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Posts posted by ssd21345
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lol you really adopt it
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Tantares parts cfg has a line to hide parts (category = None), but the valid value should be none (n instead of N). If you keep the invalid value and have ksp community fixes installed, deprecated parts can appear when you click on the search bar.
Edit: Log:
https://drive.google.com/drive/folders/1AbMk8hD8jh2PLdSfEBo5I2TBCTrFqlIY?usp=sharing
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Ha, this thread release notes didn't mention downloading spacey expanded from Curseforge too! Joke aside, ckan still index old version of spacey expanded, I asked ckan ppl to have a look into this mod and expanded.
Missing texture is from missing dependencies.
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Hello, can you check whether zer0kerbal maintained mods are up to date in ckan? He seems inclined to upload mods on curseforge, so his mods on Spacedock are not necessary up-to-date. Thanks!
e.g spacey expanded in ckan still has the old version, while both Spacey base has a missing dependency: SpaceY Corp which cause missing texture.
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Excellent mod that I had been waiting for a long time. I would try it after you able to fix mod bundling issue (to save troubleshoot headache lol)
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hey it seems u pack ur mod wrongly. I think you wanted fosks/parts rather than fosks/gamedata/parts given the part cfg file
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On 4/10/2023 at 5:51 PM, Vas said:
Alright, I was just trying to figure out if these things would end up on CKAN and stuff. I don't install anything unless it can be done through CKAN. I refuse to manually manage mods ever again. I don't actually pay attention to these forums either, I just came here trying to get back into the game and noticed several mods I use were very much dead or in need of updates. Seems some of them are just because people refuse to use CKAN so I have to remove those mods forever now.
ckan ppl often look through ksp forum, then they ask you if you want to put on ckan. (just like few replies above lol)
Another method is upload to spacedock, there is a tick option that would ask you whether you want to put it on ckan, if yes the bot will automatically make a request to github. Ckan ppl will look through it and then approve it.
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It seems the Avali community has spread to ksp
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Sorry for nercobump, since someone used to boldly go and had some funky bug on /r/ksp discord, I think a newer, similar mod should be mentioned here to prevent such situation happens again
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1 hour ago, Serguei-K said:I have all the required mods but when I load or create a new save the game loads endlessly can someone help me pls ?
Getting the log and upload it to somewhere (e.g dropdox, google drive) would be helpful
How to find log: https://gist.github.com/JonnyOThan/04c2074b56f78e56d115621effee30f9
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RSS: people has been reported parallax 2 jan update's backward compatibility works with rss parallax 1 cfg
KSRSS: please look through the ksrss thread, someone mentioned how to make it work
edit: embed the ksrss instruction below
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Does/Will the volumetric edition has backward compatibility? So you can have both old cloud for non stock planet and good new volumetric for stock planet?
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19 hours ago, IgnisFlamme said:
Uploaded the logs.
Can you restore IlioABC_d folder and try again? A lot of planet and moon throw up the error about files inside it missing make the log kinda messy lol
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fyi if you don't want to install ballutes you can make detachable tail to stabilize yourself +inflatable heat shield to slow down.
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On 12/28/2022 at 11:07 PM, Frenzii said:I'm also stuck on an endless loading screen for 5 mins now.
I have nothing but the requirements installed. (Scatterer, EVE, Kopernicus, Kopernicus Expanstions Continued-er, Filtered Heightmap)
I'm playing on linux.
This is my GameData folder. Is everything installed correctly?
I'm out of ideas on how to fix the infinite loading screen issue.
[snip]
Uploading KSP.log and the logs folder itself might help troubleshooting if someone know how to read log come across this post
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my first orbit and return (InlineBallutes is very important to make my spacecraft doesn't flip):
also rcsbuildaid has parachute speed indicator, very useful in this planet pack
my spacecraft definitely not doable in career mode, it is 50k just to orbit!
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sounds like a spaceplane would be better for getting off armstrong lol
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11 hours ago, Snark said:
Hi all,
I'm pleased to announce the release of PlanetInfoPlus 1.4.3, which includes the following changes:
- Add the (optional) display of semimajor axis. Off by default, but you can turn on via the options dialog. Thanks to @panarchist for the feature suggestion!
- Fix a bug that would cause the mod to blow up (hang forever, suck up tons of RAM) for certain planet packs. Thanks to @ssd21345 for the bug report, and to @modus for confirming.
Enjoy!
Thanks, now I can see where science border are without my memory blow up! lol
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1 minute ago, alartor said:
Does that keep happening, or was it a one-time thing? If I'm not mistaken, the first time the mod is "loaded", it will calculate some stats, like the max elevation point in every planet, and store it in a file, which would explain the RAM usage and load time - this is supposed to happen just one time per "save", as the data will already be available after this...
keep happening, that's why it is very annoying
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10 hours ago, Snark said:
Did you see anything interesting in your KSP log file? For example, a long series of a bajillion error messages, or something.
Of particular interest is any spew from PlanetInfoPlus itself. (It's pretty good about putting [PlanetInfoPlus] in front of everything it logs.)
Nothing interesting. The planetinfoplus was calculating the max ground height.here's the log (I cannot load pass to space center so I closed the game after some mins):
https://drive.google.com/drive/folders/1GExFk78n-NajlVezY_FPSvRXGKTeSrqI?usp=share_link
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can someone help reproduce this since I'm not sure if this mod cause it? If you have Kcalbeloh System Planet Pack + planetinfoplus +eve + scatterer at the same time, the ram usage would spike to from 4 gb (without planetinfoplus) to 12 gb if you load save 2nd time or go into flight view then back into space center view, and also loading time would be significantly increased.
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10 hours ago, OrbitalManeuvers said:
I've just updated to the latest build, and now my JNSQ install hangs at startup. I had the previous version installed (working fine) and only change was updating to the latest MK33 version (deleting old version first).
Ok so in the meantime waiting for fix, delete cryotank patch "B9PS.cfg" at Kerbal spy program\Gamedata\WildBlueIndustries\Mk-33\Patches
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17 minutes ago, OrbitalManeuvers said:
I've just updated to the latest build, and now my JNSQ install hangs at startup. I had the previous version installed (working fine) and only change was updating to the latest MK33 version (deleting old version first).
Here's the log where you can see something (maybe?) conflicting with CryoTanks at the end:
https://drive.google.com/drive/folders/1-WFWlUIp4eVm4K77DfW2kPh--7Yp6Ooy?usp=share_link
Do I need to change something on my end for this new build?
I also have that problem. Yes, it seems cryotanks conflict with it
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17 hours ago, Lisias said:
that's a new, I had fired up this on my test bed and this didn't happened. Double checking it.
— — POST EDIT — —
@ssd21345, I need more information.
I had fired up my Windows Test Bed using the two Use Cases that triggered this sheet-fest:
- Launching KSP with the PWD different than Origin
- Launching KSP manually with a pathname all in lower case (or a case different than the real one on the file system)
And I didn't noticed anything unusual.
Please send me your KSP.log, I want to check whatever you have installed on your rig.
humm… You are not trying to launch KSP using an UNC, are you??
sorry mate I only get back home at 7 pm so here's the log:
https://drive.google.com/file/d/1b8eOfiTAh_8cL8ABoLIOJhuyM1RgZHJ4/view?usp=sharing
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since the artifact expired, download the test version of ckan here:
https://github.com/KSP-CKAN/CKAN/issues/3709
(the amazonaws link)
[1.12.x] Planes With Purposes Continued (PWP)
in KSP1 Mod Releases
Posted · Edited by ssd21345
For your future reference: (If you do it browser only) Log in, go to the mod github page, press the Fork button, then you should have your own copy of his mod on Github,
upload files, there should be a big banner with a button telling you you can make a pull request, press it