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Aerospacesmith

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    Curious George

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  1. This is an issue JPLRepo fixed in the Source code back in May 2022, but never released an update to the game files. With them now stating they will be busy for a bit to do any updates, I built their source to get the updated DeepFreeze.dll. You can grab the updated dll from the fork: https://github.com/Aerospacesmith/DeepFreeze/blob/master/Distribution/GameData/REPOSoftTech/DeepFreeze/Plugins/DeepFreeze.dll It goes in \GameData\REPOSoftTech\DeepFreeze\Plugins\ I've tested it and haven't run into any issues so far. And no more log spam on startup.
  2. Log File: https://gist.github.com/Aerospacesmith/8719b95f99cbef7ad6bc61ad98d72a41
  3. When a vessel deploys, the game softlocks and I can only enter certain buildings (Astronaut Complex, R&D and Mission Control) and I cannot exit them. The log starts getting spammed with NREs. Trying to use Haystack to select any vessel and pressing the fly button doesn't work. If I start the mission then immediately go to the tracking station, as soon as the vessel deploys, it shows up in its orbit, but all the buttons become unresponsive and I'm stuck in the tracking station. I can load a previous save to before the mission and all seems well again. As soon as the vessel deploys, there are two KSPCommunityFixes errors, an NRE for your Docking Camera mod, then the rest is never-ending NRE spam from Ferram. I can provide the entire player.log or anything else if you need. Thank you.
  4. I'm still getting a weird mirror issue with v3.1.10. When placing any part (stock, modded, procedural, etc.) in mirror mode, the mirrored part is flipped around backwards (like its in radial mode). Reverting IR to v3.1.8 fixes this.
  5. I didn't know I needed this. Fantastic work
  6. I'm having an issue installing the B9 Patch and the KGEX mods using CKAN. CKAN gives this error when attempting to install the B9 Patch: It gives this error when attempting to install KGEx: I have purged the cache data between attempts to download and install, but the error persists. I am only getting these errors on these 2 mods. I can install and update other mods in CKAN without error.
  7. I'm getting an error when installing with CKAN About to install... * The RAT Pack 0.4.3.1 (spacedock.info, 222.6 KiB) Downloading "https://spacedock.info/mod/1963/The%20RAT%20Pack/download/0.4.3.1" Could not find a part of the path 'E:\Games\Kerbal Space Program\KSP 1.8.0\Ships\Ships\SPH\RATPack Demo.craft'. Error during installation! An unknown error occurred, please try again! It looks like the zip folder has 2 craft file locations: \Ships\Ships\SPH\ and \Ships\SPH\. I'm guessing the double nested 'ships' folder is what is messing it up.
  8. Exact same issue & error log here. I changed the advScienceTech part upgrade from wbiGuppy1 to wbiGuppy2 and now KSP finishes loading with the latest KSPIe (1.22.5.4)
  9. Someone had the same issue and posted it to Angel-125's Buffalo mod. Seems to be a typo where the second should be called wbiGuppy2. Hopefully Angel fixes that soon. In the meantime, I changed it manually myself and am now enjoying KSPI 1.22.5.4. Thanks
  10. Hi there, I'm having an issue with the latest version (1.22.5.4). KSP will hang indefinitely (I left it going for over 8 hours last night) while loading. The last log snippet when it hangs is as follows: [LOG 02:10:16.817] [KSPI]: PluginHelper indexed PARTUPGRADE OspreyPowerUpgrade with techRequired heavyAerodynamics [LOG 02:10:16.817] [KSPI]: PluginHelper indexed PARTUPGRADE BuffaloQuality1 with techRequired specializedConstruction [LOG 02:10:16.817] [KSPI]: PluginHelper indexed PARTUPGRADE BuffaloQuality2 with techRequired advMetalWorks [LOG 02:10:16.817] [KSPI]: PluginHelper indexed PARTUPGRADE BuffaloQuality3 with techRequired advMetalWorks [LOG 02:10:16.817] [KSPI]: PluginHelper indexed PARTUPGRADE wbiGuppy1 with techRequired fieldScience [LOG 02:10:16.817] [KSPI]: PluginHelper indexed PARTUPGRADE wbiGuppy1 with techRequired advScienceTech [EXC 02:10:16.818] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,PartUpgradeHandler+Upgrade].Add (System.String key, .Upgrade value) FNPlugin.PluginHelper.get_PartUpgradeByName () FNPlugin.PluginHelper.UpgradeAvailable (System.String id) FNPlugin.Wasteheat.FNRadiator.DetermineGenerationType () FNPlugin.Wasteheat.FNRadiator.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+<CompileParts>c__Iterator1.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) The only change from my last successful load of KSP was updating KSPIe. Going back down to 1.22.2.4 does not produce this error and KSP loads correctly.
  11. I love that your upkeeping these old mods. The standalone MK2 Solar Batteries and MK2 Containers mods are not showing in CKAN.
  12. I finally figured it out. The Corvus Pod had an CoM offset in its part cfg file. I just added @CoMOffset = 0, 0, 0 to my MM patch to counteract this. I haven't noticed any aerodynamic stability issues with the pod since removing this offset. Here's a pic of the splashed down pod: The nose has a built-in parachute on one side which has the pod land slightly angled and makes it land the right way to then float perfectly. Here's the mm patch to add the floatation skirt to the Corvus Pod: @PART[Corvus_Exterior]:FOR[ComfortableLanding] { @CoMOffset = 0, 0, 0 !MODULE[ModuleAnimateGeneric]{} MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights On toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODEL { model = ComfortableLanding/Models/Gemini/AirbagGemini scale = 0.75, 1.1, .9 rotation = 180.0, 0.0, 0.0 position = 0.0, -0.10, 0.0 } MODULE { name = ModuleAnimateGeneric animationName = AirbagGemini startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle restrictedNode = bottom allowManualControl = false } MODULE { name = CL_ControlTool } MODULE { name = CL_Buoy buoyancyAfterInflated = 1.9 COBAfterInflated = 0.0, 0.0, -0.1 COMAfterInflated = 0.0, 0.5, 2.0 volume = 1.0 changeCOM = true playSoundPath = ComfortableLanding/Sounds/Inflate_B //animName = AirbagGemini //animLayer = 0 } }
  13. I'm currently working on adding a cfg for te Corvus Pod and its working so far, but I can't get the pod to lay down after splashing down. It just sticks up as in the below image.
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