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Posts posted by BadModder54
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17 hours ago, SpartanJack17 said:
Did you ever find a solution for this?
The only thing that worked for me if I remember correctly was deleting the Parallax configs for Ceres.
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13 minutes ago, BadModder54 said:
I'm taking this install out back and shooting it. Thank you for your help though
I am happy to inform that I fixed this problem by simply deleting the lines for the wormholes referring to Jool. Somehow, that fixed everything... despite this planet pack not working on its own (???). I'm guessing one of the many reinstalls fixed KSRSS along the way. Anyway, thank you for accompanying me on this grand journey of the Good, The Bad, and the Bugly.
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12 minutes ago, ballisticfox0 said:
Kcalbeloh is the culprit this time
[EXC 21:02:17.269] Exception: Reference body for "KcalbelohSystem/WH3141A" could not be found. Missing body name is "Jool".Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) (at <c0ad2ab5086d46cab183caf2d24c8e95>:0)Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) (at <b81c7e09ce34479e9d3831f2ed50b754>:0)Kopernicus.ConfigParser.Parser.CreateObjectFromConfigNode[T] (ConfigNode node, System.String configName, System.Boolean getChildren) (at <b81c7e09ce34479e9d3831f2ed50b754>:0)Kopernicus.Injector.Awake () (at <c0ad2ab5086d46cab183caf2d24c8e95>:0)UnityEngine.DebugLogHandler:LogException(Exception, Object)ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)UnityEngine.Debug:LogException(Exception)Kopernicus.Injector:Awake()UnityEngine.GameObject:AddComponent(Type)AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)AddonLoader:StartAddons(Startup)AddonLoader:OnLevelLoaded(GameScenes)AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)I'm taking this install out back and shooting it. Thank you for your help though
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2 minutes ago, ballisticfox0 said:
Parallax error, delete:
Parallax_StockTextures/_Configs
Parallax_StockTextures/_Scatters/ConfigsThat's done, planet pack still won't load though. I might just surrender on this one, since there doesn't seem to be an obvious cause. One last log for good measure. I might note that I've got the no volumetrics config added, since I don't have the paid version of EVE Redux.
https://www.dropbox.com/scl/fi/0574v4noi3ywg1n2gu6xz/KSP.log?dl=0&rlkey=ru99soaxka4rfrjf9lzfbud11
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Just now, ballisticfox0 said:
Feel free to post a new log but the one you sent is from Kcalbeloh
[EXC 13:38:46.856] Exception: Reference body for "KcalbelohSystem/WH3141A" could not be found. Missing body name is "Jool".Kopernicus.Configuration.Loader.Kopernicus.ConfigParser.Interfaces.IParserEventSubscriber.PostApply (ConfigNode node) (at <c0ad2ab5086d46cab183caf2d24c8e95>:0)Kopernicus.ConfigParser.Parser.LoadObjectFromConfigurationNode (System.Object o, ConfigNode node, System.String configName, System.Boolean getChildren) (at <b81c7e09ce34479e9d3831f2ed50b754>:0)Kopernicus.ConfigParser.Parser.CreateObjectFromConfigNode[T] (ConfigNode node, System.String configName, System.Boolean getChildren) (at <b81c7e09ce34479e9d3831f2ed50b754>:0)Kopernicus.Injector.Awake () (at <c0ad2ab5086d46cab183caf2d24c8e95>:0)UnityEngine.DebugLogHandler:LogException(Exception, Object)ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)UnityEngine.Debug:LogException(Exception)Kopernicus.Injector:Awake()UnityEngine.GameObject:AddComponent(Type)AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)AddonLoader:StartAddons(Startup)AddonLoader:OnLevelLoaded(GameScenes)AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)This is from my newest run, having added KSRSS to an otherwise-working install. I can isolate again if needed. Seems to be some kind of error with Kopernicus and a star. KSRSS won't work by itself either. It's VERY likely this is an installation issue, I just don't know how I could have screwed that up. I've used the mod for a long time now, and I put the "KSRSS" folder into GameData like always. Did the file path change with the most recent update? The GitLab installation was always... janky for me from the start, but this is the first time it's just straight-up broken. Thank you again!
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2 minutes ago, ballisticfox0 said:
Issue is related to Kcalbeloh, the wormholes can't find jool to place themselves around
Funny. KSRSS isn't working/loading by itself with just the bare minimum dependencies, while the other planet pack does. Both break if installed together... which is funny because I've been playing with those two together for almost a year prior to attempting to update mods. But, oh well. I'll continue tinkering with it.
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On 6/14/2023 at 2:35 PM, OrbitalManeuvers said:
Just an observation .. you have about 90MB of Kopernicus nullrefs, so I would think your best bet is to simplify a few steps and see if KSRSS behaves better. For example, I'd ditch both Parallax and Kcalbeloh and try just KSRSS in the planet mod category. People def use Parallax (with some required changes found elsewhere in this thread), but idk if the other will work or not. The Reborn branch should work with most of your other mods, but I admit I don't know if CustomAsteroids or KopExp will work. Oh and you won't need Singularity if that backwards planet pack isn't compatible.
I can confirm that KSRSS by itself still broke. I'm stumped. I'll keep looking into it. Thank you though!
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I've gotten the most recent KSRSS release off of Gitlab (updating for Eros specifically), yet the game refuses to load it. I've used KSRSS for years and have never encountered this issue. Logs are below, and any help would be appreciated!
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Has anyone else experienced MASSIVE framerate lag around Europa in low orbit? High orbit and landed are perfectly fine. I'm running the latest version of the game with all the visual mods. More info can be provided if this isn't a known issue. Also, the same kind of lag happens when timewarping on Pluto's surface. Thanks!
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41 minutes ago, eagleswing12 said:
Roger don’t abandon his mod challenge (impossible)
seriously, he’s abandoned several of his mods before and hasn’t returned to any of them: don’t expect this time to be different.
That's a shame. I've already replaced this in my save file, but hopefully someone will adopt the mod and actually maintain it. Thanks for the reply anyway
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On 12/17/2022 at 6:47 PM, Grond said:
There seems to be a bug which causes the game to lag immensely with this mod, for whatever reason. This seems to be some discrepancy with Dynamic Battery Storage. The log gets spammed with this error, and the game starts running at 2fps.
I'm still encountering this issue, could anyone provide a potential temporary fix since it's been months since the last update? I would fix it myself, but I don't know code
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Has anyone been able to get Realplume working with the BO-L5 boosters? They have the nice Waterfall effects when firing, but I miss my big tower o' exhaust with my STS launches! The Photon Corp. boosters have both Waterfall and Realplume, but not the BO-L5s. Any help would be appreciated!
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22 hours ago, benjee10 said:
Thanks, a couple of people have reported this - seems like a bad transform name in the mesh for those parts. There will be a small patch coming relatively soon that I'll fix this in
Amazing, thank you so much!
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I've encountered a Nullreference error spam in my logs related to this mod's T-400 Truss Connection Mechanism connection ports. It's this repeatedly:
NullReferenceException: Object reference not set to an instance of an object
ModuleDockingNode.CheckDockContact (ModuleDockingNode m1, ModuleDockingNode m2, System.Single minDist, System.Single minFwdDot, System.Single minRollDot) (at <4b449f2841f84227adfaad3149c8fdba>:0)
ModuleDockingNode.FindNodeApproaches () (at <4b449f2841f84227adfaad3149c8fdba>:0)
ModuleDockingNode.<SetupFSM>b__142_1 () (at <4b449f2841f84227adfaad3149c8fdba>:0)
KerbalFSM.FixedUpdateFSM () (at <4b449f2841f84227adfaad3149c8fdba>:0)
ModuleDockingNode.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)It stops immediately after I delete said truss connectors from my vessel, and these ports cannot be targeted and refuse to dock even when lined up perfectly, making my space station currently impossible to construct. I can provide complete logs if needed, thanks!
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I can't wait for a modern game engine to explore the Kerbal solar system for years to come!
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31 minutes ago, JebNotFound said:
I know this mod has support for Parallax, but does it have support for Parallax 2.0?
It does, the version on Gitlab does that is. Hope that helps!
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2 hours ago, CoriW said:
Hey again.. So even though I just found this mod today, I use Final Frontier and so I felt compelled to do something about it.
After somewhere in the realm of 6 or so hours of modifying, compiling, and exporting a whopping 588 unique images... I now have a collection of ribbons that you can simply drop into your GameData folder which will enable Final Frontier functionality for the Kcalbeloh System. (And yes, it was very tedious and my wrist is a bit sore from all the clicking lol)
You are a massive legend, and I thank you for your service to Kerbalkind!
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Hi, just wanted to say that I absolutely LOVE this mod! But if I could make a small recommendation, could you consider adding support for the Final Frontier mod? It would be really cool to have ribbons for Kerbals that were brave enough to walk on exoplanets and such. Thank you!
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Has anyone looked into making Parallax configs for MPE? If not, I may take a crack at it, though I know next to nothing about Parallax's inner workings.
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Title describes issue. Whenever a part (such as the Mk1 Command Module) that contains the DangIt! resource "Spare Parts" is in the scene, the framerate in the VAB (not in flight, as far as I've observed) drops in linear fashion with the amount of the culprit parts. I checked the Github repository for the mod and it's apparently been an open issue since 2021. Any help on how to fix this would be greatly appreciated, as it could help others enjoy this great mod. The logs from my last session are below, hope this can be resolved!
KSP.log: https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0
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28 minutes ago, cinemagic said:
I'm pretty sure latest tweakscale version on CKAN cannot scale FFT tanks. Can you suggest any or share your patch for them?
This m a y sound dangerous, but I've encountered no issues scaling Far Future tanks using the "All Tweak" mod. https://spacedock.info/mod/2100/All Tweak
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6 hours ago, cinemagic said:
Is there any other fuel tank mod that support FFT fuel types?
I mean I really need larger single tank, tired of adding over 50 antimatter tanks on my interstellar ship for 1% of lightspeed, or over 100 helium tanks for 500+ years of fusion electricity.
Tweakscale is your friend here. Less mods to load, infinite possibilities!
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I noticed that in the latest release, that the HL-42's landing gear do not extend or retract as intended, and seem to be static objects. I am playing in 1.12.3 on the newest version of RSS/RO. Any help would be appreciated! (I will provide logs if necessary).
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On 2/22/2022 at 11:46 AM, mmamh2008 said:
I wanted to recover a plane in KSRSS , the button clicks but doesn't work , Any button for changing scenes doesn't work . I used to fix this by the mod making less history but it's still not recovering , I can't recover except from the tracking station which is unlocked only if I restart ksp , help ?
I'd post your KSP.log to the forum here, and if you're running the game through Steam, maybe try verifying files. Anyway, without logs we can't really diagnose that... admittedly strange issue you have there
[1.12.5] Kcalbeloh System Planet Pack (v1.1.7) - A journey to a black hole (April 9, 2024)
in KSP1 Mod Releases
Posted
Has anyone gotten Kcalbeloh Parallax scatters to work with KSRSS? KSRSS requires that you delete some of the Parallax stock config files, but from what I can see, Kcalbeloh Parallax relies on those deleted files to not make... every planet's surface an abyss. Short of renaming every relevant file path, is there a patch to resolve this or has someone fixed it? Also, does the pack have volumetric clouds yet? Thanks!