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JebIsDeadBaby

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Everything posted by JebIsDeadBaby

  1. @Juba - came here to ask literally the same thing. I use JNSQ but I checked it with minimal required mod configuration on the stock Kerbin and have the same problem. Also with JNSQ I get some wired sunrises, where the sun is already quite high above the horizon and the ground is still dark and the ground that comes with the buildings is even darker (on the stock system this may also be a thing although is it is, it's not that pronounced). Does Parallax mess with Scatterer somehow?
  2. No, I'm 100% positive that it's Scatterer in my case. The reason your files where not altered by Scatterer is because autosavePlanetSettingsOnSceneChange is set to FALSE by default and Scatterer does not overwrite atmo files in this case. You can find this key in Scatterer's config file and check it out. My guess is it will overwrite atmo file of every planet you'll visit in-game and delete JNSQTag in effect. Also I use 0.0834 version of Scatterer and just checked that Jool is green in my game (well, it's actually Uranus blue with visible atmospheric bands). So I'd say there is something more going on in your set-up.
  3. I kid you not, JNSQTag is missing from Kerbin atmo.cfg for Scatterer again. I decided to check it out of curiosity before launching the game now. And it's gone. I can see that the file was modified at the exactly same time as the last entry in the KSP.log. I can also see (and remember) that the atmosphere config was there to the very end - just 7 sec before the game closed there is this entry in the log: [LOG 21:05:33.254] [Scatterer][Debug] Atmosphere config found for: Kerbin This is from loading the main menu scene just before I quit. The log ends at 21:05:40.702 after a few more entries, including this exception: [EXC 21:05:40.694] NullReferenceException: Object reference not set to an instance of an object KerbalChangelog.ChangelogAddonMainMenu.OnDisable () (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I dunno if this may be related to my file being reverted. EDIT: I added the JNSQTag = True again and launched the game. Loaded the save, changed a scene to TRACKSTATION, went back to KSC, quit the game. The file get reverted again when the game was closing. This time the log looks a bit different with this smoking gun: [LOG 19:56:24.767] [Scatterer][Debug] saving Kerbin atmo config to: JNSQ/JNSQ_Configs/Scatterer/Planets/Kerbin/atmo So it's Scatterer but why? There was no entry like this in the previous log. EDIT2: Solved by @HebaruSan! Turns out it's because of Scatterer's autosavePlanetSettingsOnSceneChange config entry. When set to TRUE it applies any changes to Scatterer's settings made with Scatterer's in-game menu (ALT+F10) whenever the scene is changed. I set it to TRUE since I was tweaking AA settings and did not fancy restarting the game every 30 secs. @HebaruSan figured out by checking the code on GitHub that this entry also makes Scatterer to overwrite atmo config file with current in-game settings. One does not need to edit anything or even open the in-game menu - Scatterer will overwrite the file anyway just to be sure. What's even most interesting, it seems that it only saves entries it recognises from it's own atmo config file and skips all that are specific to JNSQ's configs. I compared my current JNSQ's atmo config for Scatterer with one on GitHub and it's missing some entries, like experimentalAtmoScale, Rg, Rt, RL and of course JNSQTag. I had autosavePlanetSettingsOnSceneChange set to TRUE for quite some time now but usually I quit the game by ALT+F4, so Scatterer didn't have a chance to overwrite any files. Until two days ago, when I closed the game in a civilised manner.
  4. Huh, I checked on GitHub and you're right. However, it's at least the second time I have to add this line manually. The first time was like a year ago so I had to figure out what the problem is all over again. Why it happened again I really can't tell. I didn't touch JNSQ since the last update. The only mods I updated recently were Kopernicus and Scatterer. I wonder if this is somehow related to the Jool problem @squeaker0704and @caipihave experienced (I'm guessing that Jool without the atmosphere is just black void). The symptoms are pretty similar - the planet loads without the atmosphere, there is a Scatterer debug entry in KSP.log that says that the atmosphere config could not be found. Reinstalling JNSQ helps but only for one game, after restart the problem reappears. It's like something deleted JNSQTag from the config file but it shouldn't be (and probably isn't) possible.
  5. Hello, is pixelated Kerbin as viewed from a low orbit the way it should be ? Also I believe that atmo.cfg for Kerbin in ...\GameData\JNSQ\JNSQ_Configs\Scatterer\Planets\Kerbin \ is still missing JNSQTag = True key. Without it the atmosphere config gets deleted by another JNSQ patch.
  6. Failed antennas keep working. Is it just me? I have this bug for quite some time now and I don't see anyone else complaining... Not that it's game breaking or anything, I just want to suffer more. EDIT: parachutes also deploy even when failed, although I dunno if I want to suffer that much... Or maybe I want...
  7. KSP 1.12 with the latest PF - upgrades in career does not seem to work. Interestingly, I wrote a patch to add 1.875 m base and this upgrade works. It's a simple copy of FairingBaseMax2_75m +PARTUPGRADE[FairingBaseMax2_75m]:NEEDS[ProceduralFairings] { @name = FairingBaseMax1_875m @techRequired = aerodynamicSystems @title = Procedural Fairings Max Diameter 1.875m @description = Allows fairings bases up to 1.875 meters. } @PART:HAS[@MODULE[ProceduralFairingBase]:HAS[#mode]]:AFTER[ProceduralFairings] { @MODULE[ProceduralFairingBase] { @UPGRADES { UPGRADE { name__ = FairingBaseMax1_875m maxSize = 1.875 } } } } However, none of the original upgrades work. BTW, 2.75 m and 4 m base upgrades seem to have tech levels swapped, which puts 2.75 m upgrade further down the tech tree than 4 m upgrade. It's advConstruction for 4 m and specializedConstruction for 2.75 m. Pretty sure it was meant to be the other way. EDIT: OK, I believe I figured this one out. My patch as it is adds my upgrade to the end of the list of upgrades. So I guess that KSP gets the list of unlocked upgrades and goes through them in just one go, updating all keys whenever it finds a matching upgrade. So since mine was the last on the list, maxSize = 1.875 was always applied last, regardless of any other unlocked upgrades. Changing UPGRADE to UPGRADE,1 did the trick by putting my upgrade before 2.75 one (not the most elegant solution but it works for me).
  8. Hi, I believe HG-5 High Gain Antenna model has a doubled dish. This is what the antenna fell apart into after my botched Mun landing: EDIT: in the next, equally successfull landing it fell apart into 4 dishes. It's like a matryoshka doll.
  9. Here is my list from KSP.log, maybe it will help to narrow down the offending mod. We both must have it I guess: Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 Scale_Redist v1.0.0.0 / v2.4.5.7 ModuleManager v4.2.1.0 ClickThroughBlocker v0.1.10.17 0Harmony v2.0.4.0 HarmonyInstallChecker v1.0.0.0 ToolbarControl v0.1.9.6 KSPe.Light.Recall v2.3.0.4 Attached v0.2.0.6 ChillingOut v0.2.0.6 Driftless v0.2.0.6 KSP-Recall v0.2.0.6 LetsStayTogether v0.2.0.4 Refunding v0.2.0.6 Resourceful v0.2.0.6 SolverEngines v3.3.0.0 / v3.10.0.0 AJE v2.18.0.0 Bureaucracy v1.0.0.0 CLSInterfaces v2.0.0.6 ConnectedLivingSpace v2.0.0.6 CrewQueueTwo v1.1.11.2 CustomBarnKit v1.1.21.0 DeadlyReentry v8.1.2.0 DecouplerShroud v1.0.0.0 DistantObject v2.0.3.0 DMagic v1.4.3.0 / vv1.4.3.0 DMModuleScienceAnimateGeneric v0.23.0.0 FlightTracker v1.0.0.0 EarnYourStripes v1.0.0.0 EngineLightRelit v1.6.3.0 / v1.0.0.0 FerramAerospaceResearch.Base v0.16.0.3 ModularFlightIntegrator v1.0.0.0 / v1.2.10.0 FerramAerospaceResearch v0.16.0.3 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 / v2.4.5.7 Kopernicus.Parser v1.0.0.0 Kopernicus v1.0.0.0 MyRocksAreBiggerThanYours v1.0.0.0 SigmaTweakChutes v1.0.0.0 Sigma88LoadingScreens v0.4.0.0 KerbalChangelog v1.4.2.0 KerbalConstructionTime v1.4.11.0 KerbalismBootstrap v3.14.7846.20388 / v3.14 ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0 kOS v1.3.2.0 kOS.Safe v1.3.2.0 Kronometer v1.12.0.1 KSPRescueContractFix v1.1.0.0 MagiCore v1.3.2.3 / v1.0.0.0 / v1.3.1.0 MandatoryRCS v1.6.0.0 OhScrap v2.2.0.0 / v2.2.0.3 ProceduralFairings v6.0.0.0 / v6.1.0.0 RCSBuildAid v1.0.6.35359 RealChute v1.4.7845.29741 / v1.4.8.3 RealFuels v13.3.0.0 / v13.3.0 Restock v0.1.0.0 scatterer v0.772.0.0 ScrapYard v2.1.1.0 SmokeScreen v2.8.14.0 KSP_Log v0.1.1.7 ButtonManager v0.0.1.1 KSP_ColorPicker v0.1.0.4 KSP_PartHighlighter v0.1.0.9 SpaceTuxUtility v0.0.3.1 VesselModuleSave v0.0.1.2 Stock assembly: KSPSteamCtrlr v0.0.1.35 TextureReplacer v4.5.1.34170 KSPe.Light.TweakScale v2.3.0.4 Scale v2.4.5.7 KSP-AVC v0.0.0.1 ZeroMiniAVC v1.1.1.1 Folders and files in GameData: 000_ClickThroughBlocker 000_Harmony 001_ToolbarControl 999_KSP-Recall AJE Bureaucracy CommunityResourcePack ConnectedLivingSpace CrewRandR CustomBarnKit DeadlyReentry DecouplerShroud DistantObject DMagicOrbitalScience DMagicScienceAnimate EarnYourStripes EngineLightRelit FerramAerospaceResearch FlightTracker JNSQ KerbalChangelog KerbalConstructionTime Kerbalism KerbalismConfig Kopernicus kOS Kronometer KSPRescueContractFix MagiCore MandatoryRCS ModularFlightIntegrator OhScrap ProceduralFairings RCSBuildAid RealChute RealFuels RealFuels-Stock RealPlume ReStock ReStockPlus scatterer ScrapYard SmokeScreen SolverEngines SpaceTuxLibrary Stock folder: Squad Stock folder: SquadExpansion TextureReplacer TweakScale TweakScaleLimited ZeroMiniAVC 999_Scale_Redist.dll Custom_FARAeroData.cfg ModuleManager.4.2.1.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree
  10. @Lisias Believe it or not but with 2.4.5.7 I still have the same problem and the very same exception. I can do fine with the previous version alright, so it's no biggie but I thought you may want to know.
  11. Here ya go: https://ufile.io/n49g2cz6 Steps taken: 1. game launched with the current full mod setup 2. loaded my latest save 3. entered VAB 4. loaded one of my crafts 5. added the craft to KCT building queue by pressing LAUNCH 6. pressed EXIT (nothing happened as I said earlier) 7. ALT+F4 So the exception is literally at the very end of the log. I can't exit only if there is a vessel in the building queue. If I remove all vessels using KCT menu from the queue, I can again exit the VAB/SPH.
  12. Dunno if it's Tweak Scale problem or Kerbal Contruction Time problem but with the latest Tweak Scale I can't leave VAB/SPH after adding a vessel to the building queue. I get this exception: [EXC 11:39:26.270] NullReferenceException: Object reference not set to an instance of an object ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) (at <cd473063d3a2482f8d93d388d0c95035>:0) ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) (at <cd473063d3a2482f8d93d388d0c95035>:0) ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) (at <cd473063d3a2482f8d93d388d0c95035>:0) ConfigNode.CopyTo (ConfigNode node) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalConstructionTime.KCT_KSC.AsConfigNode () (at <27327b2825ca4e69a9d134bb5cd0383e>:0) KerbalConstructionTime.KerbalConstructionTimeData.OnSave (ConfigNode node) (at <27327b2825ca4e69a9d134bb5cd0383e>:0) ScenarioModule.Save (ConfigNode node) (at <cd473063d3a2482f8d93d388d0c95035>:0) ProtoScenarioModule..ctor (ScenarioModule module) (at <cd473063d3a2482f8d93d388d0c95035>:0) ScenarioRunner.UpdateModules () (at <cd473063d3a2482f8d93d388d0c95035>:0) ScenarioRunner.GetUpdatedProtoModules () (at <cd473063d3a2482f8d93d388d0c95035>:0) Game.Updated (GameScenes startSceneOverride) (at <cd473063d3a2482f8d93d388d0c95035>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <cd473063d3a2482f8d93d388d0c95035>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.onExitConfirm () (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.onExitContinue () (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.exitEditor () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() Does this say anything to anyone? KCT seems to not like some change introduced in the latest Tweak Scale.
  13. Something adds some 0.5-1 Science Points when the game is loaded and I think it's Bureaucracy. I remember saving the game with 49.x Science Points (I think it was 49.9 but can't remember exactly) but after loading today I have 50.3. And I found these entries in the KSP.log just a fraction of a second after Awake entries, which I think mark game start: [LOG 19:27:18.835] [UiApp] Awake: Contracts [LOG 19:27:18.835] [UiApp] Awake: KSPedia [LOG 19:27:18.835] [UiApp] Awake: Missions App [LOG 19:27:18.835] [UiApp] Awake: AlarmClock (...) [LOG 19:27:19.092] [Bureaucracy]: [email protected] completed. Adding 0.05036978 science [LOG 19:27:19.093] [Bureaucracy]: Science Event SITE (Kerbin space high Arid Midlands) completed [LOG 19:27:19.093] [Bureaucracy]: [email protected] completed. Adding 0.55467 science [LOG 19:27:19.094] [Bureaucracy]: Science Event SITE (Kerbin space low) completed [LOG 19:27:19.094] [Bureaucracy]: Adding 0.209728 for [email protected] What are these?
  14. OhScrap (both latest and pre-release) does not track part generations in 1.12 for me. Part's are always Generation 1. Anyone has the same problem? I disabled Scrap Yard as Inventory still does not work, is some part of Scrap Yard necessary for generation fracking in OhScrap to work? EDIT: NVM, SY's part tracker must by enabled...
  15. @Starwaster Last question - you suggested lowering reentry heating slider to 75%. Will this affect shields only or heating of all parts? Assuming I properly understand lossExp, lossConst and pyrolysisLossFactor, would tweaking these settings make more sense than just lowering heating or would it be more or less the same thing? Is heating at 100% somewhat realistic (in regard to reentry speed, air density and whatever else matters) or is it pumped up for Kerbol system?
  16. @Starwaster- on second thought, it probably makes more sense to tweak Ablator values to match realistic thermodynamics rather than to tweak realistic thermodynamics to match abstract Ablator values. Unless thermodynamics in KSP with or without DRE are not realistic to begin with, because maybe they would not work on a smaller scale. So my question is - do default DRE settings reflect some real world material properties and physics? I think I saw some comments regarding real life materials used on Apollo and STS somewhere in the files, so my guess is that DRE is indeed tweaked for realistic behavior.
  17. @Tybot - can confirm. Just had exactly the same problem, although I used 2.5 shield tweak-scaled to 1.875 (but this should not make any difference). I play KSP 1.11.2 atm. BTW @Starwaster @NathanKell or anyone interested - any suggestions on how to tweak values one can find in DeadlyReentry_AlternateStarSystems.cfg for a 4x system (namely JSNQ)? Or should stock values be considered realistic? The problem I have is that 400-500 of Ablator I have on 1.875 heat shield is simply not enough for Mun return trajectory in such a system. Or it is but for the price of steep dive with 20+ g, which I'd like to avoid for sake of realism. I can see a patch for 10x Kerbol - can I use this or will it be too generous for a change?
  18. How do I enable it? By setting varianceAndResiduals to 1.0?
  19. Question about creating directions by adding rotations to predefined directions, like this: LOCK STEERING TO SHIP:PROGRADE + R(90,0,0). where components of R are (pitch, yaw, roll). This should in effect point the ship to Radial Out. And it works like this while in Kerbin orbit. However, in Mun orbit, R seems to be build like this (yaw, pitch, roll). The same command will point the ship in the Normal direction. This was confusing me for quite some time but since I use rotations rarely, whenever this happened to me I thought I forgot something about coordinate systems again. But today I decided to check it out on two vessels (one orbiting Kerbin and one orbiting Mun in the same game session) and I'm positively 100% sure - the same command gives different results in different SOI's. Why is that?
  20. Well, I have a similar problem. I see time being reduced but all parts are described as new. Time reduction is smaller than it used to be. For a vessel recovered from the launch pad, it used to be down to about 1 day. Now I have a vessel that takes about 4 days to build and this time gets reduced to about 3 days. I can see all used parts in the Inventory but they don't get applied automatically (I have this option checked). When I use Apply button to do it manually I can see a correct result in the part's right click menu (it's used, tested and has reliability of 9 or 10), but the number of used parts of this type in the Inventory stays the same. If I close and reopen the part's menu, the part is again described as new. I get some GraphFlow errors during this process as well. Also in case of some parts, if I open the part's menu, apply a used part manually and then right click another part without closing the previous menu, I get NRE spam and can't right click any other part. KSP 1.11.2.3077, ScrapYard 2.1.0.0.
  21. I dunno if I'm again having trouble understanding frames of reference but can someone explain to me why do I get results like on this picture: I want to get a direction pointing along body's rotation axis with up direction set to the Solar Prime Vector. I use BODY:ANGULARVEL to get the direction of the axis. As you can see both Kerbin and Mun return some proper vector. However I get very different results when plugging both vectors to LOOKDIRUP, while they should be almost identical. The vessel is in Mun's SOI in this case and I use JSNQ.
  22. Oh, OK. This is indeed explained on the Reference Frames page. It probably would be wise to repeat some of this info here, or at least put a link there.
  23. Hi, why KERBIN:VELOCITY:ORBIT = V(0,0,0)? If thought it should return orbital velocity of Kerbin around it's parent body, which is the Sun.
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