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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Couple of things: 1, the most urgent is that you don't appear to have TweakScale installed (or at least, didn't when you ran this session). The dll isn't loaded, no patches are applied for it and IR can't find a PartModule called TweakScale. Please verify you have TS installed correctly. 2, This error appears several times: XmlException: Document element did not appear. file:///C:/Program Files/KSP/GameData/MagicSmokeIndustries/Plugins/PluginData/InfernalRobotics/config.xml Line 1, position 1. at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0 at Mono.Xml.EntityResolvingXmlReader.Read () [0x00000] in <filename unknown>:0 at Mono.Xml.DTDValidatingReader.ReadContent () [0x00000] in <filename unknown>:0 at Mono.Xml.DTDValidatingReader.Read () [0x00000] in <filename unknown>:0 at Mono.Xml.Schema.XsdValidatingReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlValidatingReader.Read () [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0 at System.Xml.XmlDocument.Load (System.String filename) [0x00000] in <filename unknown>:0 at KSP.IO.PluginConfiguration.load () [0x00000] in <filename unknown>:0 at MuMech.MuMechToggle.loadConfigXML () [0x00000] in <filename unknown>:0 at MuMech.MuMechToggle.OnAwake () [0x00000] in <filename unknown>:0 at PartModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(Object) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() Something has broken with IR and is best brought up with sirkut (if a clean re-install doesn't fix it). 3, RealRoster, RemoteTech and TST all throw various errors during start up (TST being the most urgent). As per proper bug-reporting guidelines, it helps to reproduce the bug in a clean environment (i.e. in this case, just TweakScale, IR and ModMan installed). 4, So this is what you need to do: Make a clean and untouched copy of KSP (Verify Game Cache or unzip a new copy). In the Gamedata folder, put in freshly downloaded versions of IR, TweakScale and ModuleManager. Then, try and replicate the bug. If successful, post your log.
  2. 32bits and I think I'm reaching the limit. Still doesn't go above 3Gb though (or not that I've noticed. ATM and OpenGL are wizards. Course it is. Won't make a difference if it's a simple cylinder like the materials bay or a fuel tank though (unless you have some CoM offsetting going on). It's a cylinder - a symmetric shape that has the same profile both ways. EDIT: I may have misunderstood who Frederf (now there's a name for KSP) was addressing or what part they meant.
  3. Yes you do. It's under "Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log" apparently. Can you confirm you don't have any rogue tweakscale configs (from earlier versions of TS) and that you've updated to 1.47?
  4. That or get that mod that suppresses the incompatibility alert.Or, you know.. actually update the mod. Just saying.
  5. Nice. One thing you should probably check - I don't know if KSP recognises RCS inputs correctly on stack mounted items. Stock RCS code is a little.. weird. Either check it'll work as you intend, or use ModuleRCSFX instead.
  6. I like it! Is this part going to contain monoprop? It would seem sensible to. I would put the nozzles in the actual tank, inset in little cubby holes. If you put them on the outside, you'll end up with them sticking out and no clean line down the edge of the stack, just a flat protrusion of the blocks.. know what I mean?
  7. Just a little note - I didn't make KerbalX, the magnificent katateochi did. I did pester him about things going wrong with it though To be honest, most of my rep comes from me helping around and making posts like this.
  8. Wait, is this why whenever I get out and push, the capsules SAS doesn't hold attitude? I thought I was just going crazy as I could have sworn SAS stayed on and active when I got out and pushed in 0.23.5.. thanks for saving my sanity!
  9. So you remove Tweakscale and the problem goes away? What made you think this is a problem with IR again? Anyway, just so you know, TweakScale 1.47 apparently fixed that issue.
  10. A, Apply struts B, Decrease throttle The reason your nose is dipping is because the main engines have too much thrust - lower that and you'll ascend straight up. Simple matter of aligning CoT and CoM (the latter is somewhere between the SRBs and SSMEs, you want to get the former to line up with it. If pitch nose down, throttle down. If pitch nose up, increase throttle).
  11. I believe you include it in a MODEL bit. Look at Lacks SXT for comparison - this is part of the config for an air intake from it: MODEL { model = SXT/Parts/Aero/airIntake/model texture = model000 , Squad/Parts/Utility/CircularIntake/model000 texture = model002_NRM , Squad/Parts/Utility/CircularIntake/model001 texture = model001 , Squad/Parts/Utility/airIntakeRadialXM-G50/model000 texture = model003 , SXT/OldAssets/FuelTank/MK1FuselageStructural/model000 } scale = 1 rescaleFactor = 1 Also, good luck with the project! I've been wanting horizontally based crew quarters for ages.
  12. Did you see this? I suspect it's the reason why. EDIT: Now I think about it, with regards to #1, your RCS quads aren't situated that far from the roll axis - that would explain why they're not doing much, it's because they don't have the torque. EDIT 2: Ah, I see that has been covered. I think I'm talking nonsense anyway..
  13. I'm guessing ou have Vens Stock Part Revamp as well. You can only have one - KSPRC or SPR. If you want KSPRC, back up the Squad parts to stock and if you want SPR, remove the relevant folders from Texture Replacer\Default\Squad.
  14. Might be a good idea to contact the authors of B9 and tell them about your plugin - it would alleviate them the effort of maintaining and updating an abandoned mod, not to mention you targeted stock intakes as well. Just a thought
  15. Just an FYI: KineTechAnimation (used by B9 on the SABRE intakes) animates intakes based on velocity and altitude.. don't know what you were planning, but that exists.. Wouldn't want to reinvent teh wheel but on the other hand, it'd be nice to have a properly updated version of it.
  16. KER 1.0.11.3 doesn't like TweakScale 1.46, I'm sad to report. Those are the only mods (aside from ModuleManager) installed, otherwise it's a stock game. This is probably more thanks to TS problems, but if you cycle through the various scales of parts in the editor, KER just keeps adding the masses, resulting in crafts of hilarious apparent weight (click enough times and it reaches a mass of infinity kg!). I should note that upon launch, the vessel mass readout is correct. It's just in the editor that things go pear-shaped.
  17. Request: could parts guess what size they should be by what size attach node they're attached to? The Mk16 chute wants to default to 1.25m when placed on top of the Mk1 pod which is less than ideal. (This is also a problem for KER as it incorrectly reports vessel mass now, brb going to post on KER thread)
  18. Yay, updates! One thing: would it be possible to add KSP-AVC support? I have a basic outline for the current version here: { "NAME": "TweakScale", "DOWNLOAD": "https://github.com/Biotronic/TweakScale/releases", "VERSION": { "MAJOR": 1, "MINOR": 46, "PATCH": 0, "BUILD": 0 }, "KSP_VERSION": { "MAJOR": 0, "MINOR": 25, "PATCH": 0 } } I think that's right... Feel free to add in a Download link and change logs and stuff if you take it on board.
  19. Correct - they were made for v4 and the issues they were made to fix have been addressed in v5. In some cases, they are the opposite of useful.
  20. Looks pretty normal for stock. Admittedly, it's been a while since I played without mods but I'm pretty sure there's no atmospheric visuals at all. Are you sure you're not just remembering having EnvironmentalVisualEnhancements installed which adds clouds to Kerbin? Besides, that's the main menu and not terribly helpful - you say they fade away at 300km and I presume you mean while in orbit, could you post a screenshot of the visuals below 300km and a screenshot of them not there above 300km? EDIT: Just fired up my stock install and yep, mines looks the same as yours, at least at the main menu.
  21. Converting the citylights texture from tga to png should, IIRC, correct this. P.S. you're missing the r from ardua in your sig
  22. Ignore anything about flatness etc, I meant take the location directly from KK - a base already exists on Kerbin, KK makes it invisible or whatever. Contract is created that requires you to fly over it, once you do, it is made visible and all that jazz. It's not the contracts defining the new locations, it's the existing locations defining the contracts. If it's not possible to hide the base, then make it like '[Agency] wants to use the airport/launch site/evil lair at [location] - survey the area to see if it's suitable' or something... I only mentioned FinePrint because the original idea I saw was on about aerial surveys and FP already does that. I just thought it might be easier to use its system to create survey contracts than to make your own.
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