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4x4cheesecake

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Everything posted by 4x4cheesecake

  1. I see... I did a little research and this seem to be more or less common issue, at least there are plenty reports of it and also quite a few possible solutions. Unfortunately, the suggested solutions I've found are not particular easy to execute, so I hope you feel comfortable dig a bit deeper into your system. The first thing you can try, is removing your current graphics driver using a tool called DDU (use the giant DOWNLOAD link in this forum post): https://www.wagnardsoft.com/forums/viewtopic.php?f=5&t=3450 The creator of the software also provides a guide: https://www.wagnardsoft.com/content/ddu-guide-tutorial though, you can find plenty other tutorials for DDU in the internet, even videos if you like. After removing the old driver completely, you might be able to install the new driver (for some reason the driver which is automatically installed by windows sometimes doesn't allow you to update and the update fails in the exact way like yours). I really hope this helps, especially since the other suggested solution I've found is a bit more scary then this... we'll talk about that if this one doesn't work^^ A little "warning" though: please be sure to read the complete guide/tutorial before doing anything. during this process, you will not be able to access the internet so it might be a good idea to have a second device at hand (smartphone, laptop, other pc, whatever) to keep the guide open.
  2. Ok, thanks Like I said, the player.log is more detailed on one of the details is the driver version: Vendor: NVIDIA Corporation Version: 4.5.0 NVIDIA 391.35 and your version is ancient You said, you're not able to update your graphics driver but I don't understand at which point the update progress actually fails. Would you mind to explain it a bit more detailed, maybe add a screenshot?
  3. Well, KSP should create a new log immediately on game launch, so that's weird. Let's try the player.log then, you can find it here (it's just a second, more detailed log created by ksp): %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\ you can copy&paste this into any explorer window: (you will have much less files there, I just have some leftovers from mod testing)
  4. I've suggest two possible solutions (updating driver and startup parameter), did both fail? If the startup parameter failed as well, I would love the see the log file from this try Especially the try for open-gl would be nice, since I'm still not sure if dx9 is actually still supported and the command probably doesnt do anything anymore
  5. You're getting a D3D11 error: So as others already mentioned, I would also recommend to update the video driver. You should get it from the Nvidia website: https://www.nvidia.com/Download/index.aspx Search for: Product Type: GeForce Product Series: GeForce 700 Series Product: GeForce GT 730 Operating System: Windows 10 64-bit Download Type: Game Ready Driver (GRD) This should bring up driver version 461.72 from 25th Feb 2021. If this fails for any reason, you can also try to run the game in dx9 or open gl instead by adding a startup parameter to the game properties. To do this, right click the game in your steam library, go to "properties" and you will find the "launch options" in the "general" menu: This field will be empty in your case but you can type in "-force-opengl" or "-force-d3d9" (only one of them, not both at the same time). Try open gl first, I'm not sure how well dx9 is actually supported anymore. You can just close the properties window then and launch the game, crossing fingers that it will help
  6. Welcome to the forum Does the flight log (press F3) say anything about this event? Stage separations, crashes, breaking joints, etc are often mentioned there. I would be curious to see a video about it. Since it is not possible to attach any files directly to any posts here in the forum, you have to upload them somewhere else and share a (download) link for us. Cloud services like dropbox, one drive, etc. usually work very well for any type of file but in case of videos, you can of course also upload them to youtube or any other video plattform. You can even upload them there as "unlisted" (option in the upload menu) if you want the video to be only available for persons who got the link to it.
  7. Weird, no idea why the download doesn't work for you but for now, just go ahead with this copy in my dropbox: https://www.dropbox.com/s/g89lfay0xumh5za/KerbalFoundries-2.4.8.18.zip?dl=0 For legal reasons: This is an unmodified copy of the mod created/maintained by Shadowmage, licensed under CC-BY-NC-SA.
  8. Are we talking about this one? https://github.com/shadowmage45/KerbalFoundries2/releases This one loads perfectly fine for me so you either tried a different download or it was just a temporary github issue, which wouldn't even be surprising. If the download still doesn't work for you, I would upload a copy to dropbox and share a download link for you
  9. A planet pack is not different from any other mod and there are plenty of instructions on installing mods... I even wrote one myself: If you get stuck on a specific step or anything is unclear, I would be happy to help you further
  10. Looks fine to me I'll edit my original post of the patch as well, just in case
  11. Well, thank you very much. In this case, the mystery is solved Regarding the missing "s": This was actually correct for kopernicus for KSP 1.6, back in 2019 when I wrote this patch, I've doubled checked the old kopernicus version on github. So at least I'm not completely dumb and missed a major issue in my own patch, but this need to be changed for KSP 1.8+ to include the "s" Yes, because it was a missing part for you and it is a missing partmodule for @FabioofSpace Take a close look at the contract requirements: for the probe core, it says: type = PartUnlocked but for the solar panels, it is: type = PartModuleUnlocked It makes sense to differentiate between parts and partmodules here, since you will have multiple parts which utilize the same partmodule (for the solar panels) but you will always just have a single part with this specific name (for the probe core). For each contract, CC checks the list of requirements and looks them up in the game database. In your case, it was a missing part since you purged it via JC, in the other case it's the missing partmodule or more specific, the wrong name so CC wasn't able to find it.
  12. Oh, you purged it via JC that actually makes sense to break then, for the same reason it breaks on the KopernicusSolarPanels: CC still looks for the part/partmodule and will throw an exception if it doesn't find it. Usually the part is just hidden and still accessible but purging via JC completely removes it from the game. Now I understand why it works for you but still, that should only be the case if you don't have kopernicus installed because the missing "s" is still a thing. Would you mind to satisfy my curiosity and tell me if you run kopernicus on the install you've tried this?
  13. @VoidSquid It's been a while since I wrote the patch to include the probe_v2 core into the contract pack and maybe something changed since then so please correct me if I'm wrong but a node of the type "any" like this: REQUIREMENT { name = Any type = Any [...] } should fulfill the requirement once ANY of them is met...right? IIRC that's the reason why I was able to include the kopernicus solar panels without checking if these are actually enabled in the config since it is not necessary to use the kopernicus solarpanels, just because kopernicus is installed. So, if I'm right, there should be no difference in the result between your edited version of my patch and my original. So, I've got a question for you: do you use kopernicus in your game installed you've used to test this? As far as I can tell, the issue is actually the missing "s" at the end of "KopernicusSolarPanel", so it should be "KopernicusSolarPanels". Obviously, this issue will not affect you without kopernicus installed. I swear my patch used to work when I wrote it, so maybe there was an actual change to the name of the partmodule or I actually messed it up and never ever noticed for whatever reason. Anyway, TLDR ( @FabioofSpace that's the important part for you as well): add an "s" the kopernicus partmodule so it says: partModule = KopernicusSolarPanels or if you prefer the whole patch: //Add revamped probe core to the cleversat contract pack //Add Kopernicus solarpanel if available @CONTRACT_TYPE[CleverSatCore]:FINAL { !REQUIREMENT[Probe] {} REQUIREMENT { name = Any type = Any REQUIREMENT { name = Probe type = PartUnlocked part = probeCoreSphere } REQUIREMENT { name = Probe_v2 type = PartUnlocked part = probeCoreSphere_v2 } } @REQUIREMENT[Any]:HAS[@REQUIREMENT[PartModuleUnlocked]]:NEEDS[Kopernicus] { REQUIREMENT { name = PartModuleUnlocked type = PartModuleUnlocked partModule = KopernicusSolarPanels } } }
  14. Interesting...I've noticed this issue as well but didn't notice that it happens to parts of ReStock Plus... Couldn't find the patch you're talking about so I wrote one myself. Took me a while to figure out a way to target just these parts but I'm confident this patch will do the trick and it worked perfectly fine during my tests: @PART[*]:HAS[@MODULE[ModuleTestSubject],#tags[*restock*]]:FINAL { !MODULE[ModuleTestSubject]{} } This will prevent parts from ReStock Plus to be choosen for test contracts
  15. Please upload (don't copy&paste it) the whole log, not just the error message You can use dropbox, one drive, google drive or something like that. While lines like this from the error messages give away that the tank type somehow doesn't exist in your game: System.Collections.Generic.KeyNotFoundException: No tank type named 'SSPXExoticMinerals' exists it doesn't tell anything about the reason for it. Maybe you made a mistake when you installed the mod(s), maybe a MM patch is not applied properly or overwritten by another patch, maybe this is indeed a bug in the mod but it only happens during a specific scenario. There is a lot more to look for in a log file then just the error message
  16. You can do this by using the "Axis Groups" which work similar to action groups and can be configured in the same menu but they allow you to control "sliders" like the thrust limiter of engines. You have to define control keys for these axis groups in the input settings first, by default they are set to "none". For example, I like to use "Page up/down" to increment/decrement my axis group 1. In the game, you can then add the "thrust limiter" of one or more engines to the axis group 1 and then use page up/down to increase or decrease the thrust of the engines all at once.
  17. This will need some more information, especially your log file and probably the MM configcache: So far, I can only narrow it down a bit: the tank type is added by SSPX but only if the Community Resource Pack (CRP) is installed as well: [snip] B9_TANK_TYPE:NEEDS[CommunityResourcePack] { name = SSPXExoticMinerals tankMass = 0.0000 tankCost = 0.0 RESOURCE { name = ExoticMinerals unitsPerVolume = 1 } } [snip] Since MKS and civilian population both depend on the CRP, this is not an issue with these mods but their shared dependency. Though, I wasn't able to replicate the issue, so this is most likely not a general issue and therefore, like I already said, we'll need at least your log file
  18. Glad to hear if it is the bundled version, it should be fine. I'm using CKAN to handle my mods and it installs a newer version of MFI for me. Anyway, have fun playing some KSP
  19. Absolut perfect, thank you With you log, I was able to replicate the issue and found the solution pretty quick I have a wild guess: you played this game like 6 years ago already or you used to run an old version of it? Well, there is a mod .dll in your game which doesn't belong there: D:\Programme Files\Steam\steamapps\steamapps\common\Kerbal Space Program\Plugins\CleverBobCat.dll Remove it and the main menu buttons will work again. It belongs to a mod which is outdated since probably 6 years and shouldn't be in this directory anyway. This will not affect any of the mods you've installed. To address some other issues: 1) Like I already said, you still got a conflict between BoulderCo and AVP. I assume you want to run AVP so just remove BoulderC, that should fix issues with the atmosphere and clouds. 2) There is a version discrepancy regarding kopernicus: you run the latest version of kopernicus (1.11.1-34) but not the latest version of ModularFlightIntegrator (1.2.9.0 instead of 1.2.10.0). This doesn't seem to cause any issues but you may want to reinstall it anyway, just to be sure
  20. Okay, that's unexpected to be honest. Kopernicus doesn't do anything on it's own, it's actually parallax which tells kopernicus to apply new textures to the planets surfaces so running just kopernicus should not cause any issues at all. Missing atmospheres and black clouds are usually an issue related to EVE and/or scatterer. Do you run the old EVE version for KSP 1.8 or the redux version for KSP 1.9 and above? Actually: which KSP version do you run? I would still love to see the log file...that would answer all questions to versions of the game and mods, points out install and mod issues, and help just a lot in general to get a better understanding what's going wrong in your game
  21. First of all: BoulderCo and AVP are conflicting... probably not the reason for your issue but still, you should remove one of them. I've got a question though: first you say, you cannot find the incompatibility issue by removing mods one at a time, but then you also say the reason must be kopernicus because of your test results... so what exactly are your test results? Do the buttons start working again if you remove kopernicus? Do they stop working when you install JUST kopernicus (+ module manager but at least without parallax)? Which mod configurations lead you to the conclusion that kopernicus must be the culprit of your issue? And, as always, a log file is much appreciated:
  22. Welcome to the forum By default, this is not an intended behavior but it's possible to setup your rocket to crossfeed across multiple stages and maybe you did this by accident. To clarify: By default, fuel will never be transferred/used by other stages of the rocket, if these are connected with a decoupler or separator. Though, the game allows you to "crossfeed" between stages. This means, the previously described restriction will be lifted and engines are allowed to use fuel from tanks in other stages then their own. To accomplish this, you either have to add a fuel line to connect tanks of multiple stages or by enabling crossfeed in the context menu of the decoupler/separator. While it is unlikely to accidentally add an addition part, you probably enabled crossfeed on the decoupler by accident or without knowing what this will do. You may want to check your decoupler settings for this. There should be a button which says "enable crossfeed" if it is currently disabled, or "disable crossfeed" if it is currently enabled.
  23. glad to hear you fixed it But still, at least FMRS will not work at all without these dependencies and I would highly recommend to fix the issues I've found anyway to get the best experience out of these mods
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