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RyGuy_McFly

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  1. So, as much as I love the "lively" direction you're going with Eve and Laythe, do you think there could be an option to have no life on these planets for those who want a more realistic solar system? The Fermi Paradox terrifies me, and I'd rather be safe in the knowledge that Kerbals are alone in their universe...
  2. Hate to bother, but I've now posted three times here with logs and a detailed explanation of my issues (no terrain deformation, only nice textures) and have never gotten a response. Is there something else I need to post to get help? It's okay if I just got missed, but I would really enjoy having Parallax working... I can link to my old posts if you can't find them as they're about a month old now. Again, not trying to be an ass, just not sure what else to do... If you want, I can post my entire KSP folder and world saves, if that'll help.
  3. Here's my logs. I posted before saying I had a long string of NRE's but my post was missed, I'm assuming that's my issue. KSP.log: https://drive.google.com/file/d/1hJPiSZD2BCnJ6zvXJXpC1GNThRL1A1QH/view?usp=sharing player.log: https://drive.google.com/file/d/1CFMvDR993akLk0ONKjcWx5kvH4EJ1my9/view?usp=sharing ParallaxGlobal.cfg: https://drive.google.com/file/d/1o_CtyveY6O-IXr54NjQtp9EF9z_jCUQx/view?usp=sharing EDIT: Wrong link
  4. Alright, so after reading many replies and seeing almost everyone is having the same lack of displacement/scatter, is there ANYONE that has Parallax working correctly (as in the pictures on the OP), or is all scatter just completely disabled on the current version? I understand that physical terrain deformation (wheels interacting with the new terrain model) is turned off, but also the visual component? Everyone just has flat (albeit fancy) terrain for now?
  5. Hi there! Having some issues with this mod on KSP 1.12.2. Installed via CKAN alongside EVE, Scatterer, and AVP. My surface textures have certainly been improved, but the ground still seems flat and there's no scatter besides the stock scatter. Looking at my KSP.log, it seems to be throwing a constant stream of NRE's, as seen here: [EXC 14:38:40.536] NullReferenceException: Object reference not set to an instance of an object Parallax.ParallaxInFlightOperations.Update () (at <cb0720cb81c84273b2cb8a73f9c5d3d9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Nothing seems to look "broken", with the exception of the lack of surface features and texture. I'm also having an issue where zooming close to certain bodies (for example, Moho) will turn the planet very dark. Not usre if Parallax is causing this or not, but I think it is. Anyone know what's going on? I haven't ended up removing the AVP city lights yet, as they're working fine. Could that be it?
  6. Hello, just started using this mod and noticed just one small inconsistency. The SP-1 "Clementine", SP-2 "Tangerine", and SP-3 "Mandarin" command pods added in a ReStock+ update a while back seem to come up at the wrong times. Specifically the Clementine is available from the very start. I'm assuming this is unintended. Worth noting that the parts are stock versions of the Making History DLC's round pods, and get automatically disabled when you have the DLC, which is likely how they've gone unnoticed thus far EDIT: I just checked the OP and ReStock/ReStock+ are actually not listde as compatible. I just kindof assumed they were I guess. I suppose my question then is will ReStock compatibility be coming in the future?
  7. Hi there, doing some mod updates with other mods and ran into a weird issue. Scatterer somehow thinks it's incompatible with itself on CKAN. Whenever I try and install any mod at all or make any change, I immediately get the error "* Scatterer 3:v0.0830 conflicts with Scatterer" Any idea why? I haven't changed anything with Scatterer and the mods I'm trying to install don't effect Scatterer in any way. I can't even remove mods; any modlist update in CKAN gives me this error. I'm also not trying to remove or update Scatterer. I'll also add that the mod itself is working perfectly fine in-game. I jus can't do anything in CKAN unless I remove it.
  8. Holy excrements, that was it! Works fine now! I can't believe it was something so simple Check your PM's
  9. Oop, my bad. Here's the persistent file: https://drive.google.com/file/d/1jhWftnBs01JGtZe8jzVToAIAZxXaplwT/view?usp=sharing
  10. My back ups are from previousversions of the game. I tested them, and they do open, but so much of my game has changed since then that they don't really work properly. Plus theres soooo many missions that I'd lose, I'd rather not have to. But that will be my last fallback if all else fails. And yes, I restarted my computer I guess that's worth a shot. Do you think that changing that chunk of my save would break anything? Here's my entire KSP folder: (link removed) All the mods that are installed manually are done so because CKAN was giving me problems, so not really.
  11. EDIT: Problem solved! Thanks guys! Hey guys, it's a sad day for me here. I've been playing on one save (yes, I've been backing it semi regularly, but only when I make big changes) for many years, but after stepping away from the game for a few months, my save won't open. After a fresh reinstallation of the game and all my mods, I can get KSP to open, but my save file won't load. Clicking on the save does nothing but make the window close for one frame and reopen. According to my log, the main error seems to be "FormatException: Input string was not in a correct format.", which from my reading on the subject seems to be a very generic error. I imagine debugging an old save like this is a painstaking process, which is why I'm offering $100 CAD to anyone who is able to get my save working again (preferably paid via Patreon or PayPal. If you happen to live in Canada, Interac eTransfer will do fine). To me, that's a small price to pay for getting back one of my all-time favourite games, so please don't worry about it! I don't expect anyone to pour through my game for free after all, for troubleshooting is hard work. I just want it to be worth your while! Now for some info: Running KSP 1.8.1.2694 My player.log: Here. (Google Drive) My modlist: I know it's usually hopeless to try and repair saves, but I'm holding out for some kind of obvious issue that I'm too unsmart to notice. Anyone willing to devote some time to help me? I know with all my mods it's likely a tall order, but KSP is easily the most beloved game to me, and KSP2 seems too far off to wait to get my Kerbal on again. With all the recent buzz about space since the JWST launch, I'm willing to do anything to get this ship rolling flying again! Thanks in advance guys! Please let me know if there's anything else you need from me. I can send my entire KSP folder to you if you'd like to see the full install.
  12. Hmm, is this mod supposed to remove Jool's rings? Anyone manage to get the Jool rings working? The OP doesn't say this mod is supposed to remove them, yet my game doesn't have them and neither do any of the other screenshots I've seen on this topic, yet the screenshots of Jool in the AVP loading screens clearly have rings, so I'm confused. This question has been asked a few times in this thread, but we haven't gotten an official answer yet. Is this a bug?
  13. Hi there, definitely enjoying this mod, but so far I've noticed one issue. Whenever I turn off my engines (not disabling them, but just reducing throttle to zero on an active engine) the mod decides the engine is "disabled" and turns off gimbaling. Since most engines don't cut out instantly, it causes an unavoidable burst of rotation which can be very difficult/costly to correct when using Mandatory RCS/Persistent Rotation. I'm not sure if this is intended behaviour or not, as the wording of the OP kindof implies it's not supposed to affect active engines and nobody else seems to have mentioned this issue. If you think this is a bug, I can provide a modlist/log, otherwise I guess I'm wondering if it's possible to disable the engine gimbal retarder. Otherwise, great mod! I hate watching my flaps and wheels going off in space. Without testing, does this mod also stop wheels from operating in space too?
  14. Well, does re-rooting to the probe core before flying fix the issue? It might not be possible to fix for a vessel that's already launched, in which case I would suggest maybe switching to Mandatory RCS's persistent rotation feature (the other features of the mod can be individually disabled).
  15. Ahh, I do believe that's what happened. I'll re-root to the probe core again and report my findings. It's pretty annoying that the re-root tool also picks a new root part for the whole craft, but that's an argument for a different thread SUPER LATE EDIT: Yup, re-rooting to a properly oriented probe core fixed the issue.
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