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Kardea

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Everything posted by Kardea

  1. So, I took your advice and removed some of the offending mods for the time being (and many, many more mods have now been upgraded to 1.3 compatible), but I still get the exact same error every time. I've updated my Output_Log... do you mind taking another look at it and seeing if we can narrow down the offender? Log is here: https://drive.google.com/open?id=0B49Vka7x_xExVEo0QWQ0aVRVZjg
  2. When you refer to the "Surface Sampler", what exactly are you talking about? That's not the name of any of my mods (though maybe it's a component of one??). I'm an idiot. Figured out what you were referring to...
  3. So I'm running a fairly heavily-modded installation of KSP. Upon the most recent update to 1.3, I can't get past the initial loading screen. Everything seems to be going fine, then *poof*!.. crash to desktop. Can someone with more technical skill than I take a look at my log and tell me what's causing the trouble? I figure it's a mod that hasn't been updated for compatibility yet, but I don't know how to tell which mod... Thanks in advance! Log is located here.
  4. Per my post in the min KCT thread, I'm having an issue where the UI appears normal but all build times read as 0 years, 0 days, 0 hours and the launch button doesn't work at all. No options to begin the build, no nothin'. VAB and SPH both affected. Literally can't build or launch any craft at the moment... Here's the log file in question: https://drive.google.com/open?id=0B49Vka7x_xExVGZ5LWxGZkVsR2s
  5. From what I can see, no conflicting .dll or anything... Here's the log file: https://drive.google.com/open?id=0B49Vka7x_xExVGZ5LWxGZkVsR2s I'll crosspost in the Dev Thread as well.
  6. Thanks! Completely unrelated: I just installed the 1.2.2 Dev version and the UI functions, but the actual functionality of KCT is completely broken. When I go to the VAB/SPH to build a rocket, the "Build Time" listed is 0 days, 0 hours for any vehicle and clicking the Launch button does nothing at all, so I literally can't build or launch anything at the moment. Is this a known issue? I can update the bug tracker if needed..
  7. Does anyone have a link to the Getting Started guide? The one linked on page 1 of the thread goes to a broken DropBox link...
  8. So I'm having a problem and I'm hoping one of you guys might be able to figure out what's going wrong: DangIt is installed and has worked flawlessly for me in the past. No issues at all. And now, suddenly, I can't take Spares from any container. The button to "Take Spare Part" has completely vanished. All other aspects of DangIt continue to work just fine... but I can't fix anything at all because I can't take a Spare Part out of a pod. I've tested it with multiple types of command pods and the button to take a spare part is just... gone. Anyone know what's up? Link to my Output_Log here: https://drive.google.com/open?id=0B49Vka7x_xExVGZ5LWxGZkVsR2s
  9. Was typing up a post about how this can't be the issue because my "Margin" setting is 24 hours... Only to realize that a darn Kerbal day is 6 hours. HAH! Might not be the worst idea in the world to indicate that in the UI (to save idiots like me), TriggerAu.
  10. Hey, TriggerAu... Not sure if anyone has mentioned this to you yet, but the latest version of Transfer Window Planner seems that it might have a timing bug in it: Any time I select a planned transfer maneuver from the graph and click the "Add to KAC" button, the transfer window alarm is indeed added... exactly 4 days behind whatever transfer was displayed. I don't know if it's a problem with KAC adding something too early or with TWP giving an incorrect time on the transfer details info panel, but it's pretty frustrating to not be sure which is correct. I've included a screenshot as an example: EDIT: Just to confirm, I set up a transfer window that specifically specified that the departure was "today" (Y8, D274) using the earliest/latest departure field and when I added said departure, the KAC alarm was already +4 Days late...
  11. I'm also having the exact same issue. Only contract so far that's caused issues, but both climbers fling themselves a kilometer into the air and fall to their deaths when you get close to them.
  12. Phineas, Tried moving the install and still no dice. I also tried explicitly running it as Administrator, but still nothin'. It used to work perfectly fine until the Prerelease...
  13. Is EVE currently broken for anyone else? I've got Scatterer working just fine (with Blackrack's fixed .dll), but EVE isn't functioning at all for me (no clouds, no nothin'), even with the fixed config .dlls he posted a few pages back. Am I using something wrong here? Log is as follows: https://dl.dropboxusercontent.com/u/104743795/output_log.txt I'm guessing I've got something misconfigured or am using a wrong file..?
  14. Hey, Ninjaneer... Any chance of you sharing the fixed mod files for us folks that wouldn't know how to recompile if their life depended on it? I'd love to have even a jury-rigged version of the mod...
  15. Any of you guys having this issue? Lens flares are working fine, ocean waves are working fine, but other light/atmospheric effects don't appear to be working at all... Everything is enabled, so I'm not sure what's going on (worked fine in 1.0.5). I've got EVE installed as well, so I'm getting the boxy/artifact-y cloud layer that everyone else is, but I'm not worried about that right now... anyone know what I'm doing wrong?
  16. I'm gonna guess Danger Zone by Kenny Loggins...
  17. Thanks, all. I appreciate the heads-up. Maltesh: for those of us still learning what I'm going to tenatively call "space geography"... how do I know that a 157 degree inclination is retrograde? Is there a tutorial somewhere that explains it?
  18. Hokay, so: I took a contract to place a satellite "in a specific orbit" around the Mun. I equipped the satellite correctly per the contract's requirements, flew it to the Mun, and reached what appears to be the correct orbit. Seriously, folks... I'm within like 250 meters margin of error on the Apoapsis/Periapsis and the inclination appears to be right, though I'm not entirely sure how to check it for exact precision in comparison to the requested angles. All of that being said, and despite the fact that my satellite's orbit is virtually identical to the requested one... I can't get a green checkmark on the "Reach the designated orbit around the Mun with minimal deviation" contract requirement. Is this a bug or am I doing something completely wrong?? Picture for reference:
  19. "Beta than Ever" is great. I'm not arguing that in the slightest. The features and changes it added really bring a lot of fun to the game. However... the change to SAS modules seems more like a bug than a feature. I understand that Pilot kerbonaut is needed to provide the "direction-hold" style SAS early on, which makes perfect sense. That being said, I unlocked the Advanced Inline Stabilizer (old "ASAS") early on so that I can take Engineers and Scientists up early in the game without having to have a multi-crewed craft. When I get on the pad, though, I get the whole "You don't have SAS functionality because you don't have a Pilot or SAS module installed" message. The fact that the message mentions having an "SAS Module" implies to me that you're supposed to be able to activate SAS if you have the module installed, but I can't find anything that appears to actually provide SAS functionality other than having an actual Pilot aboard. Is there something I'm missing? Kind of frustrating... For the record, here's what I'm working with:
  20. Hokay, so. I have what I hope is a relatively straightforward question: Let's say I launch a rocket that uses a pair of booster assemblies (one on each side). The boosters are to be used at launch and jettisoned in-atmo when their fuel is spent. With the recent addition of career mode, it'd be nice to safely recover these boosters and get the money back. My question is: is there a way to have a booster deploy a parachute on it's own after separation? I know that I could technically fit each with a probe core and control them that way, but the reality is that there simply isn't enough time to switch to each, pop the chute on each, and then switch back to my mid-flight "main" rocket without chancing a catastrophe. Anyone figured out a way to get the booster assemblies down safely? Thanks!
  21. If you actually fix Subassembly Loader, you're crowned king of KSP. You know that, right?
  22. Unfortunately, no. I can attach the subassembly upside-down, but it doesn't restore the missing node.
  23. I could despareately use some help, as well. My problem is that, every time I load a subassembly, the bottom-most connection node is missing. For example: The small unplaced selection is a probe lander loaded from SubAssembly Loader. The bottom part is a normally-saved Lifter. Note that the only placement nodes that exist are on the lifter and the top of the subassembly... but not the bottom. No matter how many parts I replace, and no matter what part I make the "root" of the subassembly, the "bottom" node is always gone. The top is always fine, the bottom is always gone. I can flip that probe lander upside down and it works fine... but that's not my intention here. Anyone else having this issue?
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