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YagiHige

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Everything posted by YagiHige

  1. Everything's so friggin cool yet scary so far on ProximiCentari-b. Neither Alpha Centari star liked me orbiting correctly around it's center of gravity. I did notice (with planetshine, dunno if it matters) that hd10180 is unbearably bright from it's nearest orbiting body (hd10180b?). Looking in a 180 degree angle in it's direction is just solid white screen. Lastly, hard to find or click on Sol System from focus in map on either of the other systems. Too close and it don't show, too far and it don't show. Dunno if it has different priority than the other 2 stars to show up in furthest zoom of map.
  2. Hate to only drop in for troubleshooting, but I did want to try this and at least I narrowed down the problem a lot (I hope). 1) Systematically installed mods, one at a time in order, and after RSSVE and RSSExpanded, I install this one. 2) Kopernicus greets me at main menu with an error box, not all planets were loaded successfully (which as so often is the case, means none were loaded, as Kerbal also greeted me at the main menu instead of Earth). It mentions logs, and Kopernicus forum-page suggests reading them for myself, so I did. 3) All loaded until ProximiCentariBbody it appears. The general log says that's the body that failed, and the body's specific log says: 4) So I am wondering what would correct a Kopernicus exception, that a VertexHeightNoise cannot be null. *shrug*. Appreciate it if you had any ideas, just a shot in the dark. EDIT: THIS REQUIRES MOD-DEV ATTENTION @AndrewDrawsPrettyPictures => in config for ProximiCentarib, after VertexHeightNoise, there is a fat-fingered "[" left-facing box-bracket, that seems to be missplaced and should be a "}" right-facing pointy-bracket. That change, makes it launch without errors. Now it runs for me and I can play it, which is fantastic because that's exactly what I intend to do! EDIT:EDIT: Kopernicus' discord-channel helped be troubleshoot that far, but they also discovered in my discovery, that PDQ might not be closed at all (should be closed before ocean? so add 2 "}"s instead?), so double-check me on all related brackets I suppose, because I'll probably arrive to a broken planet in my fix.
  3. I.... believe, RealSolarSystem Expanded is broken. The link in the OP, directs to the old version maintained by the original author. It's under new management as of late. Newest Development Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/139492-112-real-solar-system-expanded-0140/ As I am trying it, it seems latest version of Kopernicus and RSS doesn't work with either version of RSSE. Newest Kopernicus and old RSS doesn't work either. Suggesting that next and further GN updates, should have support for the RSSE version in the newest development thread. EDIT: OR, SigmaBinary is NOT the SAME mod as SigmaDimensions is. In which case, oops, my bad, let me try this again... Yep, disregard, I'm an idiot. You need BOTH SigmaBinary and SigmaDimensions.
  4. @cantab I just downloaded this successfully, the link still works. I'm having possible problems on my side (perpetual loading when starting a game), but it's not the lack of download link, and I'm not ready yet to break down and ask for help. EDIT: I'm close though. Darn perpetual loading, any version, and just Kop.,Galac.Neigh., Sigma, RSS, and RSSE, but not if RSSE isn't added. Strange. EDIT: TIL, that SigmaBinary is NOT the SAME mod as SigmaDimensions is... oops, my bad, let me try this again... Yep, disregard, I'm an idiot. You need BOTH SigmaBinary and SigmaDimensions.
  5. You have to be in a rather high orbit for the drive to activate, it will not do so on land or launchpad or atmosphere. If you intention was easy sandbox travel, you can google hyperedit to get into orbit. If your intention was to use it legitimately, it can definitely not be used in atmospheres, you have to have standard engines haul it above 5thEDIT: DEFINITELY 900km for kerbin, and activate the warp drive then.
  6. I broke and fixed my game. The following can possibly help, both development, and users seeking a solution. This situation, involved HyperEdit, Galactic Neighborhood, and JoolTylo and PlutoCharon (but not JoolTyloOrbit or PlutoCharonOrbit). The problem, involved the NavBall and OrbitalMap, which would FREAK OUT if you get within any gravitational influence of a body that has an unstable orbital point shared with another body (this can include other bodies with similar situations). Troubleshooting my own problem (knowing nobody else would touch this issue because "multiple mods involved"), I discovered the solution myself. The solution, to stop the freak-out, is to use HyperEdit button, the Planet Editor button, select JoolTylo or PlutoCharon from the list, change the numbers in the "gravitational multiplier" field, from 15x10e15 or whatever crazy thing it is, to 0. Whatever controls the planets themselves, isn't affected by this, and this fixes the freak-out. I will post this to all mod threads that are affected. Thank you.
  7. I broke and fixed my game. The following can possibly help, both development, and users seeking a solution. This situation, involved HyperEdit, Galactic Neighborhood, and JoolTylo and PlutoCharon (but not JoolTyloOrbit or PlutoCharonOrbit). The problem, involved the NavBall and OrbitalMap, which would FREAK OUT if you get within any gravitational influence of a body that has an unstable orbital point shared with another body (this can include other bodies with similar situations). Troubleshooting my own problem (knowing nobody else would touch this issue because "multiple mods involved"), I discovered the solution myself. The solution, to stop the freak-out, is to use HyperEdit button, the Planet Editor button, select JoolTylo or PlutoCharon from the list, change the numbers in the "gravitational multiplier" field, from 15x10e15 or whatever crazy thing it is, to 0. Whatever controls the planets themselves, isn't affected by this, and this fixes the freak-out. I will post this to all mod threads that are affected. Thank you.
  8. I broke and fixed my game. The following can possibly help, both development, and users seeking a solution. This situation, involved HyperEdit, Galactic Neighborhood, and JoolTylo and PlutoCharon (but not JoolTyloOrbit or PlutoCharonOrbit). The problem, involved the NavBall and OrbitalMap, which would FREAK OUT if you get within any gravitational influence of a body that has an unstable orbital point shared with another body (this can include other bodies with similar situations). Troubleshooting my own problem (knowing nobody else would touch this issue because "multiple mods involved"), I discovered the solution myself. The solution, to stop the freak-out, is to use HyperEdit button, the Planet Editor button, select JoolTylo or PlutoCharon from the list, change the numbers in the "gravitational multiplier" field, from 15x10e15 or whatever crazy thing it is, to 0. Whatever controls the planets themselves, isn't affected by this, and this fixes the freak-out. I will post this to all mod threads that are affected. Thank you.
  9. Just something I grudgingly found out after building mods 3 times at 6 hours per attempt, if you put "OtherWorlds" folder into GameData it will not work (at least with GalacticNeighborhodd). You have to put the inner folder, "CecariSystem", into gamedata. Sorry if I just didn't read the readme and it said so in there, but felt like a public service announcement was in order in case anyone else did it. Not as bad as Kronkus, which despite also being completely functional and a really nice mod, was packed Kronkus>Kronkus>Gamedata>Kronkus(Kopernicus,ModuleManager)>Kronkus which was really unbelievable as if you merge gamedatas like all mods ask you to do you actually install it incorrectly and I informed them at their modpage too, so I figured I'd let both you know. Thank you for your understanding.
  10. I have downloaded the RSS master as well as it's lowest texture. It is in fact one of the systems causing problems. I have figured out by now that Kronkus isn't folder'd right if you just merge gamedata to gamedata like most mods specifically instruct you to do. I have long since posted a plea for that modmaker to refolder next update. I have a strong hunch that OtherWorld mod does the same thing as Kronkus at this point, I think placing the inner folder, CercaniSystem, might fix it, trying right now. EDIT: It IS IN FACT necessary to place CERCANISYSTEM and NOT OTHERWORLD folder into your game data. Leaving RSS really as the only one that isn't working, but I can wait on RSS to push the fix for GalacticNeighborhood to StableRelease. RSS is in fact not working when just using the github master link. All in all, I can live without those two (EDIT: one)anyway, I still got a ton of new content just from the ones that DID work. So I do appreciate it, 2 days and 18 hours of modded-game-building later.
  11. This had to have costed me a lot of grief. Any clue when you might get to merging the two back-to-back Kronkus folders inside of GameData? o.O
  12. Hey, I just wanted to post, that I am not sure that Kronkus or RSS is the only way to get either the deep-space space-center bug nor the loads-stock-system bug. I am not sure how, but I have in fact gotten all the systems to load besides RSS and Kronus. Yet, I have also gotten 4 or 5 entire loads (with ATM each mod-build takes hours to even start the first time) to have that bug, Kronkus was in the first with deep-space bug, kronkus was not in the second with deep space bug, another one with neither worked, but upon putting in just tweakscale and extraplanetary launchers afterwards it rendered a stock kerbol system with no outlying stars at all, and every time either of the 2 bugs occur, ModuleManager call out 2 errors in GalacticNeighborhood/core/stockfix.cfg. I will let you know if I get any insight into what could be giving the error, as I try to build a few more modbuilds tonight. I am trying to back them up each step, but I did once now and that backup somehow worked when I backed it up and when I modified the in-prog build and it broke, when I tried running the backup that was working it somehow had the same break. So that's life... EDIT: Here is some snippets from my ksp.log, using ctrl-f to search core/stockfix... [LOG 06:45:03.775] Config(@Kopernicus:BEFORE[RescaleGN]) GalacticNeighborhood/Core/StockFix/@Kopernicus:BEFORE[RescaleGN] [LOG 06:45:08.074] [ModuleManager] Applying node GalacticNeighborhood/Core/StockFix/@Kopernicus:BEFORE[RescaleGN] to Kopernicus/Config/System/Kerbol System [LOG 06:45:11.207] [ModuleManager] ModuleManager: 246 patches applied, found 2 errors 2 errors related to GameData/GalacticNeighborhood/Core/StockFix.cfg EDIT EDIT: Just discovered, with a little more dissection, that Sentar Expansion causes the 2 errors somehow, EXCEPT, that it STILL LOADS all mods fine with just that alone. Perhaps it's unrelated after all. Just gotta figure out ... then.
  13. Wait, no, it IS Kronkus. After installing each individually, Kronkus is the one that caused the space center to instead bring you into deep space (near Mun, you can see it orbit every few hundred days). If you instead try "Scenario-> Station One" or whatever with the docked space shuttle, that brings you in some area of what is likely the galactic core and unable to properly bring up the orbital map. Also, I am getting "2 errors found in galacticneighborhood/core/StockFix.cfg" after installing Kronkus, despite no errors with everything BUT Kronkus installed. EDIT-EDIT: These errors may come from something else actually, without Kronkus and with the other systems it still shows up unreliably, but the game still loads the space center. It is in fact the culprit, and I hoped the information was helpful in some way. Hope you list it in OP as bugged (like RSS) soon and figure out a patch
  14. I think this may have something to do with Kopernicus versioning. Kronkus has a version of Kopernicus inside of it, and fully or partially overriding a new version of Kopernicus may cause this. It is happening to me too, for instance, and it isn't Kronkus causing it, it appears to be one of the other I installed... EDIT: Wait, no, it IS Kronkus. After installing each individually, Kronkus is the one that caused the space center to instead bring you into deep space (near Mun, you can see it orbit every few hundred days). Also, I am getting "2 errors found in galacticneighborhood/core/StockFix.cfg" after installing Kronkus, despite no errors with everything BUT Kronkus installed. It is in fact the culprit, and I hoped the information was helpful in some way.
  15. Anyone else get the entire list of planet packs to work simultaneous, including texture ATM and TextureReplacer and at least 1 mod with an overpowered engine to travel the distance? I havent been able to get it to reach the under-3.8gb ram load
  16. I wanted to post, that I am appreciative of this work to allow someone to opt to try a x64 build. I also want to apologize to all the modders who are worked to the stress level of becoming snippety with others for opting to do this. I understand that there is no way for you to offer support for this, but I am more sad that so many people seek mod support, either it does or doesn't work and they shouldn't bug the modders unless they know for sure it is something they can fix. I don't expect support for x64 usage with mods, but since I have never requested support in any mod thread since I found nothing to suggest torwards my problem myself as they are all memory limitations or outdated mods I am trying to tweak to work, I have no reason not to try this and I wish such harsh tone wasn't used toward trying 64 bit build testing.
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