

Krazy1
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[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
It was off. I think you mean "disable scaled space ambient light" I had that off so the stock map ambient light boost works. This is something else. From the KSC overview, the KSC buildings and runway lights are completely off sometimes but usually they work. Both cases are possible without changing any setting. For asteroids, it's set to default True to use Kopernicus system... but should I turn it off to allow JNSQ to handle them? Haven't upgraded my tracking station to see them yet. Suggestion for the option menu: avoid using negative logic. It can be confusing. Make every option enable something, regardless of what the stock behavior is. Like this one: Should I disable disabling? or enable disabling? Disable the input (button) or the output (colliders)? I think I should leave the button enabled for JNSQ. Maybe I could take a stab at editing the UI a little. -
Not quite sure what to do... I installed with CKAN. The JNSQ release on Github lists all the folders and files but I don't see a way to download them singly. Do I have to download the whole 1.9 GB for these config files? Seems silly. Anyway, I saw this: and I'm not sure if I did that so I did it and GY is still missing.
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[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
So that is all good now... all I did was install Scatterer V0.0772 (was latest 0.0838) which is officially compatible with JNSQ. I'm still using Kopernicus long distance shadows, which I must say I much prefer because the Scatterer shadow cascades are very abrupt and noticeable on ships and ship shadows on the surface. Kopernicus shadows look like stock... a bit too soft on the edges when viewed close up but it's hard to notice shadow cascades zooming in/ out. There's one more thing... KSC is almost completely vanishing sometimes, only at night so far. The buildings are still functional but not visible. Maybe this is KK, but it's just normal stock KSC. One other thought... getting off topic a bit. It always bothered me how terrain "snaps" between geometry detail levels. It's so unnatural to see a mountain suddenly spasm and morph into a different shape as you approach it in orbit. "the real world is analog" Is there any way to smooth out these geometry steps or at least push them further into the distance? Is it's pretty fundamental in the core code? -
OK thanks. Sorry I'm complaining in the wrong place. Honestly guys, I would avoid a mod that pushes something into all your saved craft files even without loading them. If you ever need to remove it for troubleshooting or whatever, all of the flight surface settings are reset... max deflection angle, axes disabled, deployed, deployed angle. I'm happy with Pilot Assistant, although I haven't tried to remove it. I like the UI more on PA and AA just didn't seem to engage sometimes.
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[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
OK... now I am seeing them. I guess I only went back to the main menu to change the setting without restarting KSP? There's a vague warning about that - it should say you MUST restart KSP. So I do see the Minmus scatters and there are at least 100 of them at 100% density setting. It's interesting that the colliders are enabled - they're vapor in stock. And the BG ROCs are there too- only see 4 of those but I guess that's normal. So all good for scatter. However, the texture z-fighting issue is pretty annoying. It's constantly changing even without moving the camera. It does it on Kerbin too. Here's a few screenshots. I'll try some different mod changes tomorrow. I know I'm using the newest Scatterer which isn't officially compatible. -
I'm using the contract configurator to load passengers now and that has been working nicely. But I'm seeing orange errors on the screen and now I flew to the correct airport with the right passengers (this one is to negotiate landing rights at YG) and I didn't get cleared to land, the marker at the terminal doesn't appear and it won't progress when I'm parked at the YG ramp where I assume the marker should be. I could finish it and cheat it complete but thought I'd report it. I think the error happens when I do something unusual. This time I spawned the plane and left it on the KSC runway and went to KSC overview (I think that's when the orange errors appeared) then I recovered the plane, went to MI, accepted a new contract, went to SPH, launched the plane again, loaded the pax on the runway again and flew. Something like that. Here's the most obvious error: [ContractParameter] - Call to OnUpdate failed System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.ContractVesselTracker+<>c__DisplayClass23_0.<GetAssociatedKeys>b__0 (System.Collections.Generic.KeyValuePair`2[TKey,TValue] p) [0x00007] in <7cf636bf2f2f4038af6634d8e4f57459>:0 at System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].MoveNext () [0x00037] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at ContractConfigurator.ContractVesselTracker+<GetAssociatedKeys>d__23.MoveNext () [0x000c5] in <7cf636bf2f2f4038af6634d8e4f57459>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x0004e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at ContractConfigurator.Parameters.Duration.OnUpdate () [0x000de] in <7cf636bf2f2f4038af6634d8e4f57459>:0 at Contracts.ContractParameter.Update () [0x00053] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KSP log Player log
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Oh... sorry I didn't see the rest of it. I'm not sure. Better ask @linuxgurugamer
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Nope... from OP: Please be aware that as of now, only Windows installs are supported
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[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Thanks @R-T-B <10 objects with the "high" setting may be normal, I'm new to JNSQ so not sure. What seems broken is the "JNSQ_high" setting, where I don't see any scatter at all on Minmus. I'm not seeing much other difference so far between "high" and "JNSQ_high" so I think I'll just use "high" for now. I assumed the terrain detail setting and scatter settings are totally independent but it seems not. The z-fighting (maybe that's not the right description) is some color banding on the terrain that changes as the camera moves. Relatively close distance maybe <100m. It's not terrible but noticeable. I'll get a video if it keeps bugging me. Thanks. -
[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Hi @R-T-B From discussion on JNSQ... with JNSQ_high setting and 100% scatter density, I don't see any scatters on Minmus but I do see a few with "high" setting, <10 even on 100% density setting. The BG ROCs are working now with both JNSQ_high and high settings. Also seeing some texture issues on Minmus with either setting... looks like z-fighting. Logs (JNSQ_high and 100% density) KSP log player log settings -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Krazy1 replied to cybutek's topic in KSP1 Mod Releases
I'm using KSP Data Export mod to save CSV data during launches. It's missing some variables I want that are in KER. Has anyone attempted KER data export? -
Thanks. Another thing... in stock, in the map view, there's a pop-up window that opens when right clicking another ship with options to "set target" and "jump to ship" IIRC. This menu doesn't exist with Principia (with my modded install anyway). I know setting target is handled in the Principia menu, but not having that method to jump to ship is hard to work around. Is this happening for everyone? Edit: actually I'm not sure... I think it's left click a ship in stock to get that menu
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I posted an old clip of what it looks like in a comet's tail when it's close to the sun:
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Hello. Great mod - must have. Found a problem. I'm using Householder on KSP 1.12.5 with JNSQ. The orbit increment/ decrement is not calculating the correct orbital period with some flight plan settings. Steps: Ship is in LKO 90km/ 80 km 5 deg inclined (heading to Minmus, have not tried other orbits) Start new flight plan, note there is a red NRE message displayed (always did this, it would be nice to fix that by the way) add maneuver (or manoeuvreaoui if you prefer) slide it to about 1/2 orbit ahead (arbitrary) hover over the +orbit increment button, it says "+1 nodal revolution (+45 min)" Correct so far! increase the plan length by 1 day (not critical). Note orange warning about integrator hover over the +orbit increment button, it says "+1 nodal revolution (+45 min)" still OK increment Max steps per segment to 4096. Orange warning clears. hover over the + orbit increment button, it says "+1 nodal revolution (-19 d 00 h 58 min)". Increment is negative... not good. If you press the orbit increment button it will actually set it to 19 days in the past and gives a confusing orange warning with face scrunching effect:
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Yes this was addressed in update -161. But now I don't have any normal terrain scatter on Minmus, only the BG ROCs. And I see normal trees on Kerbin but no BG ROCs. I have JNSQ_high terrain detain setting and scatters at 30%.
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[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Good news - the BG ROCs seem to be fixed on JNSQ Minmus (quick check). However, when viewing the KSC overview I'm seeing a ton of orange warning text about "view frustam" and I cannot enter any building by clicking on it. Only the lower left icons work to enter a building. When I exited to the main menu and clicked "settings" it crashed to desktop. I'm using JNSQ_high terrain texture setting and 4k monitor. KSP log Player log Reverting to -158 undid all of this as expected. -
I got a contract to rescue a kerbal in low Minmus orbit. From the save file: Unfortunately I can't find her or her craft because she's dead... Anybody else run into this? I'm using Principia (Minmus orbits within the Mun's orbit). Rescues around Kerbin have been working well so far. I guess she crashed into Minmus or spawned inside it
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Only what came with this mod, installed with CKAN. I didn't add anything. I removed a few tracks from the flight playlist but didn't add any. It even stops playing the single track in the VAB. The crickets track stopped at the KSC overview at night. The RnD music stopped too. It happens often but not every time. It only potentially stops after the first track plays, not later tracks.
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Hi @linuxgurugamer If you have time to revisit the playing one track and stopping issue... pushing the play button is a workaround but it's gotten annoying because it's happening almost every scene change in my present install. I found this in the player log: Uploading Crash Report ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <9577ac7a62ef43179789031239ba8798>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at MusicLogic+<PlayFlight>d__58.MoveNext () [0x00232] in <4b449f2841f84227adfaad3149c8fdba>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>: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) Player log KSP log Unrelated - I changed the main menu track to the RnD theme... so much nicer to start calmly without the fanfare when the game is done loading.
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[1.12.x] Kopernicus Stable branch (Last Updated March 15th, 2023)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Just "upvoting" the BG ROC not working on -158 release. I'm playing JNSQ on KSP 1.12.5. I see this: [ERR 10:10:44.598] Exception handling event OnPSystemReady in class ROCManager:System.NullReferenceException: Object reference not set to an instance of an object at Kopernicus.ROCManager_ValidateCBBiomeCombos.Prefix (ROCManager __instance) [0x00046] in <01cb3d49054e4d2a9f30683a766200de>:0 at (wrapper dynamic-method) ROCManager.ROCManager.ValidateCBBiomeCombos_Patch1(ROCManager) at ROCManager.GetROCControlFromCB () [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at EventVoid.Fire () [0x00127] in <4b449f2841f84227adfaad3149c8fdba>:0 [EXC 10:10:44.599] NullReferenceException: Object reference not set to an instance of an object Kopernicus.ROCManager_ValidateCBBiomeCombos.Prefix (ROCManager __instance) (at <01cb3d49054e4d2a9f30683a766200de>:0) (wrapper dynamic-method) ROCManager.ROCManager.ValidateCBBiomeCombos_Patch1(ROCManager) ROCManager.GetROCControlFromCB () (at <4b449f2841f84227adfaad3149c8fdba>:0) EventVoid.Fire () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() <Start>d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) It happens while loading, before main menu. I haven't tried a prior release yet. -
[1.12.x] Export Flight Data to a CSV File Mod
Krazy1 replied to kna27's topic in KSP1 Tools and Applications
Another issue... when throttle is cut to zero, thrust is logged as 100% https://github.com/kna27/ksp-data-export/issues/14 -
5 kerbals landed on JNSQ Minmus, hopped to 3 more biomes, launched to orbit and sent the science return probe back to Kerbin. Then I launched a 6-crew LKO rocket with 1 tourist and 2 rescues to perform. No launch photos but more importantly... I have THE DATA. Stages: Skiff, 2 high thrust Thumpers Skiff, 2 med thrust Thumpers. Skiff throttle cut about halfway through stage Skiff only (100% throttle initially) Viewer discretion advised... graphical content.