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lBoBl

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Everything posted by lBoBl

  1. Ah, too bad, after a long inspection it seems to be one of the only mods in my extensive modlist which won't work at all if I update. I'm not planning to update until i recover my main gaming rig in a couple weeks though, and I wasn't currently using AirPark too much anyways so I guess I could do without it. Kudos if you manage to get an updated version working
  2. Thanks for the quick update ! It doesn't seem to fix the issue when both my tourist contract pack and kerbal renamer are renaming some kerbals rapidly, but I've just ditched Renamer and everything is fine. Suggestion 2 wasn't really serious, and in suggestion 1 the take-away I guess would be that since IRL most planets don't have a magnetosphere, some have a weak one and others a strong one, it'd be nice to model that with a config for each planet (IRL it depends on more complicated factors than just mass). But I definitely love the mod as it is right now !
  3. There are mods which let you hire custom kerbals with custom stats, and of course you pay more for better stats. The two suggestions I'd personnally make for this mod are : 1. More complex radiation mechanics. Increasing your distance from the sun should decrease the radiation levels, and also some planets could have a magnetosphere and some others could lack one. Even maybe, Van Allen style radiation belts ? 2. Make some airplane parts kill your kerbals if in space. Because airplane parts aren't supposed to be air tight. But maybe that's not possible to implement without changing the mechanics of the mod extensively
  4. It happens at seemingly random times, new Kerbals are created and renamed all the time apparently, I'm guessing they're just the potential new recruits in the astronaut complex (they need to be created before you hire them since their name and profession must be displayed prior to recruitment). As for the last question, does it happen to those already assigned, it's a bit complicated. Of course, I don't rename my Kerbals every five minutes during missions. But like I said the bug happens randomly in the background when the game creates new Kerbals, and from there the mod completely freaks out and usually insta-kills some Kerbals on my currently active/controlled vessel. I'll try without Kerbal Renamer and see if things get better /!\EDIT/!\ Seems like everything works fine without Kerbal Renamer... @cyberpunkdreams is probably right about storing the KH data in its own structure
  5. Hi, I'm having an issue too on a heavily modded install, from what I'm reading above it's possibly related to @cyberpunkdreams 's issue From what I can read in the log what happens is : -New kerbals are created (I'm unclear if they're just aspirants available for recruiting or tourists created by my tourism contract pack) -The kerbals are renamed from Random Kerman to Random2 Gaelan by Kerbal Renamer since I'm using GPP. -Kerbal health doesn't like it, and starts spamming exceptions. I can't open up the KH window when clicking its button in blizzy's toolbar anymore untill I restart the game. -I usually receive a notification telling me some or all kerbals in my current active vessel just died, their picture is still there in the lower right corner but they're turned to tourists basically forever. I would understand if you don't want to do anything about an issue that is probably caused by some other mod, but I'd still greatly appreciate if anyone can tell me which other mod I shall remove. My current main suspects are : Kerbal Renamer, Tourism plus contract pack (which creates and renames tourists periodically), Galileo's Planet Pack or Kopernicus, if anything in KH is calculated from specific locations in the stock game (radiation ?) or maybe even KS3P which is a totally unrelated post processing mod but just happens to have thrown a lot of exceptions in my console in the recent past. (But I really don't see how it could be causing that and the issue is supposed to be fixed). Here is the log, look from timestamp 23:42:33:905 to the end, exception spamming starts at 23:42:34:662 ksp.log Any help appreciated, thanks !
  6. glad to hear it's coming from my least favorite effect... Thanks, I'll try that !
  7. So at first I thought Stock was fine because the issue isn't as visible. In fact most of the KS3P effects are just not visible but I noticed that afterwards. The NRE spamming is still happening, so here is the KSP.log (I suppose you meant that because I don't have a KSP.txt) : https://www.dropbox.com/s/95tagx2vt6xy3ds/KSP.log?dl=0 And of course everything is still fine in regular dx9 mode. No console spamming and effects appearing normally
  8. Yes sir ! Trying that right now, if it works fine in a stock game I'll try to pinpoint which of my 120 or so mods is conflicting... Which may take some time and end up with me giving up rapidly
  9. I'm having an issue with the mod, don't know if it has to do with the settings but even the default ones seem to cause it. It's only happening when I use DX11 so for the moment I've switched to dx9 but if there's a way of fixing the issue that'd be pretty cool. (Because I think I've noticed better perfomance with dx11 in the past, but this mod is better than performance itself ) When I load the game, everything is fine and beautiful, however as soon as I launch a rocket everything is just turned upside down, and the bug persists when I come back to the KSC scene. It's a bit hard to explain so I've made a few screenshots :
  10. Why does nothing ever seem perfect enough to you guys ? Allright, I'll stay tuned And BTW, I'll just drop that here https://imgur.com/a/z1eLv
  11. Is it safe to install update Kopernicus to the latest 1.3.1-7 release with the current version of GPP ?
  12. Thanks for taking the time to update before disappearing in some medieval land guys
  13. Do the struts still work in 1.3.1 with the unofficial 1.3 recompile from Whale_2 ? I think I'll really need them for a future project
  14. Oh my, poor KK. I'm sad that I've killed it cause I like it. Especially now that I made that But do you need the precise log from when it first happened (cause I don't think I have that anymore) or any current log file will do ? Thanks for the help, don't go out of your way just to help me since everything works perfectly fine in the important scenes, but if it can help you debug the mod I'll gladly try to provide the information you need. I'm trying the newest version right now, I made that little "reusability expansion" to my space center in 1.2.0.2 and I can confirm that the facility editor works like a charm, I'm going to enjoy these working fuel tanks so much when it comes to refueling my landed first stages ! Thank you sir !
  15. My guess is, I did click that. Will try to find that button again, many thanks sir. EDIT : That didn't work. I had some filters turned off in the map view but putting them back on did nothing. Curiously this seems to be somewhat savefile-related, when I first load my sandbox just after starting the game everything is fine, but as soon as I load the career every static disappears from the KSC menu. They don't reappear even when I load the sandbox after that. Here are some screenshots EDIT 2 : In fact whenever I re load my game the same filters are enabled in the Tracking station and map view. I'll try to figure out how to change that behaviour
  16. I messed with the editor a bit and idk why but all my statics have disappeared from the "KSC view" (the space center menu where you select which building to go to). I had KSC++ upgrades and a harbour I made for personnal use using SpannerMonkey's statics. They still work fine whenever I launch a vessel but suddenly both groups have disappeared from the map view. The thing I did immediately prior to that was to try and make a previously existing static hangar work as a launchsite. Any idea how to make them visible again ? I tried re installing everything from scratch including KK and every static I had, but it didn't do anything. Thanks !
  17. Yeah I guess doing it realisticly could prove complicated, especially since different boat parts mod works differently, some just generate power or even fuel to keep the ship going basically forever... And I'm mostly going to use it only for one boat which doesn't even come from a proper boats mod so I think I won't even worry about power consumption and make it 0, with a fixed slow speed (why not based on real spacex ASDS speeds if I can find what they are but I digress)... Point is, my goal is to bring back my first stages, refuel them, attach a new payload, and launch again without hitting the recover button. If i can do that, managing the fuel consumption of my barges is quite secondary Just to be clear though, are you encouraging me to rip off your code and RELEASE a separate mod ? Because I was just thinking about making a tiny bit of adaptation to make it work with MY barges in MY install of KSP, for the reasons mentionned above and also not to take credit for anything, since if I use your code as a base I might not have to do much more work... If I'm to do it though, the most basic way to be sure that people don't just use the mod to cheat would be to 'record' speed and power consumption instead of calculating it... Basically since your practically can't calculate it reliably, the player just throttles up, waits to reach the desired speed and then clicks a button to tell the mod that his ship can go this fast, and the mod could maybe check at that precise moment if the resource consumption is positive or negative. Maybe I'll look into it when I have a bit more spare time and object oriented experience
  18. I found this mod awesome, however, idk what I wouldn't do for a simple boat version of this... Basically I land some of my rocket boosters on a barge in the middle of the ocean several hundred miles away from the space center, and although the boat is fast and I wrote a basic autopilot in kOS which operates while I'm away, this is still a long and mostly useless process. I'm looking at the code of the mod right now and it looks pretty clean and tidy, just for my personnal use I may try to remove the wheels and power check (assuming boats can always move for simplicity), try and find where it prevents the path finder from going through water and "invert" that to prevent the boat from going on land. Does that sound reasonnable, or would there be a lot more work to do ? However if you ever release this as an official feature I'd be very very pleased as it would probably be a lot cleaner without my messy coding skills. Anyways, the mod is awesome, keep up the good work sir !
  19. I'm looking for a way to conveniently re-launch previously flown boosters without recovering them, and I think I'm going to extend my space center with some new KK launchpads and do the rest of the magic with infernal robotics. I'm seeing some interesting pics here but does this really have some animated launch towers ? I didn't even know that KK statics could have animations. That could prove very interesting
  20. Thanks for this mod, I just love it ! I tweaked the settings a tiny bit (the bloom effects were a bit dramatic) and it is now nearly perfect for perfect for my taste, however there is still one thing that I can't seem to get just right. The dark areas are just too black, and although PS can take care of some of that, it only affects vessels and planets and I don't get to see my spectacular skybox as much or as well defined than what I'm used to. What would be good settings to make the skybox and dark sides of planets pop out a litlle more ? Thanks in advance, and once again, this mod is awesome ! It was much needed by ksp, and I can't wait to see how awesome it will be when 1.4 comes out with its new engine.
  21. OPT cockpits with all the mods mentionned above
  22. Ok, well yeah I could probably find a way to have them level up on site, but yeah it's a shame that Tourism Plus makes tourist vanish on recovery. It would be more fun to see the same guys come back... I don't know exactly why it does that but I would guess that it has something to do with the prompt menu on the runway where you can spawn the tourists right inside your vessel. I know a way around but it's not super efficient and you have to do it for each tourist individually. Basically you have to delete the tourists generated by Tourism Plus and spawn a new tourist with the same name with the cheat menu. This one won't vanish on recovery, I noticed that before when trying to debug my contracts. Anyways, thanks for your answer and I may look into tourism plus to see if I can do something about it for myself.
  23. Wow, is this compatible with the Tourism Plus mod ? Cause I always found this pointless to bring kerbals on some gas giant's grand tour while they had to stay in their tin can all the time.
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