Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by gh7531

  1. I'm experiencing issues with the latest unofficial 6.1.2-b2 in KSP 1.8.1 with both expansions on Linux. As soon a I load a vessel the game gets laggy and the log is spammed with this exception: [EXC 19:21:37.200] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) KSP_PostProcessing.KS3P.Register (KSP_PostProcessing.PostProcessingBehaviour target, KSP_PostProcessing.KS3P+Scene targetScene) (at <1d3155980143464386937e5a0cd311b3>:0) KSP_PostProcessing.Operators.FlightOperator.Update () (at <1d3155980143464386937e5a0cd311b3>:0) KS3P is the only mod installed. At the start of the log there is also a NRE related to shader loading this might or might not be related: [EXC 19:19:35.738] NullReferenceException: Object reference not set to an instance of an object KSP_PostProcessing.ShaderLoader.LoadShaders (System.Collections.Generic.List`1[System.String]& log) (at <1d3155980143464386937e5a0cd311b3>:0) KSP_PostProcessing.KS3P.Awake () (at <1d3155980143464386937e5a0cd311b3>:0) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__89:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__70:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() here is the complete log If issues with the unofficial version should not be posted in this sub feel free to remove. I'll than create a issue on clusta's github. EDIT: Might this be an issue with OpenGL? There is a file called postprocessingshaders-dx11-linux.unity3d. Linux sounds good but I'm pretty sure dx11 is not going to work with the native Linux version
  2. I'm sorry I can't help you the screenshots aren't mine. They are from @Orbital_phoenix who provided the config file. I just quoted him But I agree they are awesome
  3. I'm running Manjaro with proprietary nvidia drivers on a 1070 and it is working perfectly fine under KSP 1.7.2 with both DLCs. I used the following files from jrodriguez: I'm currently using the config from Orbital_phoenix but you may choose whatever config you want just look in this thread.
  4. Thank you pointing it out, I corrected it as I'm not a native speaker there might be more of these Also thanks for participating
  5. Hello together, I need some help for a university project about an app for photographers that allows you to find interesting locations in your area to take pictures of. Since this is a photography thread I thought I might ask you If you want to take part in my short survey. Thanks for your time
  6. Hey fellow Kerbonauts, I'm currently working on a project for university and would appreciate your help. The goal of the project is to develop an app for photographers to help them find new locations to take pictures of. It would be really awesome if you could participate in my short survey. You don't need to be a professional photographer to take part in the survey, if you just take pictures as a hobby, that's completely fine! The survey takes less than three minutes and is completely anonymous. The results will only be used for my exam. If you want to participate here is a link to the survey -> https://docs.google.com/forms/d/e/1FAIpQLSfWvsjfV0Zi4mfsRKCGmECGOPhX9703iNoGTkUZsC9n1-_r3g/viewform If you have any questions feel free to ask. Thanks for your time!
  7. Thanks for your answer That is why I thought about providing also MM patches so that the patches could be applied too. At least for parts and config files that should do the trick
  8. EDIT: Since I now know that something like that was actually done but died, I try to figure out why. Original post: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ! I'm only talking about modlists, NOT modpacks. A modlist doesn't contain any modfiles, it's just a text file ! just a disclaimer I don't want so summon any pitchforks or torches. Hello together, As you read in the title I'm looking for a place to collect modlists based on .ckan Files. There was once a Thread like that but I'm not able to find that now but it was dead anyway. (The thread is stickied... I meant the MOD Docket) There is also something similar to that on kerbalx.com KerbalX Modlists but as you see there isn't much that is actually useful. I don't think I'm the only one who would appreciate an easy way to share your modded installs with others and an easy way to get a new experience by playing a modlist from someone else. For example take Bob Fitch's YouTube series. Imagine you could go to a Thread in the forum and download the .ckan file for his installment and play just like him. (That's just an example I don't even know if he is using ckan to manage his installation and I know he's patching his mods to make it fit but why not also allow it to upload the MM file to get the patches to.) Or remember Scott Manley's Interstellar Quest. it's the same just go to a Thread or maybe to SpaceDock and download a .ckan file to install the mods and some MM patches to make them work together. To summarize my thoughts, I'm looking for: a place that collects different modlists based on .ckan files. A nice description what the modlist is all about and the version it was made for. Here what I imagine a entry could/should look like a place that collects MM patches for the modlists or even better in general since searching for compatibility patches for different mods can be painful. Things to be done to make it work (assuming there isn't something like I'm looking for already) get approval by the mod makers since modlists(packs) are a very hot debated topic add the actual version of the mod that needs to be installed in the .ckan file. As far as I know its currently only the name of the mod. being able to install a specific version of a mod via ckan. find a place to hosts the .ckan files. That could be a Thread and links to github, dropbox etc. or even a new category on SpaceDock the same for MM patches. people who like to create and share there modlists/MM patches. people who want to play someone else's modlist/MM patches. Please let me know what you think about that. I imagine it's something a lot of people would like but I could be completely wrong about that. Also while I searched if something like that was already put on the table I was not able to find anything. However if I just missed something please point it out.
  9. Basicly yes I decoulpled the launchstage after the retroburn and descended normal, then after I opened the parachutes I watched some video on my second screen while waiting for the lander to land when I heard an explosion and loocked back only to see the big tank that I decupled at the edge of the atmosphere and that I never saw during the decent slaming into my lander and destroy the hichhiker crew container with the poor tourists.
  10. Today happend the biggest what moment during my over 600h of playtime... A tourist mission to orbit Kerbin and return safely was scheduled for today. The crew were four tourists and the experienced Cmdr. Valentina as the pilot. It was a trivial flight on a well tested and reliable launcher so nobody but the tourists were realy exited. The launch was straight forward, pitching over after launch and insert into a stable equatorial orbit at about 80.000m. In Orbit Bilbe and Pacy were enjoing the view while Henhat and Dobert took pictures of the incredible sunset. Then after Pacy found out that Henhat ate all the snacks she informed Cmdr. Valentina about the situation and after a brief conversation with MissionControl it was decided that no kerbal should suffer the lack of snacks in space and so Cmdr. Valentina had to abort the mission and prepared a emergency reentry. After the reentryburn that insured that the capsule lands safely on land the tank and main engine of the SSTO were decoupled and drifted slowly away. The reentry locked pretty spectacular even from inside the PPD-10 and so Dobert took a few more pictures. After Cmdr. Valentina heard the parachutes open at a safe speed she leaned back into her seat and enjoyed the view of Kerbin growing as they fell towards the ground. And there for a second she thought she had seen a big orange cylindrical thing high high above but before she could see it clear the capsule rotated away and she forgot about it. After the parachutes opened completly and the craft was slowed down Bilbe leaned over toward the window and looked at the beautiful landscape of the Grasslands. She looked around and then she heard Doberts scream, and than she saw it. The big orange tank that carried them into the long awaited space, that was detached at 70.000m above the ground, at the edge of space, falling down towards them at a speed that made any evasive manouver impossible.... At T+ 00:18:20 MissionControl lost contact to the Ceres I mission. At the time the rescue crew arrived at the landing site they saw only a lonly Mk I Command Pod and a very disturbed looking Cmdr. Valentina.
  11. Soo well I can confirm this. My RAM usage wasn't above 2.5GB on startup with an average around 1.5GB while playing. Normaly it starts at around 3GB and slowly increases until the game dies. With this trick the RAM usage also increases slowly so memory leaks are still present. BUT after some time with two instances runing the game behaved realy strange. It freezes at scene changes and show just a grey screen but after a few seconds it loads correctly and the enhanced navball mod stops working randomly. Also mechjeb started to realy miscalculate some things but this can be just a random error and not connected to this trick. After around 2h of playing the game got attacked by the mighty kraken and I had to stop my testing
  12. Thanks for your response I updated the GitHub issue since I maybe found the problem.
  13. While trying to write an autopilot for launching a rocket I've got this error. It appears while loading a custom lib written by me that contains all the functions of the script. Since there isn't a line of code that causes the error I'm not able to tell where it stoped working, The last thing I was working on was to regulate the throttle by looking at the TWR. --> function limitTWR and function startGravityturn. Since this is one of my first scripts I probably did something horrible wrong and it's all my fault. Here are my two files that caused the Error: launch003.ks.txt lib_launch.ks.txt and here is the output_log: output_log.txt Could someone tell me what caused the error? I've already created a issue on github since the log tells me to do so but maybe someone here can help me too. Thanks for your help and greetings from Germany
  14. Can conform this. For me my game crashed but it could be something else that cause the crash ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[StageGroup].CheckIndex (Int32 index) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[StageGroup].Insert (Int32 index, .StageGroup item) [0x00000] in <filename unknown>:0 at Staging.addStageAt (Int32 index) [0x00000] in <filename unknown>:0 at Staging.AddStageAt (Int32 index) [0x00000] in <filename unknown>:0 at TweakableEverything.ModuleStagingToggle.SwitchStaging (Boolean enabled) [0x00000] in <filename unknown>:0 at TweakableEverything.ModuleStagingToggle.LateUpdate () [0x00000] in <filename unknown>:0 Log: https://dl.dropboxusercontent.com/u/30637586/KSPForum/Kerbal%20Space%20Program.zip
  15. I would also like to see this probably one Folder/Download for each planet and its moon/s. This should also help to reduce used RAM. Anyway thanks for all the work you put into this.
  16. Nice to hear that you take it in cosideration for the future. I think I will post a suggestion for a science overhaul mod in add-on affairs so it could be a seperate mod because as you said its proably out of scope for KCT. I will edit a Link to it here if I created the post at the moment i don't have time to do so. Your Ideas are even better than mine. Espacely the part with the different companys is pretty awesome. And yes you are right there are tons of possible ways to enhance this part of the game. I just wrote some things that flew around in my head after discovering this mod a few days ago.
  17. I'm glad to hear that it is even possible. And yes for sure there have to be a good balance but if you get time also as balancing factor it could be possibe (or at least I think so?). Another thing could be an mixture of contract and strategie like you get certain contacts only if you commit to a special strategie but I think this is something for FinePrint... One last thing (for now ) what about science experiements that take a certain amount of time? Like observe the material bay would take an certain amount of time. Than maybe add if the player stop the experiment after 3/4 of the time the divice wont be usable any more. This sould be able to deactivate for the players who don't want this. But since nearly everything in this mod could be deactivated/changed this shouldn't be the major problem. Or another aproach if you don't want the divice to be usless maybe just say the observe mystery goo takes 30min of gametime and if the player stops the experiment or the biome changes after 15min he would only get the half of the science points. (Time values are totaly made up they need a proper balance too. )
  18. Hey magico first I want to thank you for all your afford you're putting into this mod. I've probably a feature for your mod. Even if I'm not sure if your mod is the best one to implement probably a mod for itself would be better I suggest it to you first. I think a aspect of time would be pretty nice for the strategies and because your mod handle things with time already you are probably the best person to say/do something about it. My thoughts are something like: -- If you commit to one one strategie you set a time how long you want so commit to it. If you want to stop the strategie you have to pay some amount of funds an you will lose reputation. -- Even further there cound be strategies that change over time like if you commit to a strategie for one year your rewards for each recovered vessel would grow over time. (On day one you will get 1% percent bonus and at day 365 you will get 100% bonus). -- Or your commitmend to a strategie will rise over time. -- Or a strategie that lower you science rewards in the first few month about 90% and after a half year or so your will get dubble of the reward. (Probably a bad example but I hope you get what I mean. ) -- You will lose one science point per day and after a few month you will get a random technode for free. There would be tons of possible things. -- Probably not timedependend but why not create a strategie that let you build you rockets faster or (timedependend) let you unlock tech / build rockets faster if you commited to a certain strategie for at least a year. I don't know if this is even possible but I can imagine a lot of people would like to see such system included in your mod or as something for it's own. I would try doing it for my self bud sadly my knowlege of programing is not as good as it woud need to be. anyway everyone have a nice day. (and also sorry for my english it isn't my native language)
  19. I don't know if the second one is possible but I kind of like the idea. But the first one should be fairly easy you don't even need to download the TreeManager. You can do this with a ModuleManager file.
  20. Nice to see that it's going on!! Keep it going. A way of solving the Problem with empty nodes dependencies if one mod isn't installed could be set empty nodes to visible and set the science cost to zero. But this is probably something that TreeManager should adress.
  21. Wave you should probably look at this if you don't have already. http://forum.kerbalspaceprogram.com/threads/98293-0-25-TechManager-Version-1-1 and http://forum.kerbalspaceprogram.com/threads/98409-Planning-Community-Tech-Tree
  22. Also WaveFunctionP with his KSPI-Lite could be an option if Fractal don't want to play with the rest of the team (what I don't hope this sounds like a realy awesome project).
  23. I know you said there is now new feature for some time but if it's possible it would be nice to save the changes directly to the part.cfg (or create a new part.cfg) and override the old nodes or just add the new node. It would be even more awesome if after saveing the new node possitions the part is reloaded in the editor with the new node placements and your are able to use it without reload the database.
  24. So I'm back again first I want to thank you Cyrik. The new UI is a realy nice improvement thanks for working on it. While testing the new version I found probably a smal bug. - If you select Logarithmic and Colored Scale the overlay is white. But because I don't realy know how exactly the different options work mabye thats how it work. - If Log. Scale is selected and the cuttoff value of Water is at 0 it don't change to 1 like at the other resources. Also mabye I'm just to stupid and don't get it but an explanation what each Scale option do and how it work would be nice.
  • Create New...