's still a bit of a split in the textures in the same place as where it would've been as I look at the KDC but instead of a white line it just shows water and whatnot underneath, which is perfectly liveable Edit 3 - Strange shadow visible in the last screenshot is still there not too much of an eye sore.
  4. I'm pretty sure you can catch Jool. You can certainly can see Minmus from Kerbin. I really just wanted an excuse to post this picture of Kerbol, Minmus and the Mun...
  5. Would anyone kindly help me out with trying to get tweakscale to work with the newer USI-LS mod. There's a shiney new recycler/greenhouse that just pokes out the top of the 2.5m service bay and it's driving me absolutely nuts. Would be most useful to be able to squidge it down into four smaller greenhouses and maintain a sleek aerodynamic craft. Edit: nevermind, using MODULE { name = TweakScale type = surface } does the job
  6. Is it possible to be able to resize the mini greenhouse to be more mini? As it stands it doesn't fit in even the 2.5m service module without poking out the top and I personally would like to able to squeeze 2-4 greenhouses inside a service module. Much as i like silent running and adore the look of the greenhouses they're a tad too cumbersome for what is essentially a small recycler. They need to be (for me) able to be tucked away within a service module alongside the electronics and other bits of kit, having them stuck on the side or atop the CM makes for very difficult and ugly builds. Excellent work thus far though dude, you manage being pulled in a dozen different directions well! Edit, getting by at the moment using this in the config for the part. MODULE { name = TweakScale type = free Now time for sleep, tomorrow we build a station
  7. Getting some trouble with this and the latest version of the scantsat dev build (11.0rc6) cant recover the science from scansat, either with transmitting, eva or recovering the part. Here's my post there Can live without the science alerts for now, just making you aware and I look forward to your next patch!
  8. Having some trouble with this version (11.0rc06) and not being able to recover science following a scan. The scan completes as normal however when it comes to transmitting it back to ksc the transmitter will pop out, not transmit anything, just say Done! and retract as normal. The science stays present on the scanner. Landing and recovering the vessel doesn't work, various antennas dont work, installing/uninstalling antenna range, nada. Cant get the science out by using a kerbal on eva and I'm fresh out of ideas. Output.log Mod list Eagerly await your assistance, need to start scanning for a minmus base site and your mod is by far the best way to begin the process many thanks for all the grand work ya do. Edit: Ninja'ed by the fellow above
  9. Kneejerk reactions much? Majir said he can't update the mod in a timely fashion i.e. the very moment a new update drops. Besides new releases are always unstable, the x64 release doubly so. I imagine its better like this anyway to let things calm down and get a bit more stable.
  10. Does anyone have 9-2 working with the edge of oblivion pack by astronomer? I'm currently using 7-3 with E.O.O however on 0.24 it keeps throwing out: NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 Using the 64 bit 0.24 release. Tried using the x64 release of eve but just got the light blue marble atmosphere, wierd darkened grass textures, no clouds there was another chap earlier in the thread who had a screenie of the same issue but I cannae find it Just wondering if things are prettier with 9-2 vs 7-3 and astros pack or if I should just wait to see a complete pack update?
  11. If anyone else is having trouble with the fairings not ejecting with any force then right click the part and jettison that way, they still jett with force for some reason. Im using the stock decoupler fix by serbian for for x64, not sure if that makes a difference.
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