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terminalmonky

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Everything posted by terminalmonky

  1. I am having an interesting issue and I can not trace down what the interaction is. I have a phantom MK2 inline crew cabin that superimposes itself over the root part of any vessel. If you EVA a kerbal it follows the kerbal. Removing RPM fixes the issue. Also the Kerbal heads are removed from the lower right corner. I have read a few pages back and it seems this may be related to the transparency stuff but i cant match it to anything. I can post logs if it would help but didnt want to take up the space if it was not needed and someone knew what the issue was. This is 1:v0.25.1.28297b installed via CKAN. Thanks. Update 1: Here are the logs that I also posted on GitHub issue 513. https://www.dropbox.com/sh/dxd9vmxko5jbe12/AAD4a-hKeDj47MhXZpif6FE3a?dl=0 Update 2: After searching there does seem to be several references to JSITransparentPod and JSIAdvTransparentPod. And from the github issue conversation it seems those are not compatible with each other. Unfortunately I do not know hoe to tell which mod is referencing JSITransparentPod. Update 3: Thanks to MOARdV for helping with this through Github. The issue is that Mk3 Hypersonic Systems when installed through CKAN is installing several outdated versions of mods nested inside its directory. Including an outdated version of RPM. cleaned that up and good to go. Thanks again all for your time and dedication to making this community amazing. Your work is very much appreciated.
  2. I am having the exact same issue. It appears to hold to the root part. It looks like some kind of alternate IVA for the Mk2 crew cabin. If you EVA a kerbal is jumps to them and walks around with them. I am still trying to figure out what mod is causing it. May be unrelated but if you open the debug console there is a solid stream of VOXEL3D Exceptions. Update: I just removed Raster Prop Monitor and it is gone. But it must be an interaction with RPM with somethign that just changed because I had everything working fine with RPM enable just a few hours ago.
  3. Thank you for your work. Your mods make the experience so much more enjoyable.
  4. I am sorry if this is the incorrect thread, but someone said I should mention this here. Blizzy78 mentioned he does not intend on adding his Toolbar or precise node I assume to CKAN. The current versions are available on his Github. Can someone here scrape for them or whatever. Sorry complete newb here. Trying to learn.
  5. Forgive my ignorance, but is it just too much of a hassle? Will you continue to use Github?
  6. Did you end up having to edit anything in the Fuel Science directory to get this to work properly? - - - Updated - - - Does this rely on the Fuel Science parts at all? Or just the dlls? Can the parts be removed to prevent the coordinate issues?
  7. Look back a couple pages or so. This is a know thing and is fixed in the latest version, 1.3.5. This has to do with the mod relying on some data being available that is not available in early career until patched conics is unlocked. This new version is not on CKAN yet as far as I know.
  8. I have one for the group. Im running Kubuntu 14.10 with a Nvidia 750m with 345.35 drivers. All runs great but I am getting a weird shader or color depth issue. PLeaes see the attached screen shot. This is not just a KSP issue but allso effect my X session. The KSP screne shot was just the best example. Is this a no brainer I have missed or is this a known thing and I should just carry on? http://imgur.com/bTb2CO4 Thanks.
  9. I was having same problem and just grabbed the new dll and tested. I can confirm the stickyness I was having was with Universal Storage in early career and it is FIXED now. Thanks Ferram4
  10. Does the license allow for Ckan integration? If so please please please consider it.
  11. I do not see where this can be copied. I am not talking about the config menu in the Action Groups editor. I am talking about the new option in the parts GUI when you right click on a chute. it only changes one chute and there is not option to copy the settings to symmetry partners. Also you can not do it manually. Each chute will scale to a different size.
  12. This may have already been reported but I have not seen it anywhere. With the latest update in career mode prior to unlocking action groups when using the Part GUI to change the size of the parachute, I am noticing the chutes when placed in symmetry do not change size at the same time. Only the part you clicked on will change in size and when trying to size the others they will not scale to the same size. Is this just me or can anyone duplicate? Thanks
  13. Having accuracy issues that I am sure are user error but I'm stumped. I have FAR and latest deadly reentry. No matter what I try to hit the KSC I always fall short. I shoot for a periapsis at 20k. Have attached a couple pics. Thanks. https://imgur.com/a/Rbewq
  14. Thanks for the great work. You all make the game so much more enjoyable!!
  15. Starwaster, Thanks for the time. I figured it out. And yes I had multiple copies here and there at that point from testing. In the end I dumped KSP entirely and reloaded. Thanks again for holding a newbs hand.
  16. Ok figured out my last issue but now having a freeze during KSP loading. Below is the last few lines of output_log.txt. Anyone have an idea? Thanks everyone. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Added sound_parachute_open to FXGroup activate (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[RealChute.Parachute].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Here is the full log. https://www.dropbox.com/s/nwlr9b5g0wgf130/output_log.txt
  17. What is a CTD? I am having an issue currently that may be similar. I could not open your zip.
  18. Just found this in the 64bit output_log PartLoader: Compiling Part 'Squad/Parts/Utility/parachute_single/part/parachuteSingle' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Added sound_parachute_open to FXGroup activate (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cannot find a PartModule of typename 'RealChuteModule' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cannot find a PartModule of typename 'RealChuteModule' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cannot find a PartModule of typename 'ProceduralChute' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  19. Here are my output_logs for both 32 and 64 bit. https://www.dropbox.com/s/pyhvcsmjw7ro1du/32bit%20output_log.txt https://www.dropbox.com/s/ekg9gihzm6dlzb4/64bit%20output_log.txt Thanks for everyone's time and help on this. And a huge thanks to Stupid_Chris for putting his time and heart into making and maintaining this mod.
  20. Thanks Starwaster. I am on 1.2.2.2. Have redownloaded from both mediafire and kerbalstuff. I will post here in a moment with a DB link to both my output_log files. This is happening in both 32bit and 64. I didn't go through putting them up before because I wasn't sure if this was an easy fix mistake on my part or not.
  21. I am sorry if this is redundant but i could not find anything in the thread about it. (No I did not read all 186 pages, but I scanned quite a few back.) On loading Realchute to KSP (v0.24.0.549 both 32 and 64bit) all parachutes stop working. In the VAB when you add a parachute to the ship the event is not added to staging and when you right click on the part nothing happens. I have dumped all other mods and verified KSP files from steam. Still happens. I even replaced the ModManager 2.2.0 that came with RealChute with a copy directly downloaded. No dice. This is the event in Output_log parachuteSingle(Clone) added to ship - part count: 2 That is the same in both the 32 and 64bit files. I can get you the full files if needed. Any Ideas? Thanks
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