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warranty45

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    A True Kerman

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  1. Hello, I have been having this bug for a while now and I have not been able to determine the cause of this bug. The terrain on the Mun has squares that do no line up. I have tried looking online for anyone with a similar issue, but I have been unable to find anything similar. So far I have only noticed this on the Mun. My graphical mods are: Planetshine, Scatterer, Parallax, EVE, Blackrack's Volumetric Clouds, AVP, Distant Object Enhancement, Real Plume, Waterfall, & Smokescreen. The EVE clouds are disabled for use with the Volumetric clouds. I am using Kopernicus and the Outer Planets Mod although I don't think this would affect the Mun's textures. I could be wrong though. Any help is appreciated. KSP LOG: https://drive.google.com/file/d/1H7YQ14QMWQPgf6o-luzDHlrOpLoQte1i/view?usp=sharing Here is the bug I am seeing: Full Mod List From Gamedata (Yes, I know its absurdly long): 000_AT_Utils 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Harmony 000_KSPBurst 000_NiakoUtils 000_TexturesUnlimited 001_ToolbarControl 002_CommunityPartsTitles AIES_Aerospace AIES_Patches AnimatedDecouplers AntennaHelper ASET AstronomersVisualPack AxialAerospace B9PartSwitch Benjee10_MMSEV Benjee10_Orion Benjee10_sharedAssets Benjee10_shuttleOrbiter BetterBurnTime BetterKerbol BetterKerbolRescale Chatterer Coatl Aerospace CommNetAntennasExtension CommunityCategoryKit CommunityResourcePack CryoTanks CTTP CustomPreLaunchChecks DeployableEngines DE_IVAExtension DistantObject DMagicOrbitalScience DMagicScienceAnimate DockRotate DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux EngineLightRelit EnvironmentalVisualEnhancements FASA FerramAerospaceResearch Firespitter FreeIva FruitKocktail HabTechProps HeatControl HUDReplacer Hyperspace JanetsPlanets JanitorsCloset JSI JX2Antenna KAS KerbalEngineer KerbalKonstructs KerbalReusabilityExpansion KIS Kopernicus KopernicusExpansion KopernicusExpansionExamples KSCExtended KSPCommunityFixes KSPWheel KWRocketry LoadingVSyncDisabler LShipPartsModern LShipPartsRequired MagicSmokeIndustries MechJeb2 MechJeb2 Embedded by Dennis6492 MiningExpansion MoarFilterExtensionConfigs ModularFlightIntegrator ModuleManagerWatchDog MPE NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NeptuneCamera OPM ORANGES OSSNTR OuterParallax Parallax Parallax_StockTextures PhotonCorp PlanetaryBaseInc PlanetShine PlumeParty ProceduralParts QuackPack RealChute RealPlume RealPlume-Stock ReentryParticleEffectRenewed ReStock ReStockPlus RestockWaterfallExpansion SCANsat Scatterer ScattererAtmosphereCache SDHI Shaddy SHED Sigma SimpleAdjustableFairings SmokeScreen SOCKrecolored SOCKrepainted SoundtrackEditorForked SpaceTuxIndustries SpaceTuxLibrary Stock folder: Squad Stock folder: SquadExpansion SquiggsySpaceResearch SSTU StationPartsExpansionRedux StationPartsExpansionReduxIVAs StockAlarmClockDisabler StockScattererConfigs StockVolumetricClouds SupplementaryElectricEngines Tantares TarsierSpaceTech TextureReplacer ThrottleControlledAvionics TrackingStationEvolved Trajectories TriggerTech TSSafetyNet TUFX TundraSpaceCenter TURD TweakScale VesselView Waterfall WaterfallRestock WildBlueIndustries ZeroMiniAVC zFinal_FilterExtensions ZTheme ZUI 666_ModuleManagerWatchDog.dll 999_Scale_Redist.dll Blackrack_TUFX.cfg Custom_FARAeroData.cfg Hyperspace.dll ModuleManager.4.2.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree ModuleManagerLicense.md
  2. Is there a way to turn off the match node size feature? It is bugging out SSTU parts because they have their own scaling method. Update - I found the option for scale children. Can we have this set to off by default or is there no way?
  3. Hello, does anyone have config for adding a category for SSTU? Update: I figured out how to make my own, not sure how to make an icon
  4. I may be completely missing something but is there any reason I am getting the issue in the picture below? Everything looks normal in my game when I first launch but after playing for a while I start to get black grass/plants and some of the trees turn into 2d objects. I am at a loss here. I thought it was AVP but I have removed it and I was still having the same issue. Any help is appreciated.
  5. After a fresh installation of SSTU and running the game in DX11 mode for compatibility with Textures unlimited I am still experiencing the same issues. Here is my KSP.log file. https://drive.google.com/file/d/1H7YQ14QMWQPgf6o-luzDHlrOpLoQte1i/view?usp=sharing
  6. So I was able to find a tank that allowed me to add rocket parts and now I have a new issue. The rocket launches and never gains any acceleration. It just slowly drifts off to the west. It looks like I'm having a similar issue to what is described in this youtube video (not mine) :
  7. I don't know if I'm just missing something or what... How do I inflate the module? I know you are supposed to have rocket parts? I don't see that as an option for me when looking at the container.
  8. Anyone else had issues with the Launch Abort System? when I jettison the shroud the jettison motors never activate.
  9. @blowfishYou were correct, I still had Habtech installed hasn't been updated since 1.1 thanks!
  10. I keep getting a fatal error on 1.4.5 any ideas? Here is the message from the log file: [ERR 23:08:00.231] Module ModuleB9PartSwitch threw during OnLoad: B9PartSwitch.HandledFatalException: Fatal exception while attempting to load fields for B9PartSwitch.ModuleB9PartSwitch ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[B9PartSwitch.PartSubtype].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at B9PartSwitch.ModuleB9PartSwitch.get_CurrentSubtype () [0x00000] in <filename unknown>:0 at B9PartSwitch.ModuleB9PartSwitch.get_CurrentSubtypeName () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.FieldWrappers.PropertyWrapper.GetValue (System.Object subject) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.FatalErrorHandler.HandleFatalError (B9PartSwitch.FatalException exception) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.CustomPartModule.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
  11. Thanks man, I updated the link in my previous posts to reflect the change.
  12. Sorry, I was pretty tired last night, I should've just sent you my modified files, could've saved you the hassle lol
  13. The OP said he's going to do some balancing when he has a chance so it may be best to just wait it out for that. I mainly did the fix so we could still pull our craft files over to 1.0 greystork, let me know when you make that change and I'll update my link
  14. Yeah no problem, I was going to upload Nova Punch I just hadn't gotten around to it. I have the files though You can use Notepad ++ to change all the .cfg files at once to save you time
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