

Juba
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Posts posted by Juba
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On 8/31/2022 at 10:31 PM, Brigadier said:
Thanks for the logs. Although not all are related to TST and RB, there are 2605 error lines in KSP log, mostly due to textures and shaders. I'm not an expert and not a modder but I don't think you should be getting any errors with ToolbarController, for example. Some of these are general exceptions and NREs, including by RB, but the biggest culprits appear to be Tantares and whatever "mk3galaxy" is from.
Sorry and i can't be of more help. Some obvious questions that you many have already addressed:
- Are all of your mods up-to-date and compatible with KSP 1.12.3 (they look like they are but there are so many)?
- How are you installing your mods, manually or with CKAN?
You might consider duplicating the game and, on the copy, start removing mods a few at a time (least important first) until the problem goes away. I think there are more issues with this install than just RB/TST.
Thank you.
I Deleted all mods and indeed RB with TST is working again.
Took me the whole day adding all my mods back (I think) and still RB with TST is working fine... huh!Maybe things got corrupted overtime while tons of mods get updated from CKAN, and its just time to have a clean install ? Maybe @JeyJeyKing is having a similar issue.
Still I get errors in loading screen, I don't think you can have a heavy modded KSP without getting errors? I mean if things working fine then error all the way, right ?
But still if its not trouble for you, could you check my new log for anything major please ?
Thanks again.
KSP.LOG
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On 6/29/2021 at 4:00 AM, tjsnh said:
I've created a few updated contracts that work with this pack to add the new anomalies from 1.12 in, until/unless such time as the pack is officially updated.
If you find any bugs in these, let me know - I just did a quick cheatthrough and they seem to work ok. The altitudes of the waypoints may need tweaking, direct message me any feedback/fixes.https://www.dropbox.com/s/m54h23ooqugfsk0/UpdatedAnomolies.zip?dl=0
Just put the .cfg files in your GameData/ContractPacks/AnomalySurveyor directory. The contracts on Kerbin require you to reach space, and the ones beyond Kerbin require you to have orbited the respective body before becoming available. The contract rewards are modest/simple, mostly just pointing the way to the new goodies rather than giving some huge artificial funds/science boost.
Can you reupload the file please ? Link shows deleted for me
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18 hours ago, Brigadier said:
Funny, mine does. I open the ResearchBodies and telescope GUI dialogs from the telescope, zoom in as close as practical for a stable image, click Take Picture on the Space Telescope window and transmit. The more often I do this, the higher the percentage becomes. I return to the Observatory, and the numbers have changed there as well.
Perhaps you could post a log file for us to look at?
Just tried again still does not give research percentage.
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On 8/26/2022 at 6:22 AM, JPLRepo said:
About what sorry?
For me..
Taking pictures using TST scopes does not give Research progress.
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Any update ?
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Ckan has a new update for Contract Configurator ?
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I downgraded Scatterer to 0.0831 to fix TST zoom
But here is a new problem, when I take pictures for a new celestial body and transmit the science the percentage stays at 0% no matter how many pictures I take and transmit. -
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On 7/27/2021 at 1:47 AM, IgorZ said:
Not without code changes. In what use-case you'd need to have more than 100m range? For a spot light such distance seems more than enough.
Was trying to attach it to landing gears, but because the range is short, landing at night was hard.
But I managed to edit another mod (Aviation Lights) to give me the required range.
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7 hours ago, MOARdV said:
I can add that in a future update.
You could work around it short-term by adding a custom preset that sets the range to 400, but the slider would still be capped at 50, so you wouldn't be able to adjust it without exiting and editing the preset
Worked Nicely Thank You..
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Hey @MOARdV
I am trying to use the parts attached to landing gears on my SSTO, the problem the Light Range is so small and capped at 50.
Is there a way to rise that cap to something like 400 ? similar to the stock illuminator MK1
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CKAN.InvalidModuleFileKraken: TweakScale v2.4.5.1: C:\Users\Crimson\AppData\Local\Temp\tmp77E7.tmp has length 288150, should be 256221 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadComplete(Uri url, String filename, Exception error)
Hey @Lisias I am getting this error from CKAN while trying to update.
lol we posted in the same time @Nova1
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CKAN still shows 2:release-1.12.0-47
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23 minutes ago, Serenity said:
Maybe there should be a small redesign on forums to promote and somehow motivate more all the amazing mod creators, i don't know how exactly but
it would be nice to see some added support to the modding community, its going to be a long ride till KSP2 and things like that would definitely ease that transition.
Since the game is about to be considered complete, I suspect a ton of dead mods coming back to life.
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This is actually good news.
Now the development of KSP 2 is getting serious since squad decided to join in.
Now you should rest assured knowing that we would get a game worthy to be a KSP successer.
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@Shadowmage @TiktaalikDreaming @lo-fi
Thank you for this great mod.
If you are still taking suggestions then I would like a suggest a tiny addition to Aircraft wheels.
Lights, Please add lights to it.
This is the only thing that makes me go back to stock jet wheels.
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I guess it does not work with TweakScale ?
I put 4 drills scaled at 75% but still each produce 60 kW according to SH overlay.
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1 hour ago, OrbitalManeuvers said:
I'm able to confirm that without any planet pack, the sky is black in the daytime. But this same build works fine with JNSQ. Here's the log from the black sky install:
https://drive.google.com/drive/folders/1wz1LdB-o3NgSrWF_pZWCZW2eC87czhMI?usp=sharing
This explains why I don't have the black sky issue since I have a Planet pack installed.
But you still got the KSC lights issue ?
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I don't know if its just me.
I updated
- Kopernicus
- KSPI
- Kerbin Side Remastered GAP
And noticed that KSC building lights turn on at Day and turn off at Night !!
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I updated recently and shadows looked bad a bit like the old bugged ones, so obvious on Minmus, went to Scatterer options and put quality to very high (was on low) and Shadows got fixed for me.
But the Aliasing is so bad especially those Gigantor Solar panels they Aliasing so bad, I have Anti Aliasing in in-game options on x8 but it seems it does nothing, it was fine on previous Scatterer.
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Hey FreeThinker
I updated to latest version + Fuel switch but the game hangs when it finish the loading bar and I had to terminate it from task manager.
Went back and installed older version 1.28.6 + 3.28.2 Fuel switch and it worked fine.
KSP Log:
https://drive.google.com/file/d/1YAuABIWLElWrNncxwpVTSIbQr6DttUlW/view?usp=sharing
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9 hours ago, hemeac said:
As an untested hot-patch, you could try changing line 42 of Kopernicus/Config/SolarPanels.cfg to @name = KopernicusSolarPanels. That may not be the final solution as will need to test through combinations of mods in which this patch has created issues in the past
Made the change, No more B9 Warning message, Everything seems fine for now.
I cheated to get to another star system, Solar panels recognized the new star and it seems everything working fine.
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
in KSP1 Mod Releases
Posted · Edited by Juba
Awesome but he game looks so dark its feels like some heavy ambient occlusion active in day, and in the night its pitch black.
I have AVP 8K installed