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Problemless Mods Wanter

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Everything posted by Problemless Mods Wanter

  1. First of all, thank you SO much for your reply @Lisias ! I really do appreciate your interest so much and would be endlessly grateful if you could guide me on this. I know you already do have other things in your hand and between all that, you sparing time for this, means really a lot. And thank you for the info on LOG differences. I saw people asking for player.log on the forums and I thought that was the new log file for KSP, didn't know it was Unity's. I guess it was only the output.log that has changed. In the light of that, I cleared all my logs and launched KSP one more time. The unfortunate thing is, I can never make it to main menu. The game hangs on loading. I confirm the "hanging" by refreshing the KSP.log folder and looking at the properties for file size changes. Once it freezes I ALT+F4. After that I tried to inspect the KSP.log file but this is way beyond me, I don't even know what to look for, what are normal errors and what are not etc... The error says something about "Reflection" but I especially don't have any texture mods with 1.8 yet and I don't know what would MechJeb have to do with textures anyway. I do have some mods which are not yet updated for 1.8 but they're mostly part mods and as I said earlier the game loads fine without MJ. It's probably gonna turn out to be something very noob of me, but I can't figure it out myself. So... here's also my KSP.log file (uncompressed 10.1 MB) for anybody who are interested to take look at it; https://gofile.io/?c=Aoa9qa Thanks again so much...
  2. The only mod I know conflicting with MJ is old Firespitter. Can somebody please take a look at my logs and help me figure out, what else might be conflicting with MechJeb and preventing the game to be loaded? In my log files there are a lot of these lines; MechJeb caught exception in core OnLoad: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at KSP.IO.File.Exists[T] (System.String filename, Vessel flight) [0x00053] in <9d71e4043e394d78a6cf9193ad011698>:0 at MuMech.MechJebCore.OnLoad (ConfigNode sfsNode) [0x00097] in <2e230d4e49354a07858a9faa52799159>:0 Also have couple of these; NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (Part p) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 at PartLoader.GetDatabaseConfig (Part p, System.String nodeName) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 at DragCubeSystem.LoadDragCubes (Part p) [0x00005] in <9d71e4043e394d78a6cf9193ad011698>:0 at Part+<Start>d__297.MoveNext () [0x00337] in <9d71e4043e394d78a6cf9193ad011698>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 I have firespitter installed but the latest 7.14 version. People say it is compatible with MJ All roverdude mods are installed manually, firespitter being extracted last MechJeb is manually installed (v2.9.0.0) Module Manager version 4.1.1 KSP version 1.8.1 Game loads fine without MechJeb I got both DLC's the loading stucks at "Serenity" Here's my full log file (Uncompressed, 14.3 MB) , for super kind people who are interested ; https://gofile.io/?c=pMWL65 I thank everybody for their input.
  3. Hello, How can I clear the Mod DLL cache? I got the firespitter v7.14. Uninstalled and reinstalled a couple of times, But the module manager is still loading the older version from the cache, I got this line in the logs; Firespitter 7.3.7240.11089 7.3.7240.11089 f239ad8a4ba3ce7a796cd5a6bd037b3d263e01ab8c48ba21aea75e2826abf462 EDIT: I tried deleting ModuleManager.ConfigCache, ModuleManager.ConfigSHA and it recreated these files, but I still have the same infinite loading issue. Here's the log file if you're interested; https://gofile.io/?c=PisnNY
  4. Hello, I don't see anyone mentioning a similar problem. I got the latest 1.5.6.0 of AmpYear on KSP 1.8 The mod seems to be working fine, I can see the menu in the VAB, it's responsive and updating. But I can't seem to find the reserve batteries anywhere. ampYear_Z1K_ReserveBatteryBank ampYear_Z100_ReserveBatteryPack ampYear_Z400_ReserveBatteryPack These part files and folders are in GameData, but they're not showing up in the game. Also interestingly, the "Janitor's Closet" filtering mod doesn't seem to list AmpYear, so I can't filter by it. I tried to filter by "Reserve Power" option, but the batteries still not showing up. I would be happy if you could help me figure out what's wrong. If you are interested, I can send you my log files, just tell me how and from where would you like to receive them. Thank you so much in advance.
  5. I see that the Module Manager just updated to version 4.1.1 with the following warning message; " You are using a version of Firespitter that does not run properly on KSP 1.8+\nThis version may prevent the game from loading properly and may create problems for other mods" I hope this doesn't come across as demanding, I'm just trying to make a joke of what I believe is about to happen. Although the warning message seems for a lower version ( 7.3.7175.38653) than the current latest, which I believe is 7.13.0...
  6. Yes I was referring to GH page, I assumed others had similar structure. I was able to download the latest version from CKAN the other day by the way, I think you guys have sorted it out. ^^
  7. Hello again, After you asked, I tried it on Mün, Eve & Duna, it seems to be working fine on these. I guess it's just Kerbin related.
  8. Hello, First of all thank you so much, for keeping this mod up to date. I see you have recently updated it to support 1.8, but unfortunately I came across a couple of problems with the Critter Crawler. It has been installed via CKAN with the dependency. The first problem is the "Gear Ratio" setting is not adjustable and there's that infamous white box issue again. The second problem is, when you toggle the "Sticky Feet" feature, the craft becomes all wobbly I hope it can be seen easily from the GIF I'm sending... If you need any logs, please tell me how would you prefer me to send them and I'll send them your way as soon as possible. I also have a question about this lovely animated part. I know tweakscale hasn't been updated for 1.8 yet, but when it does, would it be possible to add scaling option to this part (either by you or by us editing some cfg files), or would it be impossible implement since it has animated and moving parts? I think it would be AMAZING to have a, say x10 or x5 bigger version of this crawling around... Thank you so much again.
  9. I can confirm this. I got the AVC version 1.4.0 and KSP version 1.8 If you can tell me what the best way to share logs is, I can send them.
  10. Hello, There are a bunch of mods updated by their authors but CKAN is not enlisting the updated versions, I believe there's an on going issue with curseforge at the moment (?). I downloaded the new mod files and tried to import to CKAN, to see if it would update them from manually downloaded files, but it didn't. My question is; if I manually update those mods, which were installed using CKAN, would CKAN detect the updated versions once they're listed, or would doing that brake things? I know manually altering files defeats the whole purpose of having CKAN in the first place, but I really want to update those mods...
  11. Thank you so much! Also, on the release page, I don't see version 0.9.96 there (current version on ckan) and I don't see v0.9.97 on CKAN. I am no expert on anything but, If this one also has passed it's due, would it have to do anything with the new files having the "pre-release" and "devBuild" tags perhaps?
  12. Hello, It's not this topic's subject buy may I ask how do we check that info, I'd like to look at it when I wonder too..
  13. Hello I was just about to install this mod, can you tell me if that is the only broken feature or if there are more? Cause if this is the only issue for 1.8, I can live with it for now, assuming the "Fly ship" button at the bottom is working of course.
  14. I'm a bit lost here. May I ask when were those models adopted and recolored from Near Future mod? Because if my brain is not playing games with me, they were fine until I upgraded to 1.8 from 1.7 I still have the original blue DDS files from 1.3 times and am wondering if it would break them (or anything) to replace those files? Sorry, I don't mean to disrespect your colour of choice, but I would prefer to use those if I could...
  15. This variant thing was the reason I had to let it go, in the first place. I was using "color coded cans" at that time. Later, i believe with 1.4, they introduced this feature as vanilla, so I didn't even bother to try this mod again. Most of the parts I want to weld (like 90%) have variants, not only color but also shape variants... So for me, it'll be a waiting game I guess. But for anybody else interested; I'm leaving the link for your fork here, in this latest message. I hope it is correct; https://github.com/net-lisias-ksp/UbioWeldContinuum/releases/tag/RELEASE%2F2.6.0.6
  16. Am I the only one, who would like that feature back?
  17. God how I used to love this mod!?! I had to leave it way back at version 1.3.1 ... Can anybody tell me the denouement of it? Can it ever be revived for 1.8? Can it ever see the light and make people happy again? *Looks like this at @Lisias and that guru gamer who he better not mention here, cause he doesn't want to distract him while he's currently updating 200 mods...*
  18. Well, I replied to @VoidSquid and @Lisias replied to me... Just trying to help get two birds with one stone. Because other mods have the same UI issue, and you being relatively the most experienced one amongst them, I thought If you happen to be able to fix it, perhaps other modders could benefit from your solution too... Sorry if I bothered you with my input.
  19. I don't know about his version, but the things I mentioned afterwards are for 1.8.0.2686
  20. Speaking of keyboards; I would LOVE to be able to bind my keyboards macro keys in key assigning. I believe it's not impossible as long as I find their key codes for unity... And speaking of hot keys, I don't know if it's already reported but I'm sure people are aware that, in KSP version 1.8, the AGX UI is currently missing key binding settings button and the "OTHER" button. Only the default action groups ("Abort", "Gears", "Breakes" etc) are editable and we can't access the custom 250 action groups. Probably the new ability to edit action groups in flight, broke this mod bad. I don't see anybody mentioning this here, so I wanted to drop a note about it.
  21. I think most of them are broken. Timed trigger has white boxes instead of time adjustments, the same UI problem @Lisias is having with the Tweakscale right now. Same goes with Altimeter sensor, Proximity sensor and Speedometer. EC level detector and SRB Monitor are also currently missing their percentage bars.
  22. Sorry again, I reported the issue on their topic, hopefully it can be fixed... But... why did you drop those models in the first place? The SC-1250 and SC-2500 look great with all those bumps and bits, the way they're arranged and that lovely indicator on 2500. I mean the new CAR-1.6K, CAR-8K and CAR-Extra are great too, but I feel like, all their BEAUTIFUL modelings are wasted when you squeeze those parts in between other parts. I mean I still place the new parts in between trusses so we can somehow view modelings but what I love about the SC's most; is that you can see their detailed artwork from the sides too, for compact builds.
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