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Jovzin

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Posts posted by Jovzin

  1. OK I have an issue with the KURS Camera. 

    When I click on Display Docking Camera nothing is happening.

    And when I click on I think was Camera Adjuster   I get black screen and a lot of this in the debug  menu :

    Spoiler

    NullReferenceException: Object reference not set to an instance of an object
      at OLDD_camera.CameraAdjust.CameraAdjuster.UpdateCamera (UnityEngine.Vector3 v3, System.Boolean doUpdate) [0x00000] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.CameraAdjust.CameraAdjuster.DrawGUI (System.Int32 id) [0x00c7f] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) [0x00070] in <58f888e0d56a4620958c8e58a768c70d>:0
      at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00078] in <58f888e0d56a4620958c8e58a768c70d>:0
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
     
    (Filename: <ddad8be262ee44d0979a416ded79fdb9> Line: 0)

    And this too :
     

    Spoiler

    Module DockingCameraModule threw during OnStart: UnityEngine.UnityException: Failed to create texture because of invalid parameters.
      at UnityEngine.Texture2D.Internal_Create (UnityEngine.Texture2D mono, System.Int32 w, System.Int32 h, System.Int32 mipCount, UnityEngine.Experimental.Rendering.GraphicsFormat format, UnityEngine.Experimental.Rendering.TextureCreationFlags flags, System.IntPtr nativeTex) [0x00021] in <12e76cd50cc64cf19e759e981cb725af>:0
      at UnityEngine.Texture2D..ctor (System.Int32 width, System.Int32 height, UnityEngine.TextureFormat textureFormat, System.Int32 mipCount, System.Boolean linear, System.IntPtr nativeTex) [0x0003d] in <12e76cd50cc64cf19e759e981cb725af>:0
      at UnityEngine.Texture2D..ctor (System.Int32 width, System.Int32 height) [0x00000] in <12e76cd50cc64cf19e759e981cb725af>:0
      at OLDD_camera.Utils.Util.MonoColorTexture (UnityEngine.Color color, System.Int32 width, System.Int32 height) [0x00000] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Utils.Util.MonoColorVerticalLineTexture (UnityEngine.Color color, System.Int32 size) [0x00000] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.BaseCamera.InitTextures () [0x000e2] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.DockingCamera.InitTextures () [0x00000] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.BaseCamera.DoResizeWindow (System.Int32 WindowSizeCf) [0x00020] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.BaseCamera.LoadWinSettings () [0x00020] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.BaseCamera.InitBaseCamera (Part thisPart, System.Single windowSizeInit, System.String windowLabel, System.Boolean firstTime) [0x00140] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.BaseCamera..ctor (Part thisPart, System.Single windowSizeInit, System.String windowLabel) [0x000c7] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Camera.DockingCamera..ctor (OLDD_camera.Modules.DockingCameraModule dcm, Part thisPart, System.Boolean noise, System.Double electricchargeCost, System.Boolean crossStock, System.Boolean crossDPAI, System.Boolean crossOLDD, System.Boolean transformModification, System.Int32 windowSize, System.String restrictShaderTo, System.String windowLabel, System.String cameraName, System.Boolean slidingOptionWindow, System.Boolean allowZoom, System.Boolean noTransformMod) [0x000b4] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at OLDD_camera.Modules.DockingCameraModule.OnStart (PartModule+StartState state) [0x0009b] in <ddad8be262ee44d0979a416ded79fdb9>:0
      at Part.ModulesOnStart () [0x00120] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0  
    (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

     

  2. Anybody has issues with custom Sunflares ?  Trying to use the Sunflares of Maar  but somehow I do not see it in the game at all.   And when I click alt+F10  to check in game via Scatterer the sunflare settings there is nothing to edit...

    Ok I am using AVP , I checked it from top to bottom and there is no config that is messing with sunflares.   Moved to check the Sunflares of Maar config and I think, could there be missing the file name like Sunflare.png or someting like this in the config ?     Or maybe, I read in the Sunflares of Maar topic that somebody had problems with Scatterer and B9PartSwitch, but as far as I know this was fixed already. 

    @Scatterer_sunflare:AFTER[scatterer]
    {
    	author = JadeOfMaar
    	// Config for Canaan sunflare
    	@Sun
    	{
    		%assetPath = SunflaresOfMaar/Stock/Canaan
    		%flareSettings = 0.6,1,0.6
    		%spikesSettings = 0.5,1,0.4
    		%sunGlareFadeDistance = 500000
    		
    		!ghost1SettingsList1 {}
    		!ghost1SettingsList2 {}
    		!ghost2SettingsList1 {}
    		!ghost2SettingsList2 {}
    		!ghost3SettingsList1 {}
    		!ghost3SettingsList2 {}
    		
    		ghost1SettingsList1
    		{
    			Item = 0.3,0.56,0.92,0.95
    		}
    		
    		ghost2SettingsList1
    		{
    			Item = 0.4,1,36,-0.3
    			Item = 0.4,1,48,0.3
    			Item = 0.1,1,24,0.4
    			Item = 0.15,1,6,0.6
    		}
    		
    		ghost2SettingsList2
    		{
    			Item = 0.1,1,12,1.45
    		}
    		
    		ghost3SettingsList1
    		{
    			Item = 0.3,1,24,-0.45
    			Item = 0.3,1,48,-0.33
    			Item = 0.3,1,48,0.33
    			Item = 0.15,1,24,0.45
    		}
    		
    		ghost3SettingsList2
    		{
    			Item = 0.15,1,6,0.75
    			Item = 0.1,1,12,1.5
    		}
    	}
    }

     

    OK somehow I was able to see now in game the Scatterer settings for sun and looks like it is not loading the files from SunflaresOfMaar/Stock/Canaan but from normal scatterer folder hmm :

    Sun
    {
    	syntaxVersion = 2
    	flareColor = 1.0,1.0,1.0
    	assetPath = SunflaresOfMaar/Stock/Canaan
    	flareSettings = 0.6,1,0.6
    	spikesSettings = 0.5,1,0.4
    	sunGlareFadeDistance = 500000
    	flares
    	{
    		Item
    		{
    			texture = scatterer/config/Sunflares/Sun/sunFlare.png
    			displayAspectRatio = 1
    			scaleCurve
    			{
    				key = 1 5 0 -0.200
    				key = 55 1.05 -0.007 -0.0012
    				key = 2500 0.2 0 0
    			}
    			intensityCurve
    			{
    				key = 2 0.0 0 0
    				key = 11 0.6 0 0
    			}
    		}
    		Item
    		{
    			texture = scatterer/config/Sunflares/Sun/sunSpikes.png
    			displayAspectRatio = 1
    			scaleCurve
    			{
    				key = 1 5 0 -0.200
    				key = 55 1.05 -0.007 -0.0012
    				key = 2500 0.0 0 0
    			}
    			intensityCurve
    			{
    				key = 2 0.0 0 0
    				key = 11 0.6 0 0
    			}
    		}
    	}
    	ghosts
    	{
    		Item
    		{
    			texture = scatterer/config/Sunflares/Sun/Ghost1.png
    			intensityCurve
    			{
    				key = 2 0.0 0 0
    				key = 11 1 0 0
    				key = 500 1 0 0
    				key = 2500 0 0 0
    			}
    			instances
    			{
    				Item
    				{
    					intensityMultiplier = 0.54
    					displayAspectRatio = 0.65
    					scale = 0.434
    					sunToScreenCenterPosition = 0.5
    				}
    				Item
    				{
    					intensityMultiplier = 0.54
    					displayAspectRatio = 1
    					scale = 0.166
    					sunToScreenCenterPosition = 0.7
    				}
    			}
    		}
    		Item
    		{
    			texture = scatterer/config/Sunflares/Sun/Ghost2.png
    			intensityCurve
    			{
    				key = 2 0 0 0
    				key = 11 1 0 0
    				key = 500 1 0 0
    				key = 2500 0 0 0
    			}
    			instances
    			{
    				Item
    				{
    					intensityMultiplier = 0.135
    					displayAspectRatio = 1
    					scale = 0.333
    					sunToScreenCenterPosition = 0.9
    				}
    				Item
    				{
    					intensityMultiplier = 0.054
    					displayAspectRatio = 1
    					scale = 0.125
    					sunToScreenCenterPosition = 1.1
    				}
    				Item
    				{
    					intensityMultiplier = 0.054
    					displayAspectRatio = 1
    					scale = 0.25
    					sunToScreenCenterPosition = 1.3
    				}
    				Item
    				{
    					intensityMultiplier = 0.054
    					displayAspectRatio = 1
    					scale = 0.2
    					sunToScreenCenterPosition = 1.5
    				}
    			}
    		}
    	}
    	ghost1SettingsList1
    	{
    		Item = 0.3,0.56,0.92,0.95
    	}
    	ghost2SettingsList1
    	{
    		Item = 0.4,1,36,-0.3
    		Item = 0.4,1,48,0.3
    		Item = 0.1,1,24,0.4
    		Item = 0.15,1,6,0.6
    	}
    	ghost2SettingsList2
    	{
    		Item = 0.1,1,12,1.45
    	}
    	ghost3SettingsList1
    	{
    		Item = 0.3,1,24,-0.45
    		Item = 0.3,1,48,-0.33
    		Item = 0.3,1,48,0.33
    		Item = 0.15,1,24,0.45
    	}
    	ghost3SettingsList2
    	{
    		Item = 0.15,1,6,0.75
    		Item = 0.1,1,12,1.5
    	}
    }

     

  3. 20 hours ago, ThePatsch78 said:

    @Jovzin I guess you're running this on KSP 1.8. since this happend to me too as I tested it on 1.8. I think G'th visuals pack isn't meant for running on 1.8 but for 1.7.3 -> [1.7.3] G'ths Visuals for General Gameplay - JNSQ and Stock.

    Astronomers Visuals Pack states in brackets [1.8.0] but its version file and also the AVC shows up incompatibility to KSP 1.8 and tells you, that it is made for 1.7.3.

    Anyway. It helps the Mod-Author and people that are trying to help you when you're at least writing your KSP version you have. Also the ksp.log is a good source to find out what you're running since the loaded Mods are listed there.

    Edit: @Jovzin: you might try KS3P for 1.8 Beta: https://github.com/c1usta/KS3P/releases 

    Kind regards

    Patsch

    Hello Patsch.

    Thank you.  Yeah I was trying the run this on KSP 1.8.

    Btw will try that new KS3P as I have issues when I run it with AVP config for KS3P.  I am getting 8 bit KSP graphics :D

    But I discovered that Bloom is doing this issue in KS3P. Bcs as soon as I turn off bloom my KSP looks as it should be. 

  4. Sorry for double post.

    So the culprit is KSP3P  addon. 

    I do not know how it brake or something. As i am using that patch version of KSP3P I found here on the forums with that AVP config.    Will need to check again what happened as I am not aware that I was changing something in KSP3P configuration at all.    

  5. 33 minutes ago, Delay said:

    Oh come on, is a semi 8-bit KSP really that bad?

     

    Okay, so the game runs as expected when either one of the two mods is removed?

    Yeah it is fun :D  Looks my PC is some old Comodore 8 bit :D

     

    And yeah as soon as I remove either AVP or Scatterer all is fine.  

    28 minutes ago, Arco123 said:

    try to find the config with scatter in the file itself. Or reinstall both mods...

    Well I reinstalled both mods today a few times already.

     

    Looks like I will need to re-install whole KSP1.8.1 again.   And will try to install all mods one by one.   But first I will start with visual ones to see which one is the culprit if I will have the same issue after total reinstall.

  6. I need a small help.

    Can somebody tell me what is going on here ?     Yesterday it was looking normal.  All I did today was installed the Sunflare from stock Suns of Maar. 

    I am using AVP with EVE and Scatterer and KSP3P.  

    Was doing some TSHOOT.  As soon as I remove Scatterer it will look normal.  As soon as I keep scatterer but remove AVP it will look normal.   So looks like some config in AVP  is not working with scatterer ? 


     6xhz4rK.jpg

    cgoB9Rp.jpg

  7. Ok ,

    I have a question.

    Can I somehow override AVP's scatterer settings ?  Scatterer  is not using my settings from scatterer but the AVP's ones.

    EDIT: Hmm looks like to remove the AVP scatterer config is a bad idea. Have quite nasty artifacts in game :D 

    Ok so what I need to disable to get rid of them but to keep my scatterer config ?     

     

    Or looks like AVP is not possible to use some scatterer feature maybe Shadows for terrain ? 

  8. Hello guys so I bought a Breaking ground dlc and updated my old KSP 1.5.1 to newqest one 1.8.1.

    But I want to ask.  For ground textures what to use ? 

    In stok KSP  not JSNQ   should I use stock new remapped ground textures or still KSPRC ground textures are better ?

    For JNSQ I assume the JNSQ mod already has the new ground textures right ?

  9. Ok a few questioisn if I may.

    1/ This is not working with version 1.5.x I assume ?  I am still rocking this version in my career I must say.

    2/ What is the flight experience ? Ascent is without any issues like rolling to the side after doing roll program ? And what about some descent ? No let us try spinning hat is a good trick durint re-entry ?

    3/ I saw someboedy posted that it is not working wit hMechJeb autopilot - Ascent or docking ?   

    4/ There is some new autopilot for this shuttle ? I saw some screen from manual to use something different for ascent ?

    Thank you

     

  10. On 4/20/2019 at 2:32 AM, Captainamtrak456 said:

    well then, I shall wait for the new shuttle update, but I want to ask you, I use a space shuttle from Cormorant Aeronology, and I want to re enter the atmosphere, and I put my pitch to 40 degrees angle of attack, but unfortunately the shuttle looses control, and starts spinning violently, Is there a way I can properly re enter a shuttle and land it?

    I had the same issue with CA shuttle and with this Briso's Shuttle.  During re-entry it was helll to fly it. 

    So I did a few changes and now it is better. The only problem is now I can not keep 40 degree AoA only 20 degree but at least I am not doing let us try spinning that is a good trick anymore :D

     

    Now I have a different issues. During ascent it is quite hard after the roll program right after launch to keep shuttle stable. It is trying to go to the side. And whne I release the SRBs it is trying to put the External tank to bottom and  shuttle on top.   But I can somehow manage it with really hard manual piloting...  Mechjeb is out of question for ascent bcs of the issues...  

    Playing stock only no RSS

  11. Oh man thank you.

    May I ask a few questions ? 

    You are using stock parts as base and only re-textured them ?  

    Or DECQ's model and upgraded textures ?

    Or it is complete new models and textures made by you from scratch :) Blender or 3dS Max ?      I assume for textures creation you are using Quixel Suite or Substance Painter right ?  Bcs those textures looks great.

     

    Btw wish you luck finally some nice new Stock Space shuttle.  Pitty that old KSP Shuttle is no longer supported.  

    I mean this one here :    https://forum.kerbalspaceprogram.com/index.php?/topic/37535-kerbin-mini-shuttle/  

     

    This was nice mini stock shuttle but no longer working as far as I know. 

    Happy taht you are now making new stock shuttle.

    In case you need some help with moddeling or texturing a few parts I have some spare time so can help.  

     

    Maybe finally I will be able to use this thing here, on your shuttle, that  I was making for DECQ's  Space Shuttle  to make it a bit scifi :) It is still lurking somewhere on my external HDD...   

    https://www.youtube.com/watch?v=57mAeNWTKZ0

     

     

    EDIT:  Oh man those VFX engine particles on the shuttle on that picture #3. Wau really great. Such a ncie work and detail...  I need to learn a lot still in this 3D modelling world :(  

  12. On 4/5/2019 at 10:26 AM, Briso said:

    Oh you want a guide for the stock version ? I'm sorry. I forgot that you hate RSS.:blush:

    And a few more ideas and solutions. Since I was ignored about::(

    I decided it would be better to use the old boosters that were from the beginning. In addition, there is an idea to add a mod on SpaceDock, CurseForge, GitHub. There is also an idea to get a license for the product and add AVC support. (In short, this module will notify you when you start KSP whether there is a new version of this mod or not and will offer you an update)

    I think we will coordinate this with the Radar soon and I will report on that status.

    No problem man.  I am mainly playing stock so sorry to btoher you with that :)   Will try to be more polite next time :)  

    Thank you anyway for your support.

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