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maddog59

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    Ramblin' Wreck Engineer

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  1. I've rebuilt my KSP folder from scratch, added in all of the mods I wanted, but when I try to run KSP with Tweakscale installed I get a fatal error message along the lines of 'Tweakscale couldn't find the needed DLLs', and that "Type initializer for KSPe.IO.Heirarch'1' threw an exception". I've listed my mods and versions below (per KSP-AVC); note that I have TweakableEverything installed, but although KSP runs correctly, the scaling widget doesn't appear on any of my parts. I tried unloading TweakableEverything and just using Tweakscale, but still got the same error. Is there anyone who can explain what the problem is? KSP: 1.12.2 (Win64) - Unity: 2019.4.18f1 - OS: Windows 10 (10.0.0) 64bit ClickThroughBlocker - 0.1.10.17 Filter Extensions - 3.2.6.1 ToolbarControl - 0.1.9.6 KSP-Recall - 0.2.0.6 Astrogator - 0.10.2 B9 Part Switch - 2.17 Community Category Kit - 5.2 Community Resource Pack - 1.4.2 CommunityTechTree - 3.4.4 DeployableEngines - 1.3.1 FShangarExtender - 3.6.0.1 HideEmptyTechTreeNodes - 1.3 Interstellar Fuel Switch - 3.29.4 JanitorsCloset - 0.3.7.8 RasterPropMonitor - 0.31.5 KAS - 1.10.7963.36977 Kerbal Engineer Redux - 1.1.9 Kerbal Reusability Expansion - 2.9.2 Kerbal Inventory System - 1.28.7685.40880 KSP-AVC Plugin - 1.4.1.7 Module Manager Watch Dog - 0.0.2 NearFutureLaunchVehicles - 2.2 NearFutureProps - 0.7.1 NearFutureSpacecraft - 1.4.3 S.A.V.E - 1.11.0.1 Photon Sailor - 1.7.3 ButtonManager - 1.0.1.1 SpaceTuxLibrary - 0.0.8.2 VesselModuleSave - 1.0.1.2 StationPartsExpansionRedux - 2.0.5 Surface Mounted Lights - 1.19.7854.4854 ToadicusToolsContinued - 0.22.4.4 TrackingLights - 0.0.2 Tracking Station Evolved - 1.0.6 Kerbal Alarm Clock - 3.13 TweakableEverything - 0.2.0.2 VOID - 1.1.11 KSP Interstellar Extended - 1.29.2 Waterfall - 0.6.7 ZeroMiniAVC - 1.1.2.4
  2. @AkatsukiMana Thanks, but unfortunately those suggestions haven't worked for me. I've created a new KSP directory and am in the process of re-adding all of my mods, a few a time. Maybe I can figure out how to get around the problem... Much obliged!
  3. I've been running 1.12 using CKAN - used it to install as many mods as possible including Tweakscale. Today, when I try to launch KSP I get an error that Interstellar Redist.dll must be in the GameData folder, but when I move it there, I get an error that Tweakscale can't find the required .dlls. Both errors are showing up as show-stopper errors (the dreaded "Houston, we have a problem" message on the splash screen). I've uninstalled and re-installed using both CKAN and manually, following the directions in the install file. I've downloaded Tweakscale from both CurseForge and Spacedock. In the interest of full disclosure, when I first opened CKAN today, it prompted me to update one of the installed mods, which I did before launching KSP and starting to get these errors. I'm fairly certain it was ZeroMiniAVC, and I tried uninstalling it but there was no change. Yeah, I know: sucks to be me. Any possible suggestions will be welcome.
  4. Well, I usually plan my missions with a ~10% margin, and in that particular instance it was a major annoyance: it had taken me about an hour of fiddling with the various widgets to set up a single node that would get me to within 5 km of the target, and after all of that effort I ended up with a separation of more than 11,000 km. Plus, using more fuel for the course correction really made for a skin-of-the-teeth completion.
  5. Doing course corrections is how I've been doing it ... I hadn't thought of first establishing such a high orbit, then committing to a maneuver that would be so much smaller a fraction of the orbital period. Thanks, I'll have to give that a try.
  6. Thanks; I was actually being facetious - I like to try to inject some humor or whatever in my titles to generate interest/curiosity. I'm somewhat familiar with Einstein's work, but that's a story for another space/time. From a gameplay perspective, if what you say is correct than it seems like that amount of error makes it much more difficult to make those planetary transfers than I'd anticipate. I don't have much experience w/ nuke engines, but since they have such low TWR and require exceptionally long burns, I'm not sure how to account for this - shorter burns that result in multiple orbits until one gets to a point where a short burn will finally let the ship escape Kerbin's (or another planet's) SOI and be on it's way?
  7. I've noticed something odd and am not sure if it's something I'm doing or if anyone else has seen this: it seems as though during particularly long burns, whether w/ chemical or nuclear engines, that the burn time indicator seems to slow down significantly. For example, last night I set up an asteroid intercept that should've gotten me to within about 5km of my target. It used a single Mainsail engine, and ran for nearly 4 minutes. Once I started the burn, I set a timer for 3 minutes at the 3 min/4 sec mark . When my timer went off there was still more than 20 seconds of burn time to go, rather than the expected 4 seconds. When the burn completed, I was more than 11,000 km off from my target. I tried it a few more times, using both MJ2 maneuver utility and manually, with the same result. I was able to see that the seconds on the burn time indicator at some point began ticking down much slower than the other timers. I saw this in earlier attempts to make planetary xfers using nuclear engines and thought it was my imagination, or something I'd set incorrectly, but now I'm not so sure. Thoughts from the hive mind?
  8. It's pretty much the same concept as putting one up around the Kerbin/Mun/Minmus system, with the added complication of making successful planetary xfers. It depends on how ambitious you are with your station design. I've tried two strategies with mixed success: 1) Build the station in Kerbin orbit while waiting for the Duna xfer window to open - you have to be sure to include a point for a big ol' Xfer stage to push the whole beast to Duna and get it into orbit. You can either incorporate the Xfer stage into the design of the station, or detach and deorbit/delete it after you're done with it. 2) Send the station to Duna in pieces, get the stations' 'core' into the desired orbit and the other pieces at higher orbits, then one at a time perform a rendezvous maneuver and build the station piece-by-piece. I like to use a 'construction bot' vehicle that is way overpowered with fuel and monoprop to move the pieces into place after each rendezvous. Have fun!
  9. It kind of depends on where your typical insertion orbit is. For instance, I typically shoot for getting my ships into an orbit of ~90km. My stations are anywhere between 250 and 300km, so I can usually get to a transfer node within a few (2 - 4) orbits. When my stations are lower than that, I find I have to wait longer, or, if I'm impatient, boost to a much higher orbit to reduce the number of orbits before hitting the transfer node. Since the MJ2 maneuver node utility figures it out and will raise your altitude if your current relationship means more than a certain number of orbits before the transfer burn, there must be a formula out there that can give you a rough idea of, if your station is at X km, your ship should be at Y km to get a transfer node within Z orbits. But that formula is going to be way too much for my pretty little head.
  10. "And so began the great Orbit Wars of the Kerbin Empire."
  11. That's a pretty clean orbit ... far nicer than anything I've ever put up. But as to your question ... I suppose it depends on what you plan on using the station for. I often leave my tanks and engines available in case I want to move my stations for some reason. Only done it once, actually. I actually started launching vehicles with docking ports at both ends, so I could add the tanks to a station as a fueling depot, and dropping off the engines when I was ready to add on to that end.
  12. I'm having two issues with MJ2 that I'm hoping the community can help with: 1) The MJ button shows up along the right edge of my screen, but the drop down menu appears in the upper left corner of the screen, and I can't seem to move it. Where it is now it overlays the Warp and Time widgets, and sometimes when I click on it I also activate the Warp. Ideally I'd like it along the upper right edge, but I can't seem to find a way to move it. 2) When I do select an item from the MJ2 drop-down, I see it's window open for a moment, then it disappears. I can see one corner of the item's window in the upper left corner of my screen, and I can left-click and drag it around the screen, and as long as I'm dragging it the window is visible, but the moment I stop moving it, the window disappears (though it reappears the moment I start moving again), and when I release it, it goes back to being off-screen, with just the window's bottom right corner barely visible in the upper left corner of my screen. I've uninstalled and re-installed using CKAN multiple times without any change. This is a new directory (1.12) that I built, separate from the Steam directory. Problem Solved (2 days later): I changed my screen resolution (Settings | Graphics in the initial splash screen) then started up a game. Then, when I clicked the 'Settings' button on the MJ2 drop down, the drop down jumped to the right closer to where I wanted it, and the MJ2 utility screens appeared on screen and stayed where I wanted them. I was then able to go back to the resolution setting and play with it until I had a display that worked for me.
  13. I built a new KSP directory (1.12) and re-installed all of my mods, but I've found that a couple of IXS parts are missing their textures (below). The parts themselves still seem to work, it's just that they look like they've got onto the manufacturing floor after they got their primer coat. And not all of the IXS parts in the inventory have that same effect. Any ideas as to what files are missing and where they might be?
  14. Thanks for taking the time to put all of that together for me. I'm afraid I've run into some problems: Step 5: delete the instance from CKAN ... I couldn't find a way to delete the game instance. Best I could do was rename it. Step 9: add the new copy to CKAN ... I thought I was able to get the new instance added, but when I selected it and let it refresh, it showed all of the mods had been added, even though I hadn't re-loaded them from the pack. I've not gone any further than that, although I've tried run KSP from the folder I created in Step 8 and it appeared to start up normally (no patches loaded, etc.). <update> I've moved the KSP directory to my D:\ drive (I ran into trouble with it being on the desktop and getting grief from OneDrive), but in the process of figuring that out I ended up deleting CKAN and will be reinstalling it so I can try to focus it on the new instance and re-install the mods. <update #2> So it looks like CKAN didn't capture all of the mods I'd installed, so I've just finished finding and reinstalling all of the one's that CKAN couldn't install and was it looks like I've gotten everything back into place and working, and even my saved games are available, so that's cool. The only thing I can't figure out is how to move the MJ drop-down: it's tucked into the upper left corner, right over the MET clock so that both of them drop down whenever I want the MJ menu . I've not been able to find anything online that seems to work to move it. Any suggestions?
  15. Yes, I believe they are ... I've always played from there, and until I installed the JC mod the MJ2 mod and others have appeared and functioned pretty much as expected. I'm on version 1.12, and have been using the recently released version of MJ2 that's supposed to be compatible. Yes, the MJ button is on the toolbar ... I've run my cursor all around the edge of the screen trying to find any trace and nothing appears anywhere, so I'm stumped as to how to get it back on screen. Embarrassing to admit, but I'm not sure which log(s) you're asking for that may be helpful, or how to make them available to you. I searched the KSP directory for 'log*' and several came up as having been updated as of yesterday (when I last started the game). And what's the best way to provide a list of installed mods? I don't see a function in CKAN to print the list with version # ... I suppose I could manually type them all out. Thanks, I appreciate your willing to look at this for me.
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