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DraWay

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  1. Editor Extensions broken. That's definitely important to many. but Bugfixes are better, time to remember stock editor tricks, I guess)
  2. Still trying to rework stock Duna. Removed the LandControl mod, both from my config and from "template", still glitces on texture exporting. Completely random export stops, completely random pixeljunk. There are absolutely no laws at all, aside from the obvious, "the larger the texture, the more likely it will fail" 512 exports almost always. 1024 is 50/50. So needed 4086 exports once of 100's and then it ruined with pixels. Somebody, plleeeeeassse, halp!
  3. That export problems all definitely in Kittopia, or in whatever it uses to get data. THIS exports without such issues. No stops, no crashes, no pixeljunk. (however there's own specific bug, and it exports heightmaps only)
  4. And another one. I have similar, though not the same problem. Trying to change stock planets (Duna for now), and texture exporting is lottery: it can stop at absolutely random state, from 0.00% all way to 100.00% (yes, 100% and halt), can let me retry dozens of times or crash/freeze the game instantly; or it can just work well. No matter which planet it is, no matter if it affected by mod or pure stock. The only noticed link is the texture size, lower it is, lower is chance of crash. But it may be just due to exporting time, lower res exports faster obviously. Made special copy for this, so only stock KSP, Kopernicus, Kittopia. (plus hyperedit and vesselmover, which were removed and it didn't change anything) KSP 1.1.2 x64, Win10 x64 Logs here: output_log.txt Duna.Body.log Duna.cfg mess there ---- UPD---- Turns that export works -almost- always, if runs while in flight scene, close to target (so detailed land visible) However, than it corrupts textures with random pixels like this, what in case of heightmap makes sudden spikes to space.
  5. Hello @Angel-125, i'm here with some kind of bug. Not sure it's really located in Pathfinder though. I have only Pathfinder (and buffalo) installed of yours WBT mods. Get following error in the logs on launching something with Pathfinder parts on it or attempting to save game with such vessel active. There are many of this things going in a row, depending on count of WBT mod parts in a vessel. Couldn't find a specific part that throwing errors, single Buffalo cabin seems fine. Other than this, didn't notice any consequences that can be surely associated with it. Tested in almost clean install with only couple of basic mods (KER etc.) and visual things like Scatterer 'n' Collision effects, putting WBT and Community resource pack in there. No KIS & KAS that time, so it's not KIS issues from above. [Error]: Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ProtoPartModuleSnapshot..ctor(.PartModule module) at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel) at ProtoVessel..ctor(.Vessel VesselRef) at Vessel.BackupVessel() at FlightState..ctor() at Game.Updated() at FlightDriver+<PostInit>c__Iterator2D.MoveNext()
  6. Hello. Sorry if this was too frequently asked before, don't find anything. Is there a working OPM config for Scatterer only?
  7. @Angel-125 , just wanted to thank you for this modding magic, as this "on the go" thing is what I wanted in the game for ages.. Then oops, here is a bug. Started exploring Pathfinder from this latest version. In the KSC screen settings, where you select "play mode", instead you'll get this and this: GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 405) NullReferenceException: Object reference not set to an instance of an object at UnityEngine.GUIContent.Temp (System.String[] texts) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.SelectionGrid (Int32 selected, System.String[] texts, Int32 xCount, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at WildBlueIndustries.PlayModesWindow.DrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 at WildBlueIndustries.Window`1[T].PreDrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) ..weird, tried to reproduce it on clean install (only dependencies installed), to be sure that isn't mod conflict, and loading freezes on Buffalo's RCS part throwing nullrefs. .
  8. Seems that duplicating kerbals bug come back. KIS updated again, 1.2.8 now, and army of glitchy Jebs growing! And in my case this breaks whole savegame, as clones are persistent and very angry, they can glitch out the UI if I somehow disturb one, even trying to recover/delete in TS. Not big deal now in testing games, but can be frustrating if someone catch this bug in their main save. (Too many mods I think.) (need more anyway) Maybe there's any way to eliminate this dependence, so you won't need to fight clones with every KIS update?
  9. Hello here, and I came up with some bugreporting. Just updated to 1.1.2 and grabbed this (with ton of other mods, yeah), and I get exceptions spam. I'm using Exception Detector and it shows that errors are from Trajectories, smth with navball overlay. No indicators on the navball no matter what, but Map overlays work as intended. Tried removing other navball-interacting mods, no change. Spam begins in middle of game boot, seems at the moment when plugin loads. Image here
  10. Aaaaaand.... nothing o.O just reworked 6.4x Kerbin system config, with some minor surprises inside, as old one outdated. Get it here, if you dare: https://www.dropbox.com/s/360lharab2pv84c/6xKerbinSystem.zip and give feedback. This contains: -Scale-up of stock world, with proper, close to stock, gameplay-ajusted orbital parameters. With some exceptions though -Few custom locations for KSC, if you get bored with default one. -Tweaked landscapes, mostly you'll get a good views on landings, but it possible to get sometimes boring flats, and sometimes a crasy screwed crap. -Some "captured asteroids" (they already was there - Gilly, Bop.. Now they really asteroids.) Also a retrograde one. -Eve becomes a true point-of-no-return. Thanks to all who worked on RSS plugin and related configs.
  11. I've messed with that in my config, and as seems to me, this code manages heightmap at all. Custom if it specified, stock otherwise. There's much more in stock landscape generation than just heightmaps, and in some cases (i.e. some of the bodies) most of it seems to be uncontrollable by RSS plugin configs.
  12. PQSMod_VertexHeightMap { heightMapOffset = 0 heightMapDeformity = 0 } This should make perfect seal-level sphere. But custom heightmap must override stock, isn't it?
  13. it IS 1 everywhere. And original RSS config provided with plugin also does this thing. + now bug reproduced by another player independently. Is it works as it should for you?
  14. Hello.. Just tested this with clean game and some different configs (original RSS, my 6.4x Kerbin "remake") - in all cases the Scaled-space meshes were generated with ramdom unpredictable sizes, mostly smaller then resp. planets, Earth about 10-15% bigger. Also the camera zoom in map view sometimes encounters the invisible barrier that does not match with planet mesh. Can't see Mars satellites actually, camera gets stuck too far, but Kerbin-Earth can be passed through. However, in v6.1 with generated meshes had no problems, so it can be considered as bug report, I guess. [sorry for my "english", i'm an alien]
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