Jump to content

StarkRG

Members
  • Posts

    87
  • Joined

  • Last visited

Everything posted by StarkRG

  1. 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...
  2. 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?
  3. 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...
  4. The problem also occurs with the bison pods, but not the crewless probe.
  5. 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.
  6. 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: 1.0.0.0 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=1.0.0.0, 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
  7. 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.
  8. 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...
  9. 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.
  10. 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...
  11. 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.
  12. 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)
  13. Not quite. Apparently the version number for the last release was "v0.4" and that little 'v' makes it sort higher (apparently), so ckan is still trying to install the old version.
  14. Which is what made me finally install Linux on my laptop, KSP is 64bit on Linux.
  15. I'm getting "double free or corruption" errors on launch with 1.1.5: https://github.com/KospY/KIS/issues/60
  16. I'm getting a "double free or corruption" error on Linux using 64-bit KSP. I've tried with only KSP.Interstellar (and tweakscale) and no other mods and it continues to happen. Removing the WarpPlugin folder stops the error from occurring.
  17. Got a bit of an issue here. When I add this to my x64 linux install I.get the following: *** Error in `./KSP.x86_64': double free or corruption (!prev): 0x00007fddc1adc010 *** The end of the Player.log: Any ideas?
  18. I've got an issue running it on linux. I can update the database just fine, but if I try to install any mod it says it's going to update the mod and then the progress bar just cycles through (ie not displaying any progress) and nothing happens. If I.run it from the command line, however, I get "System.DllNotFoundException: libcurl" Curl is DEFINITELY installed, though obviously not in dll form. Do I need to find and download a windows curl dll? If so where do I put it? (also, why didn't I need this on old versions of CKAN?) EDIT: Nevermind, I finally found the solution by going through the Wiki (two levels of links deep, not impossible to find, but not the most obvious location to find a required dependency), it needs a particular package of curl (namely libcurl4-openssl-dev). I suggest this requirement be placed in the first post, preferably right next to the download link
  19. Hmm, update of sorts. The loading a quicksave trick stopped working. I have to keep using HyperEdit to reestablish my RemoteTech network around Kerbin each time. Anyone know what's going on here? Anything I.can do about it?
  20. Where does this mod store its configuration? My install got a bit wonked up and.I can't figure out how to get it back. I'd set it to replace the stock contracts window, but it's since gone missing (the stock window is there but the CW+ isn't, nor are any of its toolbar icons. Edit: Nevermind, it's buried inside the save file (and all quicksaves), making extracting it quite annoying.
  21. Really strange, I'm almost certain that this is a QuickHide conflict as it happened after I.installed QuickHide then removed it. I'll try messing around with it and see what I come up with.
  22. When you tested ContractsWindow+ did you have it replace the stock contracts window? I also noticed that it did the same thing to the Alternate Resource Panel, which I also had replace the stock resource panel. I definitely removed the entire QuickHide folder, I'll try putting it back and fiddle with the config options.
  23. Installed QuickHide and the stock toolbar disappeared. Fair enough, that's what I was wanting, however I couldn't figure out how to get it back (no in-game configuration, button on blizzy's toolbar didn't do anything). Opened the readme and discovered I could change the settings in the configuration file. I disabled the mousehide option and it brought it back, but not all the buttons returned. Worst of all, however the contracts button brought up the stock contracts window instead of the ContractsWindow+ version (I'd had it replace the stock window because who really needs it?). That was the last straw so I.removed the mod, unfortunately the missing buttons and contract window didn't return. What's going on? How can I get the rest of my buttons back?
  24. Is it normal for all craft to be orbiting Blacky upon load? If I.load a quicksave everything is fine so it's not a major problem, but still quite annoying. It means I need to remember to quicksave before exiting the game.
×
×
  • Create New...