Jump to content

BudgetHedgehog

Members
  • Posts

    4,216
  • Joined

  • Last visited

Everything posted by BudgetHedgehog

  1. The output_log.txt (or equivalent on Linux/Mac). It gets generated every time the game runs. It's basically a record of what happened in the play session, not just a crash log. From the How To Get Support sticky:
  2. Step one: read this Step two: clean reinstall of KWR Step three: if problem is still present, please post your output_log.txt.
  3. (ESC to Space Centre from flight) - KSC view - Alt-F4 - done. When you enter the KSC view from flight, the game is saved anyway. Safe to Alt-F4 out of it from there (but as Xaiier said, make sure it's saved, so either KSC view, ESC, Quicksave as blah, OK, Alt F4 or if you're feeling lucky, punk, just straight up Alt+F4 from KSC view).
  4. At the moment, the left side of the timewarp box is on centre. It would look groovy if both boxes were aligned to the centre of the screen.
  5. So basically: "I'm working on it and it's going to be awesome". You should write something for Devnote Tuesdays, you'd fit right in [/tongueincheek]
  6. Hi, I think I found an interesting bug with how KAS interacts with Stock Rebalance Project and by extension, zero-mass but physically significant items. KSP 0.25 (x86), Windows 8.1, KAS 0.4.9. Only other mods installed are Stock Rebalance Project (to make items zero mass) and Module Manager (to actually make items zero mass). PROBLEM: KAS doesn't grab these items and instead, they explode after a few seconds, but are still available to grab out of containers.. and explode and then grab etc etc.. This is probably because Stock Rebalance Project makes these particular science sensors (thermometer, barometer, gravioli and seismic detector) not weigh anything i.e. their mass is 0. I haven't tested with other items but I think they'll behave the same way. LOGS: If I grab such an item from a container, the following appears in the output_log: NullReferenceException: Object reference not set to an instance of an object at Vessel.findLocalCenterOfMass () [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.Initialize (Boolean fromShipAssembly) [0x00000] in <filename unknown>:0 at KAS.KAS_Shared.CreatePart (.AvailablePart avPart, Vector3 position, Quaternion rotation, .Part flagFromPart) [0x00000] in <filename unknown>:0 at KAS.KAS_Shared.CreatePart (System.String partname, Vector3 position, Quaternion rotation, .Part flagFromPart) [0x00000] in <filename unknown>:0 at KAS.KASModuleContainer.Take (KAS.PartContent avPart) [0x00000] in <filename unknown>:0 at KAS.KASModuleContainer.GuiContentList (System.Collections.Generic.Dictionary`2 contentsList, ShowButton showButton, KAS.KASModuleContainer actionContainer, Vector2 scrollPos, Boolean showTotal, KAS.KASModuleContainer destContainer, Single scrollHeight) [0x00000] in <filename unknown>:0 at KAS.KASModuleContainer.GuiMainWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Vessel.findLocalCenterOfMass () [0x00000] in <filename unknown>:0 at OrbitDriver.TrackRigidbody (.CelestialBody refBody) [0x00000] in <filename unknown>:0 at OrbitDriver.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Vessel.findWorldCenterOfMass () [0x00000] in <filename unknown>:0 at Vessel.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Body::setMass: mass is 0.000000, should be positive! (Filename: ..\..\Physics\src\NpActor.cpp Line: 175) Full output_log.txt is here. Please ignore the HandleD3DDeviceLost entries at the end, they are just because I Alt+Tabbed away from KSP to write this post. Look forward to the fix
  7. And Hullcam VDS has a whole bunch of cameras that RPM configures to use in IVA. The file's something like hullcam_as_external_cameras.cfg or something.. included in the main RPM download anyway.
  8. All very good tips so far, but another good one is to dump any un-needed fuel. High mass means high kinetic energy which means it's not going to slow down easy. I find TACFB immensely useful for this and pretty much the only reason I have it installed - dump excess RCS and oxidisor during descent and most of LF as well. Planes slow down pretty easily after that.
  9. Terribly easy and is included as a MM config in both Science Revisited and Stock Rebalance Project (copied from my SRB config): @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]:FOR[StockRebalance] { @MODULE[ModuleDeployableSolarPanel] { !powerCurve {} powerCurve { key = 0 10 0 0 key = 13599840256 1 0 0 key = 27199680512 0.25 0 0 key = 40799520768 0.1111 0 0 key = 54399361024 0.0625 0 0 key = 67999201280 0.04 0 0 key = 81599041536 0.0278 0 0 key = 95198881792 0 0 0 } } } IMHO though, it's kind of out of scope for a visual effects mod pack to be changing how parts behave.. but it's up to Proot, obviously.
  10. Why not just use DOE? It works fine on 0.25 and I think rbray has agreed to pick it up once he's done with the EVE overhaul anyway.
  11. Not at all: @PART[mk2Cockpit_*] { @INTERNAL { @name = name_of_whatever_B9_internal_you_want_to_use_which_can_be_found_in_its_cfg } } @PART[mk2Cockpit_Inline] { @INTERNAL { @name = name_of_whatever_B9_internal_you_want_to_use_which_can_be_found_in_its_cfg } } Some things may not match up (like the window positioning), but at least you'll get those sweet MFDs.
  12. Probably doable with MM, but I don't know the syntax needed for copying a part etc, so I made this cfg for a decoupler a while ago. Put it in Squad/SPP/Mk2DroneCore (I don't know how to make it reference the mesh and model without it being in the same folder). It's balanced against the stock stack decoupler but a little heavier and should unlock at the same node as the first Mk2 shapes. Also, there's these SAS and RCS slices that were made for the SP+ mod, not sure how compatible they are with stock SPP. EDIT: They should be fine to just drop into Gamedata like normal as the models and textures are included, but they do have the heatshielded bottom.. If you want, you can just use my cfg as a template and add in the needed PartModules and resources to a copy of that cfg and stuff...
  13. My guess is that sarbian hasn't taken into account that the SRBs can never run below 50% thrust. If you tweak the trust to 0, that means they run at 50%, not 0%. However, I think it Padishar that make KER work correctly with them. Doesn't really bother me as I only use KER in the editors anyway.
  14. https://github.com/NathanKell/RealSolarSystem/wiki/On-MBMs-and-Other-Image-Formats TGAs are left uncompressed and PNGs sometimes don't get mipmaps generated. ATM fixes both those issues, mind you and I think it's fair to say most players have that installed. I also have KSC++ but haven't noticed anything wrong with those loading. The thing about the 'tgas sometimes not loading at all' is that it's completely random - it's not always the same part and it's not every time either. Just one of them things.. if it happens repeatedly then yeah, I'll let you know. All in all, really, it doesn't matter what format the textures are in if the goal is to save in-game memory usage. But if you want to speed up loading times, or be sure that the texture actually loads or something, then different formats matter. Entirely up to you. Anyway, I had my first play with these last night and it took a while to figure out how the bits fit together and what's needed for what part.. still don't fully understand it yet, but I like the cabs and stuff.
  15. Any news? Been holding off downloading this for so long EDIT: Also, can I recommend that you use pngs or mbms for the textures? KSP tga loader is bugged which means they use something ridiculous like 40 times as much memory or something. May be not that extreme, but they don't get compressed and 0.25 can just sometimes fail to load tgas entirely. Or even .dds and bundle DDSLoader with it, that would save on loading times.
  16. And given the 'No Refunds' part of strategies, this isn't something I like doing much :/ As for the vulture icon, hell yeah, that has to stay! Makes me think of a squad of mercenaries or pirates getting their grubby mitts on it and holding my little satellite ransom Always happy to help
  17. The problem is with what you class as autopilot here. Mechjeb has never really played nicely with FAR (even with the optional modules for it that currently aren't working) so spaceplane guidance isn't going to work that well with FAR planes at all, hence the wobbling. Mechjebs autpilot is based more around space flight than atmospheric flight anyway, as well.
  18. I believe it would be allowed - Astronomer distributed an .assets file with the old AVP and he was featured on Modding Mondays and BA has an optional sunflare download in the OP. I don't think either of these would have escaped Squads attention so you may be in the clear. 'May' being the important word - I honestly have no idea, I'm just saying what's already happened. So yeah, I'm not truly informed about it
  19. Right now, I'm using Live Feeds to help get some rep that stock Fundraising takes, but I've used.. oh goodness, loads. Science Academy, Launch Spectating, Space Camps, Safety Procedures, Staff Downscaling.. Personally, I tend to flit between whichever I need at the time - it's a shame I can't change commitment once I've accepted, or I'd stick with some (Meteorological Authority, Space Camps to name two) throughout. That said, when I accept new ones, it's not usually that high a commitment as it tends to break other ones. I like that it's not just 'takes science, adds funds', it's got buffs/nerfs to launch costs, contract completion, science recovery and not transmission.. basically, it separates out the whole mission, from part purchase to recovery, every step has a strategy for it. But, after a quick look at them to look at balance, my thoughts are these - 1, Outsourced Recovery has two nerfs and one buff. Maybe decreasing the % science loss or increasing the % off launch costs by a couple % would make it more attractive to me and 2, Conservation Directive at the highest commitment doubles launch costs but only increases science transmission/recovery by 20%.. maybe 100%/40% or 70%/20%. The doubled rep is a nice incentive to take it, but that unbalance makes me think otherwise. Just my quick thoughts after looking at it for 5 minutes.
  20. Well, to me, they all seem fairly well balanced.. haven't played with them all enough to know for real though.. All I can say is that I'm seriously enjoying it! I hope something very similar to this gets into stock.
  21. Without more information, no idea. Please read this and we might be able to help you more. My first guess is that you're on a Mac and aren't merging the folders, just doing the default behaviour which is to replace the previous contents of the Gamedata folder with the stuff you're copying over.
  22. Put both ActiveTextureManagement and BoulderCo folders in the Gamedata folder. Do not put anything in the Plugins/Parts etc folder.
×
×
  • Create New...