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Jason Kerman

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Posts posted by Jason Kerman

  1. 13 hours ago, bigyihsuan said:

    xxTCxw7.png

    How interesting. This is Rescale = 10, HomeSwitch = Efil. I don't have any other planet mods installed, and no RESCALE mod either.

    EDIT: maybe I do need to install 10x RESCALE, since the Kerbol system still exists and is at 1x.
    EDIT 2: installed 10x RESCAL, set Rescale = 1, now the game's not loading into a fresh save. Very fun.
    EDIT 3: I did not scroll far enough up and just saw the posts above. Uninstalling RESCALE, trying again with Rescale = 10, HomeSwitch = Efil.
    EDIT 4: Would it be possible to completely replace the Kerbol system instead of switching the home? I think that would help (a little) with the KSC drifting from its actual position.

    Currently homeswitch and rescale cannot work together for unknown reasons. 

    The KSC icon drifting is a visual bug caused by home planet being too far away from center of universe (Kerbol/the Sun). I have tried to replace the Kerbol system, but since the scale of Kcalbeloh system is still too large, it doesn't help the KSC icon drifting issue. I can talk to Kopernicus or KSPCommuinityFixes development team to see if it is possible to be fixed.

    The rescale setting only applies to Kcalbeloh system bodies. If you want stock system rescaled, you need to install some other recale mod for stock system. If there is any issue, you can tell me what rescale mod you are using and I can take a look.

  2. 2 hours ago, OrbitalManeuvers said:

    Hi - I had a few minutes today so I gave this a go. Unfortunately I didn't have great success. 

    I guess to sum up my issues: the KSC isn't working, seemingly because it's not in the right place or something. You can see in the screenshot below that the KSC isn't even on the planet. (I'm set to homeswitch to Life, errr Efil)

    The video below shows the KSC slightly attached to the planet, but moving ... and that's not a typo.

    My log file and my cfg for this mod are in this folder:

    https://drive.google.com/drive/folders/1HwefF9kUnvd27ACU8ZTQ8M7ecISzFJ7k?usp=sharing

    A quick excerpt of a (probably) unrelated error:

      Hide contents

    [LOG 12:29:02.047] [AddonLoader]: Instantiating addon 'UserSettings' from assembly 'SigmaReplacementsSkyBox'
    [LOG 12:29:02.048] [SigmaLog SR] WARNING: Incorrect plugin location => F:\Stock\GameData\KcalbelohSystem\Plugins\SigmaReplacementsSkyBox\SigmaReplacementsSkyBox.dll
     

    A picture of ground assets disconnected from the planet:

      Hide contents

    0WmYUUB.png

    And here is a video showing several different issues. Not sure where to start.

      Hide contents

     

    I also tried to use 2.5 rescale by installing SigmaDimensions and setting the cfg value, but then the KSC is underground (or somewhere) so I've gone back to just trying to get stock scale home switch to work. Have tried both home planets, btw.

    Any ideas or other info you might need?

    Thanks! (p.s. I remember all these same issues from when I tried this pack back in both Alpha 1.05 and Beta 1.2)

    edit: I'm on your discord, same username, in case that's easier.

    Thank for reporting! It's a known bug mainly affects the visual effect. See below:

    On 9/20/2022 at 12:02 AM, Jason Kerman said:

    It's a known type of bug, maybe caused by KSP/Kopernicus. As far as I know it is due to the home planet is too far away from the center of the universe (the Sun in KSP). Unfortunately there is nothing I can do about it. But the good part is it's mostly a visual bug so it doesn't affect the gameplay much.

    Currently rescale and homeswitch can not work together for unknown reason. I don't recommend using them together.

  3. 1 hour ago, bungling said:

    do you think its possible to create a version of this mod where it replaces Kerbol? with some orbit changes obviously but it would be nice to see Kcalbeloh from Kerbin yknow, would make getting up close with the black hole alot easier and less buggy

    Technically it's easy, but replacing Kerbol with Kcalbeloh will make it almost impossible to transfer to another planet in earlay game.

    7 hours ago, bungling said:

    oh and: 

    parallax doesnt like me starting on efil (attempting reinstall)
    edit: forgot to disable ksc extended and whatnot

    Currently it's not a good idea using parallax scatters with homeswith.

    7 hours ago, bungling said:

    is there a possibility for kerbalism compatibility in the future?

    I can but it's not my top priority at the moment.

  4. On 9/23/2022 at 8:20 PM, Snappy said:

    This looks sick! Could you add it to ckan? I'm to lazy to manually install.

     

    18 hours ago, bungling said:

    yes please do this, i went and manually installed it but putting it on ckan would definitely help grow this amazing mod

    Currently not, because one of my dependency (newest Kopernicus Expansion) is not on CKAN. I will ask KopEX development.

  5. Official Release: v1.0.0

    68747470733a2f2f692e696d6775722e636f6d2f

    After more than a year of development, I'm glad to announce that Kcalbeloh System has finally come to the official release.

    I really appreciate everyone who has followed this mod. Also thanks to everyone who has provided suggestions, bug reports, or any other forms of help.

    The official release doesn't mean the end of the development. I have some plans for future updates to make it better.

    Happy launchings!

  6. 21 hours ago, bungling said:

    one more question: is this compatible with Kerbalism? running a kerbalism science save and im approaching interplanetary and im just curious if this is compatible so i can get EVEN MOAR SCIENCE!!!

    if not, no big deal, the kerbol system should give me enough science to finish the tree anyway

    It has configs for radiation belts. For science I heard there are some issues. Actually I'm not very famailar with Kerbalism.

  7. 8 hours ago, bungling said:

    hey man, your mod is the exact type of mod ive been looking for but there are a few problems when switching the KSC to anywhere but Kerbin (currently trying Efil)

    my gamedata folder consists of:

    https://prnt.sc/aNXvbmSElNlk

    https://prnt.sc/KjlmX5zfE1tW

    https://prnt.sc/haBnukmEXTyB

    https://prnt.sc/dvLrmtg9pBc5

     

    can you spot any problems? if you need me to provide anything more let me know!

    edit: issue still persists after wiping gamedata (keeping Squad and SquadExpansion, i did back everything up) and only downloading the essentials for this mod

    Thanks! It's a known type of bug, maybe caused by KSP/Kopernicus. As far as I know it is due to the home planet is too far away from the center of the universe (the Sun in KSP). Unfortunately there is nothing I can do about it. But the good part is it's mostly a visual bug so it doesn't affect the gameplay much.

  8. September 11, 2022: Beta 1.4

    • Update for compatibility with Parallax 2.0.
      Please notice that surface objects/scatters for Parallax 2.0 have NOT been added. This is only an update to fix the loading error. I will add surface objects in the future but it needs a lot of work and takes time.
    • Add KSPCommunityFixes as a new dependency
      It can fix a bug that severely impacts the gameplay experience. You can find more information at this section.
    • Other minor adjustments and bug fixes.
  9. 59 minutes ago, Apollo 13 said:

    I keep getting a problem in which kopernicus doesn't load in the planets. I checked the logs and is "NullReferenceException: Object reference not set to an instance of an object" seems to be popping up every time a planets tries to load.

    Update: did some more digging and found this error [LOG 19:16:45]: [Kopernicus]: Configuration.Loader: Failed to load Body: KcalbelohSystem/Ahtpan: Missing non-optional field: ParallaxOptimized.Subdivide.subdivisionRadius

    It's caused by compatibility with parallax 2.0. A hotfix has been posted on my discord server for testing. You can try it if you need it urgently. If there is no issue, it will be published by the end of this week.

  10. 47 minutes ago, Astrophage23 said:

    Hi! This mod is sooooo cool. I love all the planets so much and can't wait to start exploring them! I do have one little issue, however...

    https://drive.google.com/file/d/1ETYJEwPyUAdPtfvqu3qeiWpqcoYkKh3N/view?usp=sharing

    I'm not sure why the black hole has this texture. Everything else in the mod is working beautifully. Odds are that I'm just an idiot and messed something up or forgot to download something, but if there's anything y'all can suggest that would help I would appreciate it. Keep up the good work!!

    Usually this issue occurs when an older version of Singularity is installed. You can reinstall the newest Singularity (0.991) and see if it works.

  11. 6 hours ago, Deformed said:

    I have an issue... I installed the planet pack for the latest version of the game. It worked perfectly, but then I tried moving the KSC to one of the new planets by following the instructions given. This didn't quite work, whenever I tried doing this, the KSC would get moven to the new planet, but the planet would get moved to the kerbol system. What did I do wrong and how do I fix it?!

    It's working fine from my side. Could you upload your log so I can try to locate your problem?

  12. On 7/23/2022 at 5:12 AM, Popcatgoldexperience said:

    hello! I've been loving the mod. it's nice to see more well-done black hole systems. 

    i also wanted to take the time to post some of my suggestions! really just some things I'd like to see in the system

    p-115: "dragon" and p115B: drake: dragon was a planet that was in very close orbit of kcabelloh but got to close and was shot off into space. soon joined by drake. now in a far out non cemeterial orbit the planets seem to have seismic activity even when out beyond a star but even more strange is the crimson red lights that echo across dragon and drake.

    physical desc: rocky planet with a lot of mountain terrain and a large moon that still isn't explained. the planet has a thick hydrogen ocean that covers a small area of the rocky  part of the surface. the moon is about 60 percent the size of the planet.

    thats my idea for a planet! if you choose to do anything with it feel free to modify things that don't really work. its really just me voicing a cool idea I had.

    hello! I've been loving the mod. it's nice to see more well-done black hole systems. 

    i also wanted to take the time to post some of my suggestions! really just some things I'd like to see in the system

    p-115: "dragon" and p115B: drake: a planet that was in very close orbit of kcabelloh but got to close and was shot off into space. now in a far out non cemeterial orbit this planet seems to have seismic activity even when out beyond a star but even more strange is the crimson red lights that echo across the moon

    physical desc: rocky planet with a lot of mountain terrain and a large moon that still isn't explained. the planet has a thick hydrogen ocean that covers a small area of the rocky  part of the surface

    thats my idea for a planet! if you choose to do anything with it feel free to modify things that don't really work. its really just me voicing a cool idea I had.

    Thank you! It can be helpful if I decide to add new planets in the future. 

    On 7/23/2022 at 10:38 PM, Rocket Science42 said:

    ok, so I did some experimentation with different visual mods and I believe I've narrowed down the culprit, the issue with the clouds not working seems to be linked to GU Stock Clouds. you may want to look into this issue.

    Just food for thought.

    Good to hear you have located the issue! Maybe you can ask the creater of GU since there isn't any EVE config related to stock system in my mod.

    14 hours ago, Socowez said:

    does this mod usually use large amounts of RAM? I tried loading the mod with it's dependencies, but when I try to enter a save, the game crashes. (Considering the save was a sandbox with no active flights, I thought it was okay. Should I start a new save regardless?)

    It shouldn't. From my testing the ram usage is slightly lower than Beyond Home. ( I don't mean to compare, just for a reference.) If you can run Beyond Home it should be fine. If not, I can have a look if you can post your logs.

    9 hours ago, chaos113 said:

    im sorry but i dont think  i can use this mod anymore with how buggy it is 

    I can try to help if you can describe the bugs and post your logs.

  13. 3 hours ago, Socowez said:

    Are you still adding features and planets, or just bugfixing and stabilizing the mod?

    Edit: This is an awesome mod by the way. I don't wanna sound like a critic for not stating that clearly

    Currently mainly bugfixing. I'm not going to add more planets, unless I have a super cool idea in the future. But revamping some planets is possible, depends on my inspiration and motivation.

    My recent plan is adding some terrain scatters (rocks, trees, etc).

  14. 1 hour ago, Rocket Science42 said:

    ok I removed all other mods from my game except for the Kcalbeloh mod and its dependencies and there are clouds on the planets.

    Could the issue be with Astronomers Visual Pack, GU stock clouds, or Poods OPMVO?

    I'm not very familiar with GU, but as far as I know AVP already has cloud settings for stock system and OPM, so there is no need to install all of them. My suggestion is either keep AVP or keep GU stock clouds and OPMVO.

    From my testing AVP works fine with Kcalbeloh. I haven't test the other two but you can try if you want.

  15. Beta 1.3 has be released:

    1. Update for compatibility with the latest Kopernicus release.
    2. Remove DistantObjectEnhancement config and replace them with scatterer flare, which can have similar visual effects on distant planets. This change is made since it is known that DOE doesn't work for interstellar planets.
    3. Other minor changes and bug fixes.

    Also, since my spacedock uploading is not stable all the time, I will not post update on spacedock anymore. The updates will be on GitHub only in the future. 
    Here is the new download link: https://github.com/jcyuan06/Kcalbeloh-System/releases

    Thank you for your understanding!

  16. 42 minutes ago, H4ckerxx44 said:

    I have figured out that this planet pack causes a variety of issues.

    KSP: 1.12.2
    Mods: https://prnt.sc/9BTg_VC76Upw.

    Issues are for example, a spam of NREs into my log as well as not being able to load quicksaves.
    As soon as I remove Kcalbeloh System, the NRE spam stops as well as the loading of quicksaves work perfectly fine.

    Logs with and without Kcalboleh System are attached, I have removed mods batch by batch to figure this out, only mods I had left during this discovery were some mods which should not be affecting this at all.


    Log with system installed: https://gist.githubusercontent.com/H4ckerxx44/c8a2beac726259059148e4da38ac5fc5/raw/20fed0680f170607e77b0acc6ea55097ec6cdf19/KSP_with_kcalbeloh
    Log without system installed: https://gist.githubusercontent.com/H4ckerxx44/b44c356d078b133480813385ce7becdc/raw/733bc5e435d658793c8a42b7c6d2e1818c941aa2/KSP_without_kcalbeloh

     

     

     

    Thanks for reporting! However, the first log is 404. Can you post it again?

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