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Everything posted by AlphaAsh
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Cheers chap for looking at this. Eliminating mods is a good call. I fixated on this: [LOG 17:08:02.444] Look rotation viewing vector is zero [LOG 17:08:02.462] Look rotation viewing vector is zero [LOG 17:08:02.463] Look rotation viewing vector is zero [LOG 17:08:02.464] Look rotation viewing vector is zero [LOG 17:08:02.465] Look rotation viewing vector is zero and the JSI exceptions and hence chucked the lad your way. @KuroSnow - Check back with me if it's still just the KashCorp parts causing the issue. I doubt it will be though.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
RemoteTech generates its config when it first runs. Fairly certain it just needs c&ping into that. Somewhere - - - Updated - - - @MegaUZI Here's a mirror: https://www.dropbox.com/s/3bg6jxyiwmh5hmr/KerbinSidev1p0p3.zip?dl=0- 2,488 replies
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Ah nevermind then. That other exception is probably related anyway. The "Look rotation viewing vector is zero" is, I'm 99% certain, related to IVAs so my money is still on RPM having some issue. Too many other variables have matched up.
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*nod* Pop by the RPM thread and let them know. It's something they should look at since it's affecting more than just one mod. If it turns out RPM needs some kind of compatibility config I'll consider sorting that but I dislike mod compatibility being reliant on such things (stares evily at Active Texture Manager - yes you.) EDIT Huh. That's unexpected. There may be something else going on here. Can you confirm your install path? Just want to eliminate Windows security on .dlls being the issue.
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Might be worth a shot. Your mod list is extensive and I suspect at least one of those is wrapping/hooking RPM somehow. Which is what's throwing the wobbly. Might be worth checking the blurb on some of those other mods. Whichever is responsible kinda should know about this so they can fix it. EDIT - My suspicion is one of BahamutoD's mods. If memory serves, he has hooked RPM in a few mods. I might be wrong.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I'll investigate getting a mirror sorted. It won't be Curse. I do prefer it to be exclusive to KerbalStuff as it 1 - Makes it easier for me to track and 2 - promotes KerbalStuff (I like KerbalStuff). However, I can appreciate that it's sometimes dog slow. Might be worth letting SirCmpwn know about the issue too.- 2,488 replies
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[EXC 15:36:04.232] NullReferenceException: Object reference not set to an instance of an object JSI.JSIVariableAnimator.LateUpdate () If memory serves, that's related to RasterPropMonitor. I'll investigate further but I'm fairly certain this issue is related to that mod or a mod that is hooked into it. I'd hazard a guess that you'll get a similar issue with any part without an IVA, regardless of which mod it is. EDIT: That confirms it.
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Screenshot. List of mods. Version of KSP. Windows or Linux. x64 or 32 bit. Path of install. KSP.log from root of install. Then I might be able to help.
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[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
It is a very handy mod for all sorts. I use it in the map view to plop down waypoints where I want to check out locations for new bases. Saves me so much hassle not having to randomly fly from a base in some general direction, flicking back and forth from the map view and hoping EVE doesn't obscure some tasty potential site with clouds. Thanks nightingale. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Nope, sorry. I haven't done any cloning of Squad's assets, current or old. Whether the asset is still in some data library of KSP or not, no idea and I haven't explored whether it's possible to use any of Squad's static assets. I doubt it would be possible. NathanKell has figured out how to move the KSC in RSS, I believe.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Awesome sauce sir. Regarding colliders, on such a huge object you'll probably find you have to 'cut them up' a lot. KSP physics tends to 'see' gaps in exceptionally long edges of colliders. It's what makes creating reliable colliders on objects like runways so difficult.- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Danger Will Robinson. I doubt very much that and Kerbal Konstructs will play along with each other. Expect unsupportable issues.- 2,488 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
AlphaAsh replied to nightingale's topic in KSP1 Mod Releases
Are you running Windows KSP x64 or 32 bit? That's the sort of bug that occurs under x64.- 699 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
No. But it shouldn't be too difficult for me to add such a feature to Kerbal Konstructs. Out of curiousity, where are you launching from?- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
It was worth doing. I'd been putting it off because I knew any implementation would be flakey at best. I think I ended up with the best functionality - certainly better than the way it was done in KerbTown - and I've already taken advantage of orientation in one of my other projects. Would love to see what you do with it.- 872 replies
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Joke Kerman. No really. That's her name. She's a scientist. She has 0 courage and 100 stupidity. Easter egg or just pure fluke?
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v0.8.4 available from KerbalStuff. Changelog: maxEditorVisRange configurable in KerbalKonstructs.cfg. This determines the maximum that Visibility Range can be set to in the Instance Editor. Orientation setting re-implemented in the Instance Editor. Configurable X, Y and Z axes, ranging from -1 to +1. Four presets, Top Up, Bottom Up, On Left, On Right. X and Z have 'tip' buttons, allowing increases and decreases to the axis in steps of 0.01. Note that the camera axis will change along with the object. Orientation changes may interact un-intuitively with rotation settings.- 872 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v1.5 of Kerbin-Side Air-Race available from KerbalStuff. Changelog: - Took considerable advantage of 'orientation' setting for statics. Now many pylons sit on the terrain more naturally. - Updated a pylon model to have a deeper base for better terrain integration. - Added elevated direction markers to some track boundaries. That'd be arrows on top of a pole then. - Added gate identification markers to some gates. Small and large versions available.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Well now I'm confused. Perhaps I did misinterpret what you wrote. Regardless something good came out of it, which is Air-Race can stand-alone without KerbinSide with the addition of the race-specific location launchpoints. Should make things easier for your race challenges.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
v1.4 of Kerbin-Side Air-Race available from KerbalStuff. Changelog: - Added a launch point near the start of each race. - You can find these under the 'Other' category of the Launch Site Selector in the SPH.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
There never was any at Round Range. I've no clue why you think there were. I've never made a race track at Round Range. KerbinSide All-in-1 is bases and launchsites. Including a base/runway at a location called Black Krags and Dundard's Edge. Air-Race is air-racing tracks and components. Contains three tracks. One at KSC, one near Black Krags, one near Dundard's Edge. Kerbal Konstructs is the plug-in that runs the show and makes the objects appear. Kerbal Konstructs comes with one BASE, Round Range and the objects for it. 1 - Install KerbinSide All-in-1 2 - Install Air-Race. Overwrite any files when prompted. 3 - Check which version of Kerbal Konstructs shipped with the above. 4 - If there's a newer version out, install that. That's it. You have all the base, all the race tracks. - - - Updated - - - KerbinSide is not a pre-requisite for Air-Race. Air-Race can stand-alone but if you want to race at Black Krags or Dundard's Edge, you have to get there from KSC. Install KerbinSide All-in-1 and then you can launch from runways at those locations. The alternatives were: 1 - Remove the bases from the All-in-1 and put them in Air-Race. Couldn't - assets are shared by more than those two bases. 2 - Add new launch locations in Air-Race. Didn't - that would mean too many launch locations cluttering up the launch selector. EDIT - In the next version of Air-Race I'll put in some race-specific launch locations near the start of the race-tracks, under the Other launch category. That should hopefully alleviate your confusion.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
There is no track at Round Range. Of course I use Air-Race as an incentive to download the All-in-1. It's an add-on. It's still possible to get to the other two tracks without it though.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Huh. I'll check the .zip. EDIT Version 1.3 of Air-Race contains three tracks. Everything is there as it should be. EDIT 2 Okay I think you're getting confused. The runways/bases for Dundard's Edge and Black Krags are in the KerbinSide All-in-1. That's what you launch from. The race tracks that are near those locations are in Air-Race. Round Range is a base that is included with Kerbal Konstructs.- 2,488 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Orientation settings will be back in the next version of KK. Do expect camera wonkiness and un-intuitive weirdness in how the three axisii(es?) interact with rotation. It's an editor, so the controls will just allow direct control of the three axisisisisisis. (I bit my tongue.) They range from -1 to +1. Maximum VisibilityRange in the editor I'll make configurable in the KK config file.- 872 replies