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  1. Hi everybody, I am very new to KSP modding and I am learning Blender at the same time so... it might be something obvious that I don't know about. I have created a model with Blender including a collider and a material with a KSP shader and an UV map. This model was exported into a mu format. And with the right cfg file, it does show up in game. Yeah! BUT the texture is not aligned with my model / UV map. I am not sure why. Any hints ? I have configured the UV map with Blender. And I have created a texture dds file using the exported layout of the UV map but it does not seem to be respected. But I have a single UV map attached to the model so... I am a bit lost to find the reason... Thanks in advance for any hints. ----------------------------------------------------------------------- Blender 2.83 Bill Curie (taniwha) io_object_mu KSP 1.10.1
  2. this weird shadow happens when Im near the ground I dont know why it happens
  3. I have used the communitron 88-88 many times on deep space missions. I used them all the way beyond eeloo. So what confuses me is that it won't connect to the KSC. I have quickloaded many times and it won't fix the problem. And it's not a problem near the KSC. And from what I can tell it's not broken or else it wouldn't be able to extend/retract. Is this a bug, or is not possible to connect from Dres, or am I behind something (because I am not from where I am looking.) The Sun was in the way of Dres and Kerbin so I found it. Moderators could delete this post if they deem so.
  4. i keep loading ksp and as soon as i get to main menu it crashes please help! Edit: Solved.
  5. EDIT: Fixed! It was a txt instead of a CFG file. Windows 10 is annoying! Hello, I'd like to write a patch that nerfs all reaction wheels, including ones added by mods. I saw this code in an old reddit thread and tried making it work but I can't seem to figure it out: @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.20 @YawTorque *= 0.20 @RollTorque *= 0.20 } } I put this in my gamedata and it seems to do nothing. Does it have to do with load order? I tried adding a ":LAST" on the top line but I really don't know what I'm doing so that didn't work either. Thanks for any and all help!
  6. output_log.txt: https://drive.google.com/file/d/1xm1M4yXhy8bpcrZ34TAQKagcAe74QooP/view?usp=sharing  Mod list: https://drive.google.com/file/d/17u2u_NzirG_-btJXpXSnayormWGtDoPh/view?usp=sharing When loading the game, the loading screen stalls on the "Nerv" nuclear engine. After checking the logs, I found that the game attempts to load the "ExperimentalRocketry" node twice, throwing a duplicate key exception on the second loading attempt. I checked the ModuleManager.TechTree file (if you'd like to see the entire file, let me know and I'll upload that as well), and found the following two entries in it: RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } I'm quite certain that these are the two duplicate entries causing the issue, but am not certain what mod(s) are causing the problem or how to fix it. I am hoping someone can help me determine that, or may have already run into this issue.
  7. I got the Breaking Ground DLC for free but I do not have the new space suit model nor can I find any way to get it. Any reasons why this is the case?
  8. i play in 1.3.1 here's my mod list https://gyazo.com/186e58b2f68967d65a9f21c4c36568be Here's my error log https://mega.nz/#F!FJF3mIDT!AMpc7oA9m8oeus85DJd2mw im sorry im not good at this lol its late at night, im tired, i just want to play ksp. I've tried validating my game files and everything, nothing seems to work
  9. I swear, I'd be more worried about the state of my memory if I could ever remember how bad it is... Recently I know I've read something in an add-on's description about it being able to unlock some/all tech tree nodes, and also re-lock it afterwards, but I'm jiggered if I can remember which add-on it was and my search-fu had failed to come up with anything helpful. I even resorted to just paging back through the last couple of weeks' worth of updated threads in the hope that I'd find it that way, but after checking all likely suspects I'm still empty handed. Also, I'm sure I've seen in one of the many parts mods out there includes a mk2 tri-coupler - that is to say, three mk2 fuselages are connected triangle-style. I can't recall if they connect into a 2.5, 3.75, mk3, or other custom fuselage, and again everything I've tried search-wise has come up with nothing. Any ideas? Anyone? Beuller?
  10. (SOLVED)So i'm not an expert at programming, so could you help? output log error log
  11. EDIT: just launched in 64-bit, it works now ¯\_(ツ)_/¯ I was playing the game, reverted to launch and it had one of its random crashes, but now it will go through the process of loading all of the assets but close itself before showing the main menu screen and not display any kind of error message. I didn't change anything between the game crashing and the game no longer loading. I am running mods, a screenshot of my modlist is provided. Modlist Error log text:
  12. while i know that mechjeb and kerbalOS exists, they both require me to look at the rocket, taking up a bunch of my time. all my refuelling makes the rockets both very large (to limit the number of flights) and the time spent flying the same mission quite long. while i understand it might be quite dificult, is it possible to record some basic information about a flight, and just create a payload in the wanted orbit? while just spawning payloads is probbably is the easy way i imagine it showing up on the map as if it is being flown as a "blip" moving along a track showing the original path to the desired orbit. an even more ambitious wish were if i could record a flight, and go back to control some of the dropped stages so spaceX levels of reuse becomes feasible.
  13. I was dinking around with replacing the texture on a modified copy of a stock part. In my part config I have: MODEL { model = Squad/Parts/Structural/mk1Parts/Fuselage texture = Mk1Structural, Pebkac/Parts/FuelTank } I've done this on other parts before. My part config and texture are loaded at the location specified for the texture. The modified part loads in the game, but it still shows Squads texture. Am I missing something, or does the graphic at the model's location take precedence somehow?
  14. So I tried opening KSP after a while and it did not work. I have played it many times on this computer and I have tried installing it again but it wont work. I also tried opening it with the launcher command in the package contents but it just freezes and stops responding when it reached Loading Part Upgrades. Please help
  15. So I've installed a fresh version of KSP 1.2.2, ran it in x64 with no mods, and copied the content's of the ZIP archive from Galileo's Planet Pack 1.2.3 (GameData > GPP/Kopernicus/MFI/MM 2.7.6) to my KSP GameData folder and then loaded up KSP x64. The game then loads to the main menu, yet Kerbin is still showing in the background, along with when I try to start a new game (brand new) it just sits at the loading screen with the rotating planets in the bottom right. A few things I've also noticed: Whenever I've launched the game, and it get's stuck at the "Infinite Loading Screen" after the main menu, I then close the game, and I then verify the game file integrity and it always shows that 1 file failed to verify, and proceeds to re-install it. I have also removed the GPP specific folder and replaced it with just OPM and that loaded the game to the KSC just fine. Thanks for any help/tips. Output Log: https://www.dropbox.com/s/n7v4atxye8ghh26/output_log.txt?dl=0 Image: Directory/GameData
  16. Basically I went up to rescue the guy and he can't exit the vessel because it has no hatch. I'm a -long- way from unlocking the claw (and even if I could I would still cheat, or tell the guy giving me the contract to **** off for not giving me all information), and his life support is running out. I already queued up a mod to stop this from happening in the future. How cheat fix?
  17. Heya! Been on KSP Hiatus for ages (since 1.05) but recently decided to get back in. Chonking my way through career, but there's one thing bugging me. When I switch to map mode, the Navball is hidden. For the life of me I can't remember it being like that, and I can't find any option to change it so I'm thinking I had a mod that did it. tl:dr Is there a mod that reveals the navball when I switch to map, or am I missing a setting somewhere?
  18. Hello everyone! I'm having frame rate issues in FLIGHT scenes. It just started happening recently, but I haven't been able to track down the cause yet. I was hoping perhaps that someone else has seen something similar or knows of the cause. SOLVED: The cfg file for DatedQuickSaves got wiped out somehow, and it was autosaving once per second. Here's the default DatedQuickSaves/PlugInData/settings.cfg: DateString = yyyy-MM-dd--HH-mm-ss FileNameTemplate = quicksave_Y[year]D[day]H[hour]M[min]S[sec] MaxQuickSaveCount = 20 AutoSaveTemplate = autosave_Y[year]D[day]H[hour]M[min]S[sec] AutoSaveFreq = 15 MaxAutoSaveCount = 20 FillSpaces = True ReplaceChar = _ ORIGINAL POST: Here's what I've found so far: Running KSP 1.2.2 Lots of mods, but everything via CKAN (except for Infernal Robotics, see next point), and everything seemed to be OK (I think) until I tried IR. Manually installed IR v2.10 beta (and IR legacy parts), which supposedly works with KSP 1.2 Disk access ~0 in non-FLIGHT scenes, ~2-3Mb/s in FLIGHT scenes (includes MAP view during FLIGHT) Changing back to non-FLIGHT scene, disk access drops back to ~0, UI is smooth and fluid (e.g. dragging tracking station view) Checking output_log.txt shows an enormous amount of lines generated during FLIGHT scenes as opposed to other scenes: order of 1e3 lines in non-FLIGHT scenes vs. 10e4 in FLIGHT Tried old saves, creating new games- still have framerate problems in FLIGHT scenes. Removed IR, still having frame rate issues even with new games as well as saved games- so I'm wondering if I need to do something else (besides removing the MagicSmoke directory from GameData) to completely remove IR. It *seems* to be linked to IR, but I'm not exactly sure... I updated some mods via CKAN at the same time that I installed IR, so... I'm about to flush and try virgin install, but I was wondering if anyone can help in the meantime. I'll attach logs (they're huge!) and screenshots of disk access rates/debug lines generated if desired (I'm not on my gaming machine ATM). TIA, Max
  19. hi all, yesterday i make a LaunchClamp i have worked with Unity 5. - export animation as Legacy - starting Game KSP 1.2.2 - part is work fine exept the Animation http://imgur.com/gallery/yyHSK config : - I have tried today follow : * import 3d modell with animation in Unity 4.2.2 (parttools .22)- export as Legacy - starting Game 1.2.2 - model appear in game - animation dont work. * import 3d modell with animation in Unity 4.2.2 -(parttools .22)- export as Generic - starting Game 1.2.2 - model not appear in game (was not loaded) Now I'm a little confused. -> What do you have to make the animation (in module LaunchClamp ) running correctly in the game 1.2.2 ? for a reply I am very grateful cheers !
  20. So I have been thinking of good ideas (not initiative) and just want to know where to start?
  21. OK, so I recently downloaded USI Kolonization, which seems to have included 000_USITools, Firespitter, USI/Kolonization, Kontainers and ReactorPack. I also have KAS/KIS and Mechjeb; tried to install KER but it doesn't seem to work.. I'm using the latest steam version of KSP on PC, 1.1.3 64-bit. I guess my first question is, 1) Did I install those right? 000_USITools, CommunityResourcePack and firespitter go in the GameData folder, Kolonization etc goes in GameData/UmbraSpaceIndustries. 2) I can't for the life of me figure out how to inflate or deflate modules like the OKS agricultural module or the Mk V Habitation. I also can't get the integrated lander legs to retract on the lander pod. They seem to not have the appropriate context menu options. 3) Saddle packs and the small (0.15 ton) radial supply packs don't seem to actually do anything. They have no resources, and no context menu options. 4) My kerbals don't seem to be actually eating supplies anyhow. I've currently got a space station with 6 Kerbals, 2 Pioneer modules, 2 OSI Aeroponics modules, a communications lab, a mini-command module, and a lander module with 500 supplies; it's been orbit for about a sol now and it still has 500 supplies. Even with a pioneer module running a greenhouse my understanding is I should be losing a couple supplies a day. 5) Most of the Kolonization parts (almost all of them, in fact) don't show up anywhere but Advanced Search. I stumbled across them in the Sort By Tech Level menu, but it's a little inconvenient to find them that way. Is there a better way?
  22. tl;dr: I can't figure out how to - in code - automatically kick off more than one experiment per part. I got it in my head to make a single part that can do all science experiments. Because I'm lazy. I mean efficient. Anyway. I want - say - the Gravioli Detector to just have all the other experiments in it so I don't have to have to bring all the other stuff too. I used ModuleManager to add the other 4 "simple" experiments (temperature, barometer, seismic, and atmosphere) to the Gravioli Detector and sure enough, in the game the buttons show up and work without a hitch. I can via the (many) buttons execute all 5 experiments, review them, remove them, etc. However, it's clunkly to do so, clunkier than just bringing the other 5 experiment parts along in the first place. Well lucky for me I wrote All Y'All, which automatically kicks off experiments. So I right clicked the part, selected "Perform All Science" and... it only ran the Gravioli Detector. Looks like the moron who wrote this mod set it up to only run whatever experiment it found in the part first. So I dug into the code to see what I could do, and (as is common for me) I couldn't figure it out. I am by no means an expert but it looks to me like it's not even possible to do, though I tend to doubt anything I think about coding. Here's my code as it stands (0.3 version of AYA): public class AYA_Science : PartModule { [KSPEvent(guiActive = true, guiActiveEditor = false, guiName = "Perform All Science")] public void DoAllScience() { foreach (Part eachPart in vessel.Parts) { var thisPart = eachPart.FindModuleImplementing<ModuleScienceExperiment>(); if (thisPart != null) thisPart.DeployExperiment(); } } } And here's what I changed it to that doesn't work: public class AYA_Science : PartModule { [KSPEvent(guiActive = true, guiActiveEditor = false, guiName = "Perform All Science")] public void DoAllScience() { foreach (Part eachPart in vessel.Parts) { var thisPart = eachPart.FindModuleImplementing<ModuleScienceExperiment>(); foreach (KSPModule eachModule in thisPart.Modules) { if (thisPart != null) thisPart.DeployExperiment(something_clever); } } } } There are 2 things wrong with the above code: There is no "thisPart.Modules" list. I don't know how to get the list of all modules in a part, or even if that's what I need to do here. But it seems like a reasonable thing to want. Where I put "something_clever" I have no idea what to put. If anything CAN even be put there. All the examples I've found, that's blank. It seems though with it being blank, the game itself is never expecting a part to have more than one science experiment. So am I just boned? No clever shortcuts for me? Or can someone cleverer than I help a poor scripter-turning-coder out?
  23. Here is the official report: http://bugs.kerbalspaceprogram.com/issues/10073 In the meantime, I am posting here to see if anyone can help me with a temporary fix before the next update, because I really really want to play this game (on career mode). Deleting all of my save files as well as deleting the game and redownloading on steam did no help, so I feel like I am at a dead end.
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