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3 hours ago, Charis said:

Thanks!
KSP log
Will this do? Or is there another log I need to grab?

That's the one. Looking at the sheer amount of exceptions it looks like your install is unstable because of how many mods you have. It could well be a kopernicus related bug, but try again with just Beyond Home and let me know for sure!

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On 11/1/2019 at 8:53 PM, Gameslinx said:

That's the one. Looking at the sheer amount of exceptions it looks like your install is unstable because of how many mods you have. It could well be a kopernicus related bug, but try again with just Beyond Home and let me know for sure!

Sorry for the late response.

I've now tried reinstalling the game and install just Beyond Home and it's affliliate mods. Solar Panels seem to work now, but Graphics - Terrain Detail it just says: Low - Default - High - High - High - High
I can't get the Beyond Home - Low / Med / High anymore.

Log: https://puu.sh/EA3MN/0d20ef9637.log

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16 minutes ago, Charis said:

Sorry for the late response.

I've now tried reinstalling the game and install just Beyond Home and it's affliliate mods. Solar Panels seem to work now, but Graphics - Terrain Detail it just says: Low - Default - High - High - High - High
I can't get the Beyond Home - Low / Med / High anymore.

Log: https://puu.sh/EA3MN/0d20ef9637.log

That's okay! The furthest one on the right is the same as Beyond Home High. KSP doesn't like Kopernicus messing with those options (If you delete settings.cfg the correct names come back but don't worry, it works just fine :) )

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24 minutes ago, Gameslinx said:

That's okay! The furthest one on the right is the same as Beyond Home High. KSP doesn't like Kopernicus messing with those options (If you delete settings.cfg the correct names come back but don't worry, it works just fine :) )

Great! And now I've reinstalled my Near Future mods and it still seems to work.

Thanks a ton! Looking forward to 1.8.1 <3

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  • 4 weeks later...

Hi, I've been looking forward to this planet pack, so far I'm loving it and I hope this mod develops well!

However, I have encountered a rather weird bug, namely this one: https://imgur.com/a/EHW6K2g

For some reason the landing struts, even extended, do not do their job as intended. Instead, they should've been supporting the weight of the lander, whose weight is not high.
This is not happening only on Armstrong, it happens on Rhode, Ash and Lua as well. What's even more interesting, after setting an orbit through debug menu right away after the initial loading of the flight to any of the named moons, landing struts seem to work fine regardless. Nevertheless, they seem to work fine on Tribute and other planets without using 'Set Orbit'.
What may be causing this? I'm genuinely curious.

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19 minutes ago, HattyMan said:

Hi, I've been looking forward to this planet pack, so far I'm loving it and I hope this mod develops well!

However, I have encountered a rather weird bug, namely this one: https://imgur.com/a/EHW6K2g

For some reason the landing struts, even extended, do not do their job as intended. Instead, they should've been supporting the weight of the lander, whose weight is not high.
This is not happening only on Armstrong, it happens on Rhode, Ash and Lua as well. What's even more interesting, after setting an orbit through debug menu right away after the initial loading of the flight to any of the named moons, landing struts seem to work fine regardless. Nevertheless, they seem to work fine on Tribute and other planets without using 'Set Orbit'.
What may be causing this? I'm genuinely curious.

I'm not able to reproduce this bug. Are you spring strengths set properly?

Also, if you use hyper edit you must quicksave and quickload otherwise the planet won't load in properly.

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4 hours ago, HattyMan said:

The springs were set to 3 and Damples were set to 2, yet no change could be seen.
I am using the cheat menu which is already implemented in stock KSP.

If you don't quicksave and quickload after cheating around any planet using any mod, things will break. The planet doesn't load properly and it can cause problems. Let me know if you experience this again even after a quickload :)

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So far I have tested few things:
1. The save'n'load after setting orbit in debug menu. After I had landed the lander with landing legs, it seemed to work pretty much fine, just as shown in this shot: https://imgur.com/a/KhM1BKM
2. Now, there's another thing I tested and it is shown in this video: https://www.youtube.com/watch?v=p44Zut0-Dp0
In brief, I tested a random probe on the launchpad and seems like landing struts do fail. Not only that, I put another situation in the description of the video when landing legs also fail. This only seems to happen on Rhode System. Everywhere else works just fine as I can tell from landing on Scindo not-so long ago.

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25 minutes ago, HattyMan said:

So far I have tested few things:
1. The save'n'load after setting orbit in debug menu. After I had landed the lander with landing legs, it seemed to work pretty much fine, just as shown in this shot: https://imgur.com/a/KhM1BKM
2. Now, there's another thing I tested and it is shown in this video: https://www.youtube.com/watch?v=p44Zut0-Dp0
In brief, I tested a random probe on the launchpad and seems like landing struts do fail. Not only that, I put another situation in the description of the video when landing legs also fail. This only seems to happen on Rhode System. Everywhere else works just fine as I can tell from landing on Scindo not-so long ago.

Interesting. I've not seen that before or had it reported. A lot of issues I've had myself have come from Kerbal Konstructs, and I see that you have it installed (it is a recommended, but in planning on removing it entirely because it's just too buggy at the moment).

Can you try removing it and seeing if that helps? Thank you. The video really helped :)

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I am happy to say that removing Kerbal Konstructs has fixed the issue with landing legs on Rhode. I also tested the same thing on Lua landing and there were no issues whatsoever. https://imgur.com/a/STDg8I8

I'm looking forward how this mod develops, I really can't wait for science custom texts to appear in the future (unless they are already implemented and they do not work for me for some reason). :)

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6 minutes ago, HattyMan said:

I am happy to say that removing Kerbal Konstructs has fixed the issue with landing legs on Rhode. I also tested the same thing on Lua landing and there were no issues whatsoever. https://imgur.com/a/STDg8I8

I'm looking forward how this mod develops, I really can't wait for science custom texts to appear in the future (unless they are already implemented and they do not work for me for some reason). :)

Awesome, I'm happy I could help! :) 

Custom science isn't in the mod yet simply because it's an awful lot of time I have to spend writing definitions

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  • 3 weeks later...
3 hours ago, sacredbacon said:

Looks awesome and I'm really excited to play this, but I can not get scatterer or the skybox to work for the life of me. This is on 1.7.3 and everything else seems to work fine. Does the newest release work with 1.8?

If you're using the most recent scatterer, downgrade by a version or two.

So, you'll want scatterer 0.0540. (When I was on 1.7 I used 0.53 because it has less bugs)

If that doesn't work you're on an old version of Beyond Home, and you'll want scatterer 0.0336b.

Let me know :)

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12 hours ago, Gameslinx said:

If you're using the most recent scatterer, downgrade by a version or two.

So, you'll want scatterer 0.0540. (When I was on 1.7 I used 0.53 because it has less bugs)

If that doesn't work you're on an old version of Beyond Home, and you'll want scatterer 0.0336b.

Let me know :)

I don't exactly know what fixed this, but as you recommended I am using scatterer 0.0540, and it's working now. Although I tied it on a clean install, and it worked, but then I realized I didn't put the module manager stuff back into gamedata. This seemed to break the scatter portion, and as I installed mods it still didn't work. So I then noticed a dll called "scatter.dll" in the gamedata folder. Tried deleting it and now everything is working.

I'm not 100% certain but I think I've narrowed it down to "scatterer.dll" causing scatterer not to work. Not sure why though. 

Thanks for the help!

Edited by sacredbacon
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  • 1 month later...
1 hour ago, Maxi-Mio said:

I found a version 1.8 which is not official from kopernicus, in case it can serve you

We're sorry, but we've had to remove the link because it violates several of the add-on posting rules.

For full details, see recent discussion here:

Executive summary is that it is not okay to just post a link to a DLL. If you want to share a recompile, there are several rules you have to follow, and just posting a DLL violates several of them.

Your best course of action is just to wait for the updated official Kopernicus.

Thank you for your understanding.

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  • 4 weeks later...
3 hours ago, gword256 said:

I doubt collecting all this science was intentional.  https://imgur.com/a/jD4Fcvp

 

Don't know if this is a BH bug or from "ScienceAlert ReAlerted"

ScienceAlert bug not recognising Kopernicus experiments, here's a fix for it. Drop it in the Beyond Home folder.

https://www.dropbox.com/s/c1qvy8gpsj0gdqn/BeyondHome_HideExperiments.cfg?dl=0

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  • 2 weeks later...

EVE is really killing my FPS, down to 25 during launches, and turning my mission time yellow any time I'm in Rhode's atmosphere.  Not being familiar with EVE settings is there something I can turn down?  It's noticeable on Lua as well (and probably other bodies with atmospheres I haven't visited).

I have a i5-9600KF (@4800mhz) & RTX2060 Super.  Seems I should be getting 60fps all the time not?

Also the terrain detail keeps defaulting to "New Text" every time I go into the graphics settings.  Thoughts?  https://imgur.com/a/6Htd843

 

 

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