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gerryrbd

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  1. Hi! I'm getting consistent hard crashes with this mod on Linux. The screen turns black, game is unresponsive but audio keeps playing on a loop, can't do anything but reboot. This does not happen without the mod, nor with with EVE 1.10.1-3 (the latest "maintenance" version). no, NEW INFO at the bottom! This occurs consistently a short while after launching a rocket (around the time when leaving the atmosphere), when changing to map view, staging, or just moving the camera a lot. KSP: 1.11.1.3066 (LinuxPlayer), max graphics settings. Mods: EVE-Redux1.11.2.1 , Spectra 1.4.0, Kerbal Alarm Clock. I found this in the logs, the only error(s) but not placed last on the log, may be related: Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at Atmosphere.CloudsPQS+<DelayedCheckForSphereInactive>d__28.MoveNext () [0x00046] in <568c46e2e01a42a8a864ad4995b1e66e>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <7d9ec060e791409ab3eb85c61e312ed6>:0 (same message repeats several times) ---------------------------------------------- EDIT: This crash also happens with EVE maintenance 1.10.1-3 and original EVE 1.8.0.2. So, EVE in general. The difference is that with Redux this happens consistently after a while in the atmosphere, while with the others I can launch and deorbit some stuff before it crashes. These crashes never happen without EVE, even with Scatterer installed which I had been using alone without issues, before replacing it with EVE, and which I reinstalled to check if it would ever crash by launching and deorbiting stuff and it didn't. I did find this in the logs after using it: Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at scatterer.MainSettingsReadWrite.saveMainSettingsIfChanged () [0x00005] in <db4451e6c1fd443c8b762a77e1ee9797>:0 at scatterer.Scatterer.SaveSettings () [0x0000b] in <db4451e6c1fd443c8b762a77e1ee9797>:0 at scatterer.Scatterer.OnDestroy () [0x002a1] in <db4451e6c1fd443c8b762a77e1ee9797>:0 ------------------------------------------------ SECOND EDIT: I did some more testing, all with EVE-Redux1.11.2.1. By using only the following config (with the relevant textures ofc) the game did not crash after several launches to LKO and long deorbits: However, when I replaced that config with this one, the game crashed during the first launch, before landing: ------------------------------------------------- System info: OS: Linux 5.10 VoidLinux rolling 64bit CPU: Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz (8) RAM: 7923 GPU: GeForce GTX 970/PCIe/SSE2 (4096MB) SM: 50 (OpenGL 4.5.0 NVIDIA 460.39)
  2. You could just remove CTT and do something like // AtomicAge Tech to Stock Tree @PART[radiatorRadialLarge] { @TechRequired = nuclearPropulsion } @PART[radiatorRadialMedium] { @TechRequired = nuclearPropulsion } @PART[radiatorRadialSmall] { @TechRequired = nuclearPropulsion } @PART[nuclearEngineKANDL] { @TechRequired = nuclearPropulsion } @PART[nuclearEngineLANTR] { @TechRequired = aerospaceTech } @PART[nuclearEngineLightbulb] { @TechRequired = aerospaceTech } @PART[NuclearJetEngine] { @TechRequired = aerospaceTech } with Module Manager
  3. Just as a followup, I added and swapped a lot of mods, included ModuleParachuteFix and this time everything is working well - I haven't encountered the issue I mentioned after several launches (and the lag spam is gone as well . The only mod I have not reinstalled this time is RemoteTech, but it'd need more testing to point at it as a possible conflict. Another thing i did differently was to include the Plus' dll even if I disable its functionality in the cfg files. Thank you for sharing these fixes, they help tremendously!
  4. No, I only copied two files: GameData/StockBugFixModules/ModuleParachuteFix/ModuleParachuteFix.dll and its homonymous cfg file, and I set "plusEnabled" to false in the cfg just in case. I was having issues with the log files so I kept deleting them, if I ever need to install the fix again I'll be sure to make backups.
  5. Hi! I installed the Parachute Fix and while it solved the immediate problem i'd been having with log spam with a specific vessel, it caused glitches with the spacecrafts I launched later - the camera would suddenly get 'stuck' in place as the rockets go on up. I had *only* installed the parachutes fix from the pack, the 'Plus' configs were disabled, and I was running DistantObject Enhancement, Engineer Redux, Joint Reinforcement, DockAlignment Indicator, Notes, Procedural Parts, RemoteTech and ModManager, with a handful of other part mods with no dlls. Removing the fix's dll and cfg solved the problem and reinstalling it would make the issue show up again. I checked the logs and I couldn't find anything unusual... Luckily the aircraft with the quirky chutes became a fireball so I don't have any issues right now, but I thought I'd provide some feedback.
  6. Hay muchos mods dedicados a eso! Si, tenes que cambiar todo para tener suficiente deltaV y recursos y que todo se ajuste a las nuevas escalas, al final es un lio de mods pero por suerte hay varios packs preconfigurados: Empeza por Real Solar System que transforma Kerbol en el Sistema Solar, y checkea RVE RSS Visual Enhancements que hace que RSS se vea realmente genial (es el mejor pack visual que he visto). Recomiendan usar Realism Overhaul con RSS, imagino tendran las configuraciones que se necesitan para poder jugar con las nuevas escalas. Vas a tener que leer bastante igual (todo esta en ingles, sorry...) para hacer que todo funcione. Creo que si usas CKAN lo podes automatizar un poco
  7. Nice!! (Been a while I see :-P ) I'm checking it out now, I really like the scripts!
  8. Like many others I do not like Curse one bit, but the spaceport was a mess... Mod titles not updating so you didnt know which one was the real thing, mod search was completely broken as it would display a lot of unrelated stuff often through several pages, long outdated mods still showing up all the time... I hope modders stick with github/mediafire/dropbox/etc
  9. @WhiteOwl : I've been really enjoying your KSP Rescaled series, i subbed to your channel only a couple weeks ago but ive been through most of your KSP (and Factorio's) content in that time - few 'let's players' take their time and actually enjoy what they are doing while showing all the good stuff these indie games have to offer. Really looking forward to more videos! Ive only played with the stock Kerbol system so far and I'd really like to try that 6.4 upscaled config, though looking at the dV requirements it seems i'd have to 'rebalance' most of the existing (vanilla and mod) parts to bring the tanks and engines in line with the new config, so i can still go to other planets and do crazy stuff without too much launches and orbital assembly... Do you have a special config for that in your playthrough or am i just thinking lazy? Well you could always install an LXDE linux distro (which only take 200 to 300 mb of ram and are FAST) to make up for that pc's lower capabilities, and then you would not need to use ATM to play the game, even with a few mods! Make sure to install the texture reduction packs in that case tho
  10. Thank you Cybutek!!! Woo it's a big relief to see this updated! I've been using this plugin for several months now - for information display you just can't beat KER on practicality and performance. Now to try the new version out, keep'em coming!
  11. Hello i'm new to RT, will Module Manager be required or could we do away with it if we don't want stock parts to be modified? I see on Github it says "Patcher to fix Unity GUI interaction with EZGUI" in modulemanager.dll's description, so it could be doing something else.
  12. I've replied in the thread suggested by Majiir. Could it be mechjeb after all?
  13. Can't wait for the update! I've been holding back on launching probes almost entirely since the announcement... NEED TO SET UP THA RELAY NETWORKK! No pressure
  14. It must be an incompatible Mechjeb "module" then... I switched to MechJeb when I updated to 0.21 (I guess it would happen, eventually! ) since Engineer Redux has started having problems and it looks it's not gonna get any more support now. So to get the same features than with KER I disabled ("blacklisted") most Mechjeb modules in the part cfg file. I've been flying since then, both Kethane and Mechjeb installed, and haven't had any problems. So blacklisting could be a temporary solution...
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