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About StarkRG

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  1. Regarding the Linux/OSX crashes, I'm on Linux and have done a bit of research. I installed RPM, ASET, and MK1-2 IVA in a clean install of KSP. I turned on the RPM debug, loaded the game and launched only the capsule. I did this twice and both times the game crashed after loading "swPush_THRTL_CUT". I went into MK1-2_ASETinternal.cfg and removed that section and tried again. This time it crashed right before where that switch was. I went back, put it back, and removed the section following it, "swPush_THRTL_FULL". This time the game progressed further before it crashed. [LOG 14:21:40.337] [JSICallbackAnimator]: Configuration complete in prop 90 (PanelDivider), supporting 1 callback animators. [LOG 14:21:40.342] [JSIActionGroupSwitch]: Configuration complete in prop 91 (swPush_THRTL_CUT). [LOG 14:21:40.343] [JSICallbackAnimator]: Configuration complete in prop 91 (swPush_THRTL_CUT), supporting 1 callback animators. [LOG 14:21:40.343] [JSICallbackAnimator]: Configuration complete in prop 91 (swPush_THRTL_CUT), supporting 1 callback animators. [LOG 14:21:40.346] [JSIVariableAnimator]: Configuration complete in prop 92 (ALCORThrottleCtrl), supporting 1 variable indicators. [LOG 14:21:40.347] [JSICallbackAnimator]: Configuration complete in prop 92 (ALCORThrottleCtrl), supporting 2 callback animators. [LOG 14:21:40.347] [JSICallbackAnimator]: Configuration complete in prop 93 (DigitalIndicator_Throttle), supporting 1 callback animators. I tried the same procedure but, instead of getting further, it went back to crashing right after that final PanelDivider. Don't know if this'll be of any help. But let me know if there's anything more I can try.
  2. For the record, it appears the problem is the result of RasterPropMonitor. Edit: it's ASET causing the issue, and it's a known bug.
  3. The recompile doesn't seem to have fixed the issue, at least not for me. I don't know if there's any debugging options we could try, I'm willing to assist in that regard if you want. In the meantime I've installed the last pre-actuators version of Buffalo, 1.2.3. Update: Ok, no, so that's not working either... I'm guessing it must be one of the other mods interfering to cause this problem... this is going to be one hell of a pain in the ass to troubleshoot...
  4. Almost every other mod works cross platform (there's only been three that I know of that had separate Linux and Mac versions and they were pretty low level stuff like memory management), and I used to be able to use Buffalo just fine, so I don't know what's changed. It's only KerbalActuators that's apparently failing to load, are you using some windows-specific code? Would you suggest I just go back to one of the previous versions that worked?
  5. It's definitely there. Proof. Is it possible it's somehow compiled for windows only? As I'm using Linux that would explain a lot...
  6. The problem also occurs with the bison pods, but not the crewless probe.
  7. I'm using KSP 1.2.2, I didn't even know there was a 1.2.9 And, yes, that's the version of Buffalo I'm using.
  8. Whenever I try to launch a vessel using the Buffalo command pod KSP crashes to desktop. The only thing I can see in the logs that might be causing this is a note at the top of the Player.log: The following assembly referenced from /home/starkrg/Kerbal Space Program/GameData/WildBlueIndustries/Buffalo/Plugins/Buffalo.dll could not be loaded: Assembly: KerbalActuators (assemblyref_index=1) Version: Public Key: (none) The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/home/starkrg/Kerbal Space Program/GameData/WildBlueIndustries/Buffalo/Plugins/). Could not load file or assembly 'KerbalActuators, Version=, Culture=neutral, PublicKeyToken=null' or one of its dependencies. I've completely removed both KerbalActuators and Buffalo, and replaced them with clean copies from the zip and the problem still occurs. Here are the raw logs: KSP.log Player.log
  9. I'm not sure what's causing it, but this is the window I get:
  10. Love it. However slight issue: debris and unnamed pods/probes get called "unknown Vessel" (with that capitalization) Can you make the defaults either the same as stock or, at least, something a bit better.
  11. Hmm, just looking at the raw craft file, I wonder if the issue could be caused because I created the craft in 1.1.2 before upgrading. However I did edit the craft after it had been built by construction time which should mean that it's considered to have been designed in 1.1.3...
  12. At first I thought the engine was acting like it was blocked, using fuel but providing no thrust (although mechjeb says there's thrust, just no g-forces), however even the RCS thrusters don't make any change. The orbit is 400x160km, and when I reverted to launch and tried again I reached the exact same orbit. I know the poodle engine does work for a time because I released the lower stage so it'd fall back to kerbin and used the poodle to raise the periapsis. I was trying to get a circular 400km orbit (as I'm trying to meet up with another craft), but once the periapsis reaches 160km all acceleration seems to stop. Thrusting normal doesn't change my inclination, and radially doesn't change anything either. I'm not sure how much this matters, but when I say it doesn't change it does a very tiny bit, thrusting prograde seems to increase apoapsis to 400.015km or so before it starts bouncing back, and retrograde reduces it to 399.980km before that also bounces back (the thrusting keeps trying to overcome the bounce, but never succeeds). At this point I'm not sure what troubleshooting step to try next. Mod list: If the craft file would help here it is.
  13. Having an issue with what appears to be a collision between a stock landing leg and a tweakscale-shrunken SXT cargo bay. Some time after physics starts the game will lock up and then crash to desktop. After scouring the log I think I found the culprit: That last line is repeated somewhere around 80 times and then: Apollo 1's fire during a pad test was horrific, but a ship that causes the universe to implode during a pad test is... well it's rather Kerbal, I guess...
  14. Yeah, I'm starting to see a slight order, still requires figuring out the mod author's directory. And there's a whole load of nearly empty directories too.
  15. Has anyone actually taken a look at the file structure of that torrent? I just did, it makes absolutely no sense whatsoever... I don't currently have the space for 60GB so that I can sort through it properly, but with that file structure there's no way to find the individual mods I want. Well, anyway, here's a magnet link to the torrent (I think that should work)