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Holyvision

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Everything posted by Holyvision

  1. Just curious (absolutely not a judgement point or complaint), is there a KSP cinematic trailer that will come behind this release? Always love seeing the release trailers you guys put together!
  2. Still trying to grab a download, currently site tells me every time: ::EDIT:: Sorry I just saw the Mod update on prior page, server is overloaded -- try a browser other than Chrome, or just keep trying. I finally got it to start! Excited to go play! BREAK ALL THE MODS!
  3. KAS would help via manually attaching more struts across the modules once connected in space!
  4. When you require more launch stabilizers than any other part.
  5. It needs to hurry up and release so the new version of Texture Manager can hurry and take its 3 hour first time load so I can play sooner :-(
  6. I have multiple game installs on my system. The particular one I'm referencing to is a first time install on a new game. I have another game that is currently running version 4-1 which I will have to try upgrading and see if it has similar results
  7. Running 4-2 with a moderate-heavy mod list, making the final push after 90 minutes into the loading here as well. It seems like it's hanging when it gets to the last mod folder to load -- because it just stops on whatever the last thing alphabetically is. Just going to let it sit and hope for the best...
  8. I figured this out with the help of Red5, Cactus, and others in Kiwi chat. I don't know that I would of figured this out otherwise. I went to install a second instance of KSP on my system after the first. Using only the mods KAS and KW Rocketry (these are the same two mods that are used in the first game install). Whenever I would launch a ship in the second game, I would get error messages telling me that the mod's sound files could not be loaded; this was also reflected in the gameplay (no mod sounds). I never got a crash from this, but had the sound issues. I never had these issues -- with the exact same mods -- on my first game install. All mods are good downloads and good installs. I even tried moving an exact copy of the first (working) install's GameData folder into the second (not working) KSP folder, and got same issues. Needed information: My first game was installed in C:/KSP. I tried to install my secondary install in C:/KSP/KSP install #2, C:/games/KSP install #2, and several other places. No matter where I installed the second game, I was always getting the sound issues that I was NOT getting in my first install. After digging through the output_log, I found this line: "Audio load error: Couldn't open file C:\KSP\KSP INSTALL " Every time the game tried to load a sound file after this error, it would post: "Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp" However, the key thing to notice here is that the game's installed folder was actually named "KSP INSTALL #2". I went and removed the "#" from the folder name, changing it to only "KSP install 2", and the game now runs without any sound errors as it should. So, it would seem that for whatever reason KSP doesn't like a directory that includes a "#" in its name. I know this is a tiny minute little thing, and I don't even know that this is something that you could consider a bug, but it took me a while to figure out, and wasn't something I would have considered being the issue; especially because windows allows "#" in a directory name without problem. Hopefully this can save someone else that may have this issue some time and aggravation! Thank you Squad for all you do! --Holy ::EDIT:: If a moderator sees this and knows of a more appropriate place for a bug report to go, please feel free to move it there. Sorry if this is the wrong spot!
  9. Having an issue getting this to work for some strange reason and would be very appreciative of any assistance. I've been using KAS for a long time, along with many mods, with no issue at all. Yesterday I installed an additional copy of KSP onto my computer in a different location from the first, as I wanted a game to play with different mods than my stock game. After installing mods including KAS -- I found that every time I would go to launch a ship, the game pops up an error telling me that sound files cannot be located such as grab, attach, EVA grab, etc. When flying the ship, EVA and like sounds that are reported in errors are totally muted. I have repeatedly verified that the the reported-to-be-missing sound files are correctly located as .ogg files within GameData/KAS/Sounds. It's almost like the mod isn't looking in the correct place for the sound files. So, I've deleted and redownloaded/installed mod again correctly into GameData folder, deleted other mods besides KAS, ensures the game is running as administrator... and so on. Yet I am still getting this list of errors whenever I launch a new ship from KSC. What's really nuts, is if I install KAS onto my initial KSP install, it works fine. I only get this error when the mod is installed on a subsequent installation of KSP. Has anyone had anything like this before? Any tips or recommendations? It certianly is most likely not this mods fault at all, but I've been using KSP mods for years now and have never encountered this error/issue before. Thank you for any wisdom, --Holy ::EDIT:: Update: After getting help and wisdom from the KSP Kiwi chat, and a lot of testing, it seems that my computer takes issue with any KSP install after the first on the same hard drive -- regardless of the install location of the subsequent installs after the first. If I install my second game into a different hard drive, I register no errors. So my first install in C:/KSP/KSP install works fine. The second KSP install in C:/KSP/KSP install #2 gives sound files errors. So does other second installs in C:/games/KSP install #2 and C:/KSP install 2. However, a second install on F:/KSP/KSP gives no errors. This is clearly not the mods fault and is some crazy windows issue. UPDATE 2: Figured it out, KSP will not load anything inside a folder with the "#" symbol. I renamed the folder from "KSP install #2" to "KSP install 2" and it works fine. Will type a report for squad!
  10. I'm sorry to assist in this necro, but I would also be curious to know if anyone has any recommendations for different settings besides those that are default post .25. I find that at times, some of my KW Rocketry engines and KAS sounds do not play as they should; and it's not an installation issue.
  11. Unexplained events? All the time, usually it's the black-crash-to-desktop after I push my mods too far... Again!
  12. I get a strange graphics glitch when I mouse over the life support containers, and waste life support containers, regardless of shape/size. In the VAB, when mouse-over in parts window, the image just "zooms" in continuously without any control, until it zooms out so much that it just dissapears. The item "window" in the options will show no thumbnail until you change to a different options tab and come back. If you select the item -- regardless of the sample-image showing or not -- you will get a correct-sized bug-free item. It only seems to affect the graphics for the image in the build menu. I was using the Universal Storage TAC mod, I will try removing that and will post back if that fixes it. Maybe it needs to update alongside TAC. --Holy
  13. Same thing here. It doesn't seem to account for experiments that have been saved for recovery, even when the "assume recovery" option has been turned on.
  14. >=) Sick.... Would be cool to have a tool similar to this, but as a cheap 'n basic package useful for starting space programs without excess $$$ to burn, but with the handy layout and etc. Just a thought!
  15. Choo-Choo! Hope experimentals are going well.
  16. I'm using some other mods, but after this latest update of RealChute all of my parachutes have ceased to function whatsoever. The chutes do not show up in the staging menu in the VAB or after launch, and right clicking while in the construction menu or in the config tab of the VAB brings up no options or editing window. So I have no working parachutes, who needs 'em anyway! Going to start the long process of peeling off mods one a time to see if I can figure out where the conflict lies. Love RealChute -- it's one of my must have mods! If there's anything I should look at specifically that would generate these symptoms, tips are welcome! I am using Deadly Re-entry mod, which has it's own RealChute .cfg file, would that cause issues? Also using the D.E.R.P. lifepod parts that use RealChute.
  17. This is by far one of the most "kerbal inspiring" threads on these forums. Love the historical documentation coupled with kerbal variation!
  18. I believe this has something to do with decouplers, when there is more mass towards the top of the vessel than at the bottom. I too have had this happen, but I only notice it when I intentionally have a much larger engine (eg, mainsail) on the upper stage vs the lower ones. Maybe it's just a fluke.
  19. Try the mission controller extended mod here: http://forum.kerbalspaceprogram.com/threads/43645-Mission-Controller-2-Preview-Version-2-%28KSP-24-2%29%28More-Contracts-and-Parts%29 It adds exactly the contracts the OP is talking/wishing about -- and some cool parts to go with it. Over time a lot of this will likely be added into the stock game -- but for now -- malkuth is doing an amazing job with this mod for us!
  20. I think we are seeing the Kerbal reproductive cycle in process. They just pop out of matter around the universe, similar to daises -- prior to .24 only those lucky enough to be born on Kerbin had any chance of survival. Seems legit.
  21. Yea testing the ARM engine when landed on other planets is kinda nuts, also don't get decouplers in strange places. The "test xxxxxx while spashed down" ones are easy to do, but often are out of place.
  22. I know, it's his favorite place to hang, right!? I even heard him telling Bill he was thinking about installing a hot tub...
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