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Meteoric

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  1. I just uninstalled the mod due to some other issues. But I can say for sure my loading time is not 30 minutes with the mod (more like around several minutes, but I have timed it yet. I usually let ksp loading and browsing a page or two and it is done), it is roughly the same with or without the mod.
  2. Indeed it is fixed! Thanks for your quick action!
  3. Sorry for bump the thread. Is there any plan to fix this?
  4. First of all, Great of Mod! My ship has less Kraken attack just for the shininess of it. I noticed one bug (or it might be a feature): For KSPIE, whenever I set the radiator area of some part to none zero, ie. MODULE { name = StackFNRadiator partMass = 0.1 isDeployable = false radiatorArea = 150 convectiveBonus = 20 emissiveTextureLocation = WarpPlugin/Parts/Radiators/RadialHeatRadiator/d_glow } Then this part is not shiny anymore. I noticed that there are configs for exclude mesh in KSPIE config files as: excludeMesh = flagTransform excludeMesh = Flag excludeMesh = window excludeMesh = sidewindow excludeMesh = glass excludeMesh = overlay excludeMesh = window excludeMesh = SideWindow excludeMesh = FrontWindow excludeMesh = Wheel However, radiator is not any of it. In fact, even I commented out all of these excludeMesh, the rediator part is still not affected by Magpie. I might missed some other config files, So please correct me and let me know how to make this work.
  5. I tried to search, I can't find anything about this problem. Please let me know if this is a repeated question. I am using the latest KSPIE 1.26.17, though this problem has been there for several versions. I am using Linux KSP 64 version. When I am using the alcubierre drive from the mod in SPH or VAB, whenever I select the drive, no matter if I put the part onto the ship or not, it introduces significant lag into the game. However, when I launch the ship, the drive works normally and the lag is gone. It happens to all three alcubierre drives that came with the mod. As far as I can tell these three drive parts are the only parts that will introduces the lag. When I inspect the player.log, it has been scammed by below repeated errors: (Filename: <4fbd77d818814f67af46f475eef9a9a9> Line: 0) NullReferenceException: Object reference not set to an instance of an object at FNPlugin.Propulsion.AlcubierreDrive.Update () [0x0001f] in <4fbd77d818814f67af46f475eef9a9a9>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
  6. First of all, this is a amazing mod! One thing to share with KSP Linux players: I am on Linux KSP 64. When I use the mod there is a constant player.log scamming repeat as: (Filename: ./Runtime/GfxDevice/opengles/DeviceStateGLES.cpp Line: 72) OpenGL Error: Invalid texture unit! The player.log file increases its size at around 30mb per second, and quickly the game became unplayable due to this ( and the player.log will be on the size of tens of gigabytes). I tried uninstall the mod and the game go back to normal again. This bug is likely being related to https://issuetracker.unity3d.com/issues/linux-3d-with-extras-projects-will-throw-constant-opengl-error-invalid-texture-unit-errors So this is more like a Unity bug instead of the mod creator's bug. However, don't lost hope yet! Before it is finished, the bug can be bypassed by adding -force-glcore42 -force-clamped after your KSP.x86_64 launch command. Again, Great Mod!
  7. Sure. Before I start, there are something that might result in the bug: 1. I use linux version of KSP. 2. I modified the very last tech level in CRFPTechLimits.cfg file as: TechLimit { level = veryHeavyRocketry maxSize = 60 maxLength = 60 } So that I can make some really large part. 3. I use the textures from mod: and What I did was: 1. I copy the dds file from the mod folder into folder: Kerbal Space Program/GameData/CarnationREDFlexiblePart/Texture/ 2. Use the texture browser and select the texture I just copied. When I finish selecting the texture, the texture of the part indeed changed, as expected. Below is a screenshot. You can see the texture name in the config window changed, and the texture also changed. https://imgur.com/JoG2wmh 3. When I save the ship, close KSP, start it again, load exactly the same ship, this is what it shows. The texture name in the config window is still there, however, the texture is reset back to the default one. https://imgur.com/mEgMOlW Maybe you can also see the color/texture of config window is pink, this occurs before I use any custom texture and modify the CRFPTechLimits.cfg file. But because it does not affect the mod functionality, I did not report this. Please let me know if there is any other information needed.
  8. Thanks for the suggestion. It indeed work. I encounter another problem though. When I use the texture browser to select another texture, it is working until the game is running. The next time I start the game, the texture name in the part configure window is still there, however, the texture is reset to default. Did I use this function wrong? Is there any way I can save or make the texture change permanent?
  9. This is a amazing mod! I can already see countless possibilities. I have one suggestion though, I'll use my bad drawings of cross sections as example: For chamfer corners, if it is square shaped, it works as expected: https://imgur.com/SY7kSl9 However, when the width to height is large, it works like this: https://imgur.com/NsL9iXl Instead of: https://imgur.com/oa9DIFg
  10. Any luck fixing the cargo bay problem? I also tried for several hours without any luck, but i find one trick: In the workbench you mentioned once an item is placed inside the cargo bar, it can't not be detached anymore. I found it is doable, just you have to really zoom into the cargo bay, once your whole eyesight is in the cargo bay, the item will be greened and you can do whatever you want with it. It is for both building and in mission. But once the item is unlocked within the cargo bay, it will still either explode or pushed by a great force, so the cargo bay is still unusable.
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