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ddavis425

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Posts posted by ddavis425

  1. The Player log file is already included in the OP. The output_log file is outdated by several days and not relevant. There is no crash.dmp file as the game never technically crashes, just freezes and has to be forced closed.

    Version is 1.8.0.2686

    Modlist is as follows, each mod is running the latest version: 
    [x] Science!
    Toolbar Control
    B9 Part Switch
    Community Resource Pack
    Distant Object Enhancement
    Environmental Visual Enhancements
    Heat Control
    Module Manager
    MSP 3000
    Navball Docking Alignment Indicator
    Near Future Props
    Station Parts Expansion Redux
    Stock Visual Enhancements
    Texture Replacer
    Transfer Window Planner

  2. While on EVA on the surface, the game freezes but audio still runs. The only thing that can be done is to Alt+F4 to close the game. This happens every time when trying to do a surface EVA and it usually occurs just before touching the surface itself. In the Player logs at the time of the freeze there are a lot of lines saying "D3D11: Failed to create RenderTexture ... error 0x887a0005", "ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed.", or "D3D shader create error for vertex shader [0x887a0005]".

    Pastebin with relevant logs from my last session: https://pastebin.com/pALFPW51

  3. I did a career playthrough with this and I suppose I wasn't expecting this tech tree to be geared towards players using a lot of modpacks. As a mostly stock parts player I found the start challenging, with the only thing I could do being to hop out of the capsule on the launch pad and run around getting science. Parachutes came a lot later than I would have liked and my first launch was only saved because somehow my SRB bounced instead of exploding when I hit the ground. After the first couple flights I started to unlock everything really quickly and I ended up having like 80% of all the parts before even going to Minmus.

  4. Does anyone else have any issues with Scatterer and this pack? I had realized that I accidentally still had SVE installed so I removed it to use the Galileo configs instead, and after doing that the sky in game turned black. I tried reinstalling Galileo, EVE, and Scatterer fresh and I still get the black sky bug. This makes me think that either Scatterer isn't properly recognizing the GPP configs or something is wrong with the GPP configs themselves, which doesn't make sense since according to the changelog the black sky bug has already been dealt with.

  5. On 8/29/2019 at 3:33 PM, Gordon Fecyk said:

    I had to add a placeholder ocean to Minmus in Alien Space Programs to deal with home world frame rate issues. The solution involved enlarging Minmus ever so slightly to cover all of the water.

    
    	@PQS
    	{
    		Mods
    		{
    			VertexHeightOffset
    			{
    				offset = 10
    				enabled = True
    				order = 1000000
    			}
    		}
    	}

    …or something like this. +10 metre radius.

    I can't seem to get this fix working correctly. I tried adding it to the same CFG file as the previously posted fix as well as creating a new CFG file for it. Both times it doesn't raise the surface above the ocean, both the flats and the ocean surface are at the same level.

  6. 6 hours ago, bcink said:

    Ah yea - so this.... The Unity design? or Kerbal implementation? of the suspension system is complete garbage. I spent about 14 days in total and received help from at least 5 different people on those things. It's basically as good as it's going to get using stock code. In comparison, in all tests I have done, the amount of movement is significantly less than the stock expanding landing legs from Squad, so in my book, that's a win. I dabbled with the idea of releasing a suspension-less version, as well as a version using KSPwheel for different plugin code, but settled on this as I actually had very good results all around as far as the grip and bounce and everything else. Hope it works well enough. If it ends up being terrible please let me know and I can think about an alternative, or maybe even a side option.

    Well whatever you did in that patch has made the sliding legs issue go away for me. The shaders on the legs are fixed as well.

  7. 3 hours ago, Beale said:

    Very nice recreation! Did you build it in parts or is it a whole craft?

    I built it in parts, recreating each module (core, Kvant-1/2, etc). I ended up replacing Kvant-1 and Kristall after having docked them because I just didn't like some stuff about them. A few goofs here and there were easily fixed by removing parts on EVA with KIS. I had built the docking module with the two big block things on the side but after getting it docked I realized that those blocks are the solar panels that were later added to Kvant-1 so I took them off with a quick EVA. I launched Kvant-1 with the big Sofora and Rapana girders on the side, which made the rocket pretty painful to control, but if I had KIS installed at the time I would have just packed them on the side and detached/reassembled them in orbit.

    I'm really liking that VA capsule and heatshield. Do you have any plans to create the Federation capsule?

  8. How old are the craft files from the OP? I just tried them out and there's a lot of gaps and clipping and such. On the Almaz some of the antennae are pointed in the wrong direction, where if you extend them they just extend inside the craft itself. I want to make the Mir station but I think I'll have to rebuild the modules.

    Edit: With the parachute problem and this question I feel like I'm starting to sound like that guy... I promise I'm not trying to be a pain

  9. 1 hour ago, HooHungLow said:

    Make a copy of your entire KSP folder, delete all of the files in the gamedata folder except Tantares and Squad. Then delete physics.cfg and partdatabase.cfg. Then run it and see if the chutes work. 

    So first I tried deleting just physics.cfg and partdatabase.cfg without removing any other mods. No change. Next I did as you said here and removed everything except for Tantares and Squad as well as deleting those .cfg files again. Still no luck. Finally I did a complete fresh install of 1.4.2 from Steam and reinstalled Tantares with a fresh download. Still, the Soyuz parachute doesn't slow the pod down at all. Just for fun I attached the larger A-ML1 parachute to the capsule and it seems to work fine, slowing the pod down to around 5 m/s. It seems that the issue is isolated to the T-V2K parachute. At this point I have no idea what I could do further to get it to work.

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