Jump to content

Synthesis

Members
  • Posts

    519
  • Joined

  • Last visited

Posts posted by Synthesis

  1. 8 hours ago, blackrack said:

    You messed up the installation/files or you have conflicting configs. Specifically, the assetPath pointing to .half files is not correct.Also the pre-release should tell you which path is missing in the log.

    Thank you for the quick response. As you hinted, I'm pretty sure it's another mod (AVP)--following some instructions in the AVP thread fixed the "whited out" planet, but I'm still missing clouds. I suspect AVP isn't compatible with this version of Scatterer, despite having it as a dependency (to be clear, I'm not blaming you Blackrack--AVP doesn't do the best job explaining how to install it). I'll probably just switch over to something else, AVP is turning out to be a lot more hassle than it's worth. 

    EDIT: Nevermind, I'm just doing something wrong...even with AVP completely removed, I can bring up the configuration tool, toggle wireframes, and nothing else works--so something else is broken with my installation (not that there are that many steps involved). The same issue persists with only AVP and EVE installed, so I'm doing something wrong. I'm beginning to remember why I quit playing KSP. :confused:

    EDIT EDIT: Okay, I'm probably just dumb and have forgotten what KSP with Scatterer even looks like. I think this is generally "normal" for Scatterer without any other effects besides EVE. The configuration tool not working is just me not knowing how to use it probably.

    8ai2K9F.jpg

    I think I just saw orange clouds and immediately thought I was doing something wrong. It's been long enough that Kerbin itself probably just looks a lot lighter than I remember. 

  2. Well, I know I've said it before, but I found the culprit--and unfortunately, it's one of yours. Sort of. Docking Camera Kurs. At least for me, Docking Camera Kurs + Click Through Blocker causes kerbalnaut rendering issues. At least, I'm surprised...aside from the fact that Click Through Blocker is a requirement for Docking Camera Kurs, I would've guessed it was Distant Object rendering, Easy Vehicle Switching, or any number of other things. At the very least, it is a graphical mod and not a part mod. That was about an hour and a half well-spent. 

    It's late, but I do want to check if maybe installing different versions of DCK has any effect. 

  3. On 8/14/2019 at 8:38 AM, linuxgurugamer said:

    Might be easier to start with a clean install, and add mods 1 at a time.

    If you do, try it with only the clickthroughblocker installed, this will add how if there us any effect if it isn't used.  Then, assuming no problem, add one of my mods which requires it, make sure you open that mod's window sz and then test 

    Maybe. I completely removed Spectra, so I can rule that out as culprit. Probably more sane to remove them five or so at a time in my case.

    Some further observations: Let's say I have a Mk1-3 cockpit with Pilot, Scientist, and Engineer. If Pilot EVAs, his model is correctly rendered (and the outline will be visible through the ship, but not his whole model). If you switch to Scientist, both normal and inside views, Pilot is now bugged with the issue. If you switch back to Pilot, the issue goes away. So there's some consistency here. 

     

  4. So, I tried reinstalling from CKAN just to rule that out--unfortunately, while the problem didn't appear initially, switching between EVA and IVA views seemed to trigger it. So a one-man ship with a single Kerbal sitting outside of it didn't cause an issue, but a three-man ship with a Kerbal hanging on  the ladder did...once I switched to an IVA view. So something about the shifting views is presumably triggering it. 

    If it's a conflict, I would assume it's a graphical mod responsible. I'm using the Spectra Visual Compilation, with quite a few parts, but I don't see anything in the thread about this issue (or Click Through). I guess I'll fool around with the individual parts and see if one if the culprit. 

  5. 1 hour ago, linuxgurugamer said:

    Interesting, I actually saw this myself one time.  I have no idea why, but I'll look into it.

    What version of KSP were you using?

    1.7.3, with all the DLC. I installed Click Through Blocker, naturally, on recommendation of another mod...which embarrassingly, I don't remember exactly which one. I initially thought it was an IVA mod problem, but seeing the same effect outdoors (and across saves and careers) cleared that up. 

  6. I ran into a strange issue that you might find interesting: this mod, specifically* causes kerbonauts to appear through ship/IVA geometry. So, if you send a kerbal on an EVA, and switch back to the ship's exterior or interior views, the floating Kerbal will be visible through not just windows, but any sort of geometry that might be in the way. Useful for tracking, but definitely a graphical glitch. 

    *Specifically in the sense that it's probably the outcome of a conflict with another mod. That being said, I was removing likely culprits (roughly a third of my mod folder at the time), and the issue only went away when removing tie "000_Click...." folder. That doesn't rule out another culprit, somewhere, but I wasn't able to figure out what. But I didn't see anyone else in the thread encounter the same issue, so I'm inclined to think it's on my end. 

  7. On 5/31/2019 at 11:10 AM, oOScarfacEOo said:

    The Mk 2 (BPC) has some issues. If you're using a chute on top of the Mk1-3 command pod, the command pod is clipping through the BPC and if you're using the SM-6A Service Module and the Junior Docking Port (Apollo like configuration) the BPC is too short. As KSP has an integrated fairing system wouldn't it be better to completely remove the BPC version and add the fairing functionality to the LES Mk2 just top-down and remove the ability to jettison it so it will stay in one piece? So it could be used in various configurations with the Mk1-3 Command Pod and also with other Pods.

    Za9cSQD.jpg

    bEWYIZ0.jpg

    I've noted the same. It's really not an issue (and it only matters, for me, "on the way" to SDHI anyway), and you can get around it but it's nice to see other people noticing too.

  8. 11 hours ago, linuxgurugamer said:

    Well, whatever you did, the log file has 2,869 exceptions

    Looks like you need to install the MagiCore mod.

    Most of the exceptions were that being missing

    Oh, thank you. I don't know how I missed that as a requirement (to be honest, I'm surprised I don't recognize the name, I thought I knew most of the old asset mods and this sort of thing). Thanks, I will give that a try. 

    EDIT: Unfortunately, I still have the same menu problem, so that didn't change. Still, at least I have the correct prerequisite. There's probably still a conflict with another mod, as I originally suspected. 

    EDIT EDIT: Magicore wasn't updated! The menu shows up now, hurrah!

  9. 1 minute ago, KerbalKore said:

    Do you have Kerbalism installed? It adds that button to anything with a probe core, since they redo the science system entirely. That allows you to configure what experiment(s) that probe core has. In sandbox, you can ignore it. On career and science, use it a lot.

    Oh, that certainly makes sense! I have Simplex-Kerbalism installed. 

    I'm in career mode, and so far it seems nonfunctional--probably something in my Kerbalism settings, but that's neither here nor there. Thank you!

  10. At the risk of embarrassing myself: does "configure unmanned experiments" in the VAB do anything?

    I don't think I've run into that part option with any other mod, and I can't find any mention of it. It doesn't seem to bring up any windows or change anything on the part in question, and it only appears in VAB on the various unmanned probes. 

    Do I just have something broken on my end? 

  11. 23 hours ago, linuxgurugamer said:

    The whole log file.  Quite often there is useful information separated by thousands of lines

    Ah, understood. This should be accessible:

    https://1drv.ms/u/s!Ah5pbj-ZvUZajrsyLCndKa2tF9-RcA?e=jKc2fu

    I'm grateful you're looking at it, I've been a fan of your work going to IFILS, and I'm definitely reliant on them. I guess I should check Blizzybar too given the UI options. 

    EDIT: If you need it on another file host, just let me know.

  12. 7 hours ago, linuxgurugamer said:

    Were you aware that the recent update to the Blizzy toolbar now includes scaling of the buttons?  This was added specifically because of the new 4k monitors which are available.

    Please provide a log file.  There is a lot of information which is useful in the file, and which you didn't provide, such as:

    • OS you are running on
    • KSP version
    • Version of all the installed mods
    • Exceptions which are created by errors in code
    • Etc

     

    Oh, thanks. I was hoping it might be something that sounded immediately familiar, but I guess not. Do you need the whole log file, or just a specific part? I'll need to generate a new one since my last one was without the mod installed. 

     

  13. Newcomer to KCT here: is anyone else encountering an issue where the button shows up on the default Toolbar (I'm running at 4K, so I tend to avoid Blizzy's smaller toolbar where I can)....but clicking it simply causes a function-less grey bar to appear in the corner? 

    Likewise, the blue button shows up in the VAB, but you still can't go through the initial configuration process (I installed this into a save around 80 days into the first career year).

    I assume I have some other mod that's conflicting with it (though what, I can't say). So this is entirely my fault, but maybe someone else made the same mistake. 

  14. On 3/23/2019 at 1:56 AM, Eridan said:

    Note that any changes you make will revert every time ReStock updates.

    EDIT: making a custom.cfg somewhere in your GameData folder with the following would be a more permanent fix (?)

    
    @PART[mk1-3pod]:BEFORE[ReStock]:NEEDS[SDHI]
    {
     	@name = mk1-3pod-sdhi
    }
    
    @PART[mk1-3pod-sdhi]:AFTER[ReStock]:NEEDS[SDHI]
    {
    	@name = mk1-3pod
    }

     

    Thank you, I was looking to fix this exact issue--unfortunately, this particular code doesn't work for a custom configuration file to fix the issue. I'll try the change to ReStock instead. 

     

    EDIT: The previous post's edit didn't work either--it leaves the Mk1-3 command pod invisible except for the additional feature added by SDHI (the umbilical port). Huh. I can't imagine what other mod might be causing that, aside from a change to SDHI. Blacklisting was the way to go, fortunately that worked. I do very much like what you did with the pod's appearance, it's extremely slick, but SDHI functionality (and the Mk1-3 pod working alongside existing builds) is more important for me. 

  15. Hey Dmagic--is a general notice to mods that include agencies for contracts. Squad changed how agency titles are detected in contracts (it's a simple line, title = rather than name = ), and otherwise, any contracts your agency generates show up as a blank under the title. 

    I found this out the hard way, or rather Bruno did, and I think your mod had this issue (meaning a blank line under titles in contracts). You may want to correct it in future releases (it's very easy, literally just one additional line of code in the agents.cfg).

  16. Hey Sumghai--is a general notice to mods that include agencies for contracts. Squad changed how agency titles are detected in contracts (it's a simple line, title = rather than name = ), and otherwise, any contracts your agency generates show up as a blank under the title. 

    I found this out the hard way, or rather Bruno did, and I think your mod had that. You may want to correct it in future releases (it's very easy, literally just one additional line of code in the agents.cfg). 

  17. This is a general notice to mods that include agencies--Squad changed how agency titles are detected in contracts (it's a simple line, title = rather than name = )

    I found this out the hard way, or rather Bruno did, and I think your mod had that. You may want to correct it in future releases (it's very easy, literally just one additional line of code in the agents.cfg). 

  18. 2 hours ago, BrunoTheMad said:

    Alright, I think I figured it out! 

    I did a fresh install and only used two mods, Tantares and Bluedog Design Bureau.  I noticed in game that the Tantares agency was showing up properly on the contracts menu but BDB's agencies were not, so I decided to check out the differences between the two agency CFG files.  It seems that the Tantares agency CFG has one additional parameter that the Bluedog CFG did not. 

    In the Tantares CFG, right above "description = " is a parameter called "title = " with the same text found after the "name = " parameter.  Adding the "title = " parameter to the BDB agency CFG file and using the same text from BDB's "name = " parameter caused the Bluedog agencies to properly display in the contracts menu.

    I think my suspicions earlier were correct and something was changed after the KSP 1.3 localization update, causing mods that do not use the "title = " parameter to not display the agencies properly.  To fix this issue is fairly simple, just add the "title = " parameter with copied text from "name = " to any agency configs that do not have it, although this is pretty annoying and likely time consuming if you have a lot of mods, but it is good to know that it can be fixed.

    I hope that helps!  Let me know if that works for you, and I think you are right, this is probably a common issue that most people don't notice since it is pretty minor and doesn't really affect gameplay.

    Bruno, you're a genius and my hero! Or at the very least my hero.

    It wasn't that many files to edit, and it immediately fixed the issue. I suspect a lot of mod creators are understandably unaware of this issue (understandable seeing how Squad made no notice of the change)...I should've made a not of all the mods I made the changes to and posted in their threads with the very simple fix. 

  19. 19 hours ago, BrunoTheMad said:

    Sorry for the delayed reply, I haven't had much time to dedicate to KSP this week.  Not sure if you fixed the issue for yourself yet, but I did a fresh install/started a new game without contract configurator and had the same problem with mod agency names not showing up in contracts. Because of this I don't think it is an issue with CC, but maybe another mod or something to do with the localization updates in 1.3.  Could you post your mod list?  Might be able to figure out what mods we have in common that might be causing the issue.

    It's quite fine, I'm glad for any response. And to answer your question, no, mostly because I'm not even sure when to begin, but it's very helpful to hear that the problem is reproduced with a new install with mods--this might be a more common issue than expected.

    2017_11_10.png

    Sorry for the screenshot, I couldn't find a way to export it as text data. Let me know if this helps at all.

  20. On 11/5/2017 at 9:23 AM, TheKurgan said:

    I have been using the TRR-1, the ILX-40 Retractable Engine, the VTx-202 Retractable Engine , and the two retractable RCS blocks forever.... even in 1.3.1.

    Delete EVERYTHING else in the mod except these 4 folders; retractableEngine, retRCSBlock, sRadialEngine, and trrEngine.

    Leave the Mod's overall folder structure intact. GameData\BahaSP\Parts\(above mentioned parts)

    Install the latest BDAnimationModules: https://github.com/raidernick/BDAnimationModules/releases/tag/v0.6.4.9

    It will work. Zero issues.

    Thank you, though someone else pointed this out to me in a different thread already--but all the same, thanks.

    It's too bad the Critter Crawler is much more complicated. 

  21. 46 minutes ago, BrunoTheMad said:

    Having the exact same issue myself using 1.3.0, I originally figured it was a contract configurator issue as I have not seen it crop up with CC uninstalled, but I wonder if another mod is affecting the way modded contracts display agents. Using contract configurator the agent shows up under the ‘all’ contracts tab, but once a contract shows up under the ‘available’ tab the agent is no longer displayed.  This is the case not just for custom contract groups but also with agencies belonging to mods such as Bluedog Design Bureau.

    Thank you for responding Bruno. I was running into this issue without Contract Configurator installed--however, my 1.2.2 save did use it, so maybe the "changes" were affected even if the mod wasn't installed. 

    Likewise, I was looking under 'Available', since that's the default place to look without contract configurator. I don't suppose you have any other solutions? I don't really use Contract Configurator normally, I installed it as part of a general "You should have this installed" push. 

×
×
  • Create New...