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HansAcker

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Posts posted by HansAcker

  1. 13 hours ago, Lisias said:

    It's complaining that you need to install EVEManager. But EVEManager is installed on your rig, so there's something else happening.

    Isn't that one of the usual "false positives"? I seem to remember seeing (and ignoring) a similar message in my logs.

    13 hours ago, Lisias said:

    You will need to talk with the Waterfall guys to have this sorted, I don't have the slightest clue about it.

    I believe the line mentioning Waterfall is unrelated to the later "ADDON BINDER"

  2. Struts (EVA construction), Autostruts and disabling RCS or reaction weels on docked spacecraft. I moved assembled space stations beween planets :)

    How large is your construction kit, anyway, and what's the launcher tech available? Everything can get into orbit with enough power. And then there's Near Future Launch Vehicles with 7m parts...

    Spoiler

    JRJTCSQ.jpg

    (85t RocketParts for construction on JNSQ-Minmus)

  3. 18 hours ago, FatboyTim said:

    Installed only these mods, using the instructions in the readme.

    If you installed only these mods, you might be missing the all-important ModuleManager perhaps?

    Parallax Scatter configs need MM to patch into Kopernicus.

    Edit: from the installation video in the OP, it looks like Kopernicus is expected to bundle MM?

  4. On 3/1/2023 at 8:20 PM, Cavscout74 said:

    I would guess it also gives a chance to abort if something starts to go wrong with an engine rather than realize 2 seconds after the launch clamps are released that an engine is failing.

    There are mods for things to go wrong in KSP, too  :)

    I start up the liquid engines first (if there is a failure, they can be shut down and the launch scrubbed), then any solid boosters (on failure, the launch clamps keep them grounded until they burn out) and finally release the launch clamps when all engines run and produce thrust.

  5. 1 hour ago, linuxgurugamer said:

    This one is the Space Center, and what you are seeing is normal, nothing to do with scaling.  Not sure what you are expecting to see where you circled in red:

    The KSC scene usually displays credits, reputation and science points in that location:

    lu6ZFFv.jpg

    I only have a single 2k display, so I never had to use the zoom settings.,

  6. Is that the whole log file? It ends without an obvious crash reason. Maybe we need to see the Player.log instead (Unity's log file which does log a bit more than KSP.log). You should find it in "%USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log" (per this post).

    All I can see is that you have an older version of MechJeb2 (v2.5.6.0 vs v2.14.2.0) with no ModuleManager and it's having trouble loading its deprecated control parts.
    So maybe update MechJeb and install ModuleManager.

  7. On 2/26/2023 at 6:57 PM, bigyihsuan said:

    It would be real nice to have an official ModuleManager; you wouldn't need to install another mod and you could just write a quick patch into a text file, put it into GameData, and KSP2 will load it like everything else.

    I think one needs to distinguish between a mod manager (that loads code and assets) and KSP 1's ModuleManager (which doesn't really manage mods but patches configs in memory). Only the former is probably going to be implemented officially, the latter might have to be a mod again.

    The ability to quickly clone a part and change its values and (part-) modules is a pretty useful feature. I hope we'll see something like that emerge, although KSP 2's part structure is probably more complex.

  8. 1 minute ago, Alexoff said:

    Scatterer bugs have always been harmless.

    Except when Scatterer turns off all lighting in the KSC. Granted, this one is a mod interaction problem in that I only experience it with JNSQ and recent Scatterer (older versions do not show the same behaviour).

    Anyway, KSP 1 mods have bugs. Lots of bugs. What exactly was your point? :cool:

  9. 4 minutes ago, Alexoff said:

    I have never seen such a thing. What mods are causing this?

    Different mods have different bugs. Kerbalism once killed a save of mine setting some part masses to NaN. MiniAVC and Firespitter were known to cause bugs early in the loading process, leading to unpredictable behaviour later on. And that's not even mentioning "harmless" exceptions thrown left and right (Scatterer in the VAB, some part mods, etc.).

    Join the log readers here:

    https://forum.kerbalspaceprogram.com/index.php?/forum/70-ksp1-technical-support-pc-modded-installs/

  10. 6 minutes ago, Alexoff said:

    I'm still waiting for you to tell me about the bugs that KSP1 mods create.

    Ugh. Lots of bugs. Sometimes save-breaking, sometimes just crashes, sometimes they affect other mods. Sometimes they just sneak a single NaN in and your game explodes a few sessions later.

     

  11. 10 hours ago, antipro said:

    I mean i usually autostrut all the part to the root part, but when into a fairing, the root part is no longer the command module,
    the root part changes, the root part is the below hinge,

    Autostruts do not cross unlocked robotic parts. For transport, I would set all those hinges to "locked" and autostrut the attached part.

  12. There's quite a few errors in your log.

    Your Parallax installation seems to be incomplete.
    There are parsing errors in ContractConfigurator (maybe incorrect contract definitions?)

    The problem you see is probably caused by this error when you added a Swivel engine to the vessel:

    NullReferenceException: Object reference not set to an instance of an object
      at ModuleEngines.ThrustUpdate () [0x001f9] in <c1858a3f77504bd1aaa946fdccf84670>:0 
      at ModuleEngines.FixedUpdate () [0x0005c] in <c1858a3f77504bd1aaa946fdccf84670>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    
    liquidEngine2 added to ship - part count: 12
    

    I'm not familiar with a number of mods in your install. Do you recall if any of those changes engine parameters?

    The really odd thing is that you shouldn't be able to put a liquidEngine2 on your ship, as far as I know. It's been superseded by liquidEngine2_v2 and the liquidEngine2 is hidden from the tech tree. How did you manage that feat? :)

     

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