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KSPrynk

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Everything posted by KSPrynk

  1. My first thought was the anchor was just incorporating Ground Tethers (from Rover Dude's MKS parts, I think).
  2. That means doubling my RCS part count and making CoM balancing of RCS thrust more complicated and prone to error. I could make a block out of nothing but linear ports, but that sort of defeats the purpose of the block.
  3. I still think there's a critical variant that should be included: 4-way blocks with two thrusters at 90 degrees to each other in one plane, and two at 180 degrees in a second plane. This allows thrusters to be placed at +/- 45 and +/-135 degrees, relative to spacecraft azimuth circumference, while still thrusting at 90 degree increments. See the Apollo Lunar Lander ascent stage.
  4. OK, spending ore to remove ore isn't a big deal, I just never would've thought to look for that to make it work. The note "Amt Needed To End: 300" was not intuitive. I recommend adding clarification to the description box, in or after the comment on 300 Ore needed to build. New Duna texture on the MV HAB cover looks fine. Could there be a "preview" function that shows what will happen if the cover is activated, with maybe a transparent overlay (similar to VAB part placement, before attaching)? I haven't tried out a KIS/KAS attachment to see if it just previews placement of the box with the dirt cover machinery, or the fully deployed cover. FYI, LGG seems to have identified my problem with MAGRU (endless loop stalling loading) with at least a workaround, while he consults MJ team.
  5. Sorry, the real world took over, and I wasn't able to check back in until now. I got the Beta you dropboxxed and it did the trick. MAGRU and CC load fine, as well as MJ 2.11.0.0 (Release version). I tried one of the CC habs, with dirt cover, and the animation seems to be fine. Likewise, I launched a HECS2 core and MJ seems to work as well. I appreciate that you didn't give up, when I may just be an edge case.
  6. I'm not using the DLC right now. It's literally just plain vanilla KSP 1.10.1, MM, MAGRU, and MJ. I install manually, by downloading the .exe off Squad's site (rather than deal with Steam or something similar), then running the install file while in Admin mode on my computer (a 2014 Alienware laptop, with 16GB of RAM/2 GB VRAM; recently upgraded to Win10 Pro and a fully SS HDD). From there, I enable security settings on the KSP folder to allow Other User accounts to modify. I'll go to my Non-Admin User account and create a new shortcut. This lets me play/work/surf on the Non-Admin User account, just as a measure of security against malware slipping by. One thing that may have been creating a tangle of .dll files is the fact that I keep one "working" instance of KSP, sometimes a "new version" instance, to try out KSP 1.XX.0 while waiting for the inevitable patch to come out 2-4 weeks later, and, as needed, an "experimental" instance for situations like this. I've gotten into the habit of assigning unique folder and start menu names for each instance directory, to avoid multiple instances of KSP looking into the same place (aside from the single AppData folder for my Non-Admin User profile). I install mods manually as well, mostly because I've gotten in the habit of pruning parts I don't use as a way of saving memory. Plus I've been dabbling in modding existing parts .cfgs to make custom parts. With no mods or DLC, I'm using a little over 25% of my RAM (8% actually KSP). Fully DLC/modded out, I'm closer to 70-80% (hence the pruning lately). When I encountered this situation, I spent a day narrowing down the suspect mods, before I filed the first report here. I had been running KSP 1.10.0 (took a break while Kopernicus was DOA), then used the Squad upgrade patch to 1.10.1. THEN I downloaded the full version of 1.10.1 and the updated DLCs. Because .dlls keep coming up as a red flag, I've since deleted ALL instances of KSP from my computer (backed up my saves, of course), and then I used CCleaner to hunt down and delete, in both Admin and Other User accounts, every registry with the word KSP in it that it flagged as dead. I then installed a fresh instance of KSP - no DLC - and just MM, MJ, and MAGRU. It's been pretty consistent in throwing the same error and stalling in the last stage of loading. Re-installing Windows is my option of last resort (not how I want to spend my Thanksgiving vacay), but I'd rather wait for KSP 1.11 to come out and hope when everyone recompiles their mods that it'll sort itself out. OTOH, it sounds like this reflection exception in MJ has been known about for a while, but this is the first time I've heard about it, or gotten stalled by MJ, in six years of playing since KSP 0.24. EDIT: Sorry, not trying to poke the bear, but it's been frustrating when there's no clear answer evident. This is the first time I've had to resort to posting full logs to try and resolve a problem. I'm usually pretty good about narrowing down to re-produce an issue.
  7. Here's another. Deleted MM cache (again). I turned on as many debug settings for this one as I could find, including missing localization keys... https://pastebin.com/Ec6tEU1S - KSP MM MAGRU MJ 1of2 8Nov20 1640 https://pastebin.com/43FVMWNe - KSP MM MAGRU MJ 2of2 8Nov20 1640 I suppose I can wait and hope that KSP 1.11 unclogs this, otherwise MJ is probably going to win. Which is too bad, because I was looking forward to CC when it first came out as a WIP. Any suggestions for someone on the MechJeb side of the house who could diagnose this?
  8. I have the de-bug flush to disk turned on for this one: https://pastebin.com/d9ESWhEf - KSP MM MAGRU MJ 1of2 8Nov20 1537 https://pastebin.com/utZRmfnH - KSP MM MAGRU MJ 2of2 8Nov20 1537 Did it catch the lines you were looking for?
  9. @linuxgurugamer and all interested forensic specialists, below is a fresh set of Player.log files, for the MAGRU vs MJ conflict noted earlier, divided at the Module Manager start point, due to Pastebin file size limits. https://pastebin.com/0Ya8E4vD - KSP MM MAGRU MJ 1of2 https://pastebin.com/KLm3hzXz - KSP MM MAGRU MJ 2of2 https://pastebin.com/M2sdQfyr - KSP MM MJ 1of2 https://pastebin.com/cW9Bd0CD - KSP MM MJ 2of2 https://pastebin.com/wgnaRBZS - KSP MM MAGRU 1of2 https://pastebin.com/Qau6DrtV - KSP MM MAGRU 2of2 I let the first configuration sit in a stalled state for 20 minutes before I forced it closed. The other two configurations started normally, and allowed me to Quit from the main menu. I cleaned the four MM files out, in between the three configurations, to force them to start fresh.
  10. I'm going to go for run around the block and let KSP sit and stall for a while (start time 1225), to see if it just needs more time to think about itself. But MM is showing the same "Mod dll not compatible with this version of KSP: MAGRU" error, the artwork and witty remarks keep changing, and the progress bar is stuck at "Loading Expansions...", which is interesting, because I don't have either MH or BG installed.
  11. Re-posting for others: https://pastebin.com/BNzjWdcy https://pastebin.com/CXBNVUMp I closed KSP after it stalled. I'm assuming this explains the Module Manager half of the log showing the same Reflection exception repeating over and over. As noted earlier, it didn't freeze, but instead kept showing loading artwork for 15 minutes (last night at least), with nothing advancing further on the Progress bar, while displaying the same error message noted earlier. Here's the log with just KSP 1.10.1 and nothing else: https://pastebin.com/MtkiYyae I can do separate logs for MM+MJ-only and MM+MAGRU-only if anyone thinks that will help. EDIT: The first two logs make up the contents of Player.log. There was a Player-Prev.log which is posted in the third link above. I'm appending the filenames so I can track when and what was installed at the time. EDIT 2: Re: PLayer.log, I literally just picked a natural break point, which happened to be the start of the MM portion, and copy-pasted the upper half of the log in one file, and the lower half in the other, because Pastebin sets a ~500KB limit for guest accounts.
  12. @linuxgurugamer, I DM'ed you pastebin links for player log file.
  13. Unfortunately, I can't. Instead of continuing to load after progress gets to "Load Expansion Assets: Breaking Ground (1/1)" as the last step before the menu screen, there's a new message in the progress bar, "Verifying Expansion: Breaking Ground Squad Expansion/Serenity." The game just cycles through the various screens of artwork and witty loading phrases. I've let it run for 15 minutes, with nothing happening. I'll have to create another clean instance of KSP 1.10.1 with just the two Addons, with and without the Squad Expansions, and I'll try to get the logs, but that'll have to wait 'til the next day at least. I'm using the Windows version of KSP, BTW.
  14. @Gabu, can you enable the Uncover function for the MV HAB Cover? I know dirt blowers don't work in reverse, but Jeb still has his hands and it's just...a pile. I tried re-positioning a small, non-inflatable, base by putting wheels on it (retractable MKS Karibou wheels). It drove pretty well, except for the fact that it looked like some kind of ghost turtle, taking the dirt along with it. BTW, the ghost turtle doesn't swim - it likes to leap out of the water.... I suppose the alternative is disassembling (exploding) the part and adding another via KIS/KAS, but scooping the rubble back into the ore tanks doesn't seem infeasible for that concept. Also, I noted the Duna texture for the MV HAB Cover seems to wrap around and a dark section meets the lighter parts with a very noticeable seam line. Just a cosmetic nitpick, not a showstopper. I'm still trying out the other habs, but FYI, I think I found a game loading conflict between ModuleAnimGenericResourceUsage and MechJeb. Details are on LGG's site for the MAGRU addon. Thanks again for not letting this idea fall through the cracks.
  15. @linuxgurugamer, I think I've found a conflict between MAGRU and MechJeb, causing a failure to complete loading of KSP. Refer to MAGRU GitHub Issue #1, from 25 August. I've narrowed down the Issue specifically to MJ. It can be replicated on KSP 1.10.1 (including Expansions) with just the two addons. I've tried both the latest Release (2.11.0.0) and Dev versions (#1034) of MJ. I encountered this earlier, trying out @Gabu's Capsule Corp, while using KSP 1.10.0 and MJ #995. My Module Manager error message reads: Mod(s) DLL that are not compatible with this version of KSP ModuleAnimGenericResourceUsage 0.0.0.4 GameData\ModuleAnimGenericResourceUsage\Plugins\ModuleAnimGenericResourceUsage.dll
  16. I was genuinely happy to see this get picked back up again. The engineer in me can't get over the lack of radiation shielding for habitats. Pile stuff on top, or dig down, if you're going to live in a vacuum....
  17. This is nice, but it's missing the thruster (big and small) I use the most, from addon packs: a four-way thruster, with two nozzles 90 degrees from each other in one plane, and the other two 180 degrees in the second plane (see Lunar Ascent Module).
  18. What's the problem? I'm using CTT 3.4.1 in KSP 1.10 x64, with MKS loaded, and didn't notice anything amiss.
  19. Can someone using GC in KSP 1.10 x64 confirm that they can add a vessel to a Ground Kit Container in the VAB? I can Select a part or sub-assembly from the container PAW, but when trying to Select a vessel, the Stock KSP load menu comes up and neither Load nor Merge has any effect. Is there a GC loading GUI that's supposed to appear, like there are for parts and sub-assemblies? EDIT: Nevermind. I see someone caught this earlier as GitHub Bug #77.
  20. @Avera9eJoe, how does one get this this stand-alone version of KSPRC City Lights doing manual install via Spacedock?
  21. @sarbian, I can confirm similar anomalous behavior with the Autopilot in KSP 1.10 x64 with MJ 2.10.0: 1) When using Landing Guidance to land at a map selected target on the Mun, my rudimentary two-stage lander will not first orient to an upcoming maneuver node before going to warp. Upon exiting warp, it scrambles to orient and fires ASAP, as there is no longer the usual buffer of X seconds upon exit of warp, to fine tune and re-settle into proper orientation. I'm wondering if the maneuver node is even being created, because it doesn't appear in the Navball (see also item #4 below), the point toward maneuver node SAS button stays dark, and there is no burn indicator. 2) Suicide burns are no longer such - the descent burn starts almost immediately at a small percentage of throttle, which increases as it gets closer to the ground (my lander has a 0.54 Kerbin g TWR on a full tank). This appears to be a function of the autopilot trying to keep up with a continuously lowering target speed, rather than doing the math to calculate when to burn to reach zero velocity at a targeted altitude (which appears to be 500m AGL, before the straight down "final descent" phase). Neither Land at Target nor Land Anywhere seems to stabilize the roll angle during descent. 3) On the Ascent Path Editor, for the Classic Ascent Profile, when Automatic Altitude Turn (AAT) is turned on, the Turn Start altitude and velocity sliders no longer work; the turn altitude is fixed at 2.8km, and turn velocity fixed at infinity. Despite that, when the AAT is turned on, it doesn't actually perform a turn until well past the listed altitude, and only a very short while before hitting the targeted apoapsis. I only get a proper AAT when I turn it off and enter the values in the alternate dialog box. One item of note: the ascent guidance does create and display a maneuver node for circularization burns. 4) The "show ascent navball guidance marker" hasn't appeared for a few versions now (since at least MJ 2.9.X); the show/hide button has no effect.
  22. True. But that's also free time to figure out how the effects work in the base game. So far, I've found CometDefs.cfg in the Squad\Resources folder. The parameters are surprisingly well documented with comments. There's also part.cfg in GameData\Squad\Parts\Misc\PotatoComet. I was going to see if I could briefly turn Minmus into a comet. Alternatively, it may require spawning arbitrarily sized Stock comets inside the MPE cometary objects, to give something for the VFX to latch onto.
  23. @Avera9eJoe, thanks. Just to be clear, I'm loving this optimization of Spectra. I hadn't seen the more recent Squad re-vamp planet textures up to this point, because of Kopernicus going into a temporary coma at 1.8.1. It's weird seeing how comparatively bland the terrain on Vall, Tylo, and the other re-touched planets are compared to what's come out in 1.9.X and 1.10. As I suspected, Squad's folder blew up a few hundred MB since 1.8.1, so getting some of that back on Spectra makes my RAM very happy....
  24. @Avera9eJoe, I've tried out Spectra in KSP 1.10 with EVE 1.8.0.2 and Scatterer 0.0610 (which I think are the most up to date) and everything appears to work - or at least not be obviously broken. I did have a question about Jool. The new, highly detailed, textures for the surface seem a bit muted with Spectra. Was this a deliberate adjustment, or just a side effect of the cloud layer settings? I took a craft on a death plunge into the atmosphere, and it seemed like the clouds were a bit more tenuous than usual, to the point where I could really only tell what was a cloud by time warping along. I thought Jool atmo layers were a bit more distinct in previous Spectra versions, but maybe I was thinking of Eve. To spice things up a bit, I copied the VallDust Object and renamed it JoolDust, and arbitrarily tweaked the color (40,100,70,70) and altitude (20000). This may have added some subtle ring-like optical effects on the planet (I have to revert back and see), but it felt more like a real gas giant, with various layers of different gases as temp and pressure changes. Is there a guide to EVE parameters out in the wild? I'm stabbing in the dark on the settings - for instance, I just assumed Color values were Red, Green, Blue, and Opacity. The leftover VallDust settings resulted in a relatively thin layer of fog, that I fell through quickly, so now I'm looking for how to make it thicker (in height). But I don't know how that impacts performance. My goal is a visual trip to the bottom that provides incentive to do a Galileo-style probe mission. I'm wondering if it's possible to duplicate the current surface textures as a translucent second layer, a few tens of km up, perhaps with shadowing, and a final layer of "superfog" near the crush depth line, to create a murky, dim layer of atmo between the two. It'd be a great place to hide some Carl Sagan-esque terrain scatter/BG surface feature life forms hanging in the air....
  25. @Exo's Lab, now that KSP 1.10 has dropped, have you thought about adding the new comet coma/tail FX to Geito and Lint/Mikey? That would look fantastic.
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