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SpacedInvader

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Everything posted by SpacedInvader

  1. So it looks like it's Firespitter throwing the error which is going to be a problem since I don't think it's been updated in quite some time. As for the contents of my GameData folder, here it is, just in case any of the rest of it is relevant: 000_Toolbar 000_USITools AIES_Aerospace AJE AnimatedDecouplers ArcanumIndustries ART ASET B9_Aerospace BackgroundProcessing-0.4.0.1.dll blackheart Chatterer CIT CMES CoherentContracts CommunityResourcePack CommunityTechTree ConnectedLivingSpace Contract_science_modifier ContractConfigurator ContractPacks ContractsWindow CrossFeedEnabler CrowdSourcedScience CustomAsteroids DDSLoader DeadlyReentry Diazo DistantObject DMagicOrbitalScience EditorExtensions EngineIgnitor EnhancedNavBall ExtraplanetaryLaunchpads FASA FerramAerospaceResearch FieldExperience FinalFrontier.dat Firespitter FreedomTex ftmn_new Fusebox GCMonitor JSI KAS KAX KerbalConstructionTime KerbalIspDifficultyScaler KerbalJointReinforcement KerbalStats KerbalStockLauncherOverhaul KineTechAnimation KittopiaSpace Klockheed_Martian_Gimbal Kopernicus KOSMOS KSPAPIExt KSP-AVC KWRocketry LICENSE_DDSLoader.txt LICENSE_KittopiaTech.txt LICENSE_Kopernicus.txt LICENSE_KopernicusTech.txt LICENSE_ModuleManager.txt LICENSE_OuterPlanetsMod.txt MagicSmokeIndustries MechJeb2 MechJebAndEngineerForAll.cfg modlist.txt ModuleManager.2.5.1.dll ModuleManager.2.5.13.dll ModuleManager.2.5.8.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleRCSFX MunarSurfaceExperimentPackage MyMods NASAmission NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar Nereid NovaPunch2 OpenResourceSystem OPM OPT ORSResourcePack OuterPlanetsMod.version PlanetShine PreciseNode ProceduralFairings ProceduralParts RCSBuildAid RealChute RealFuels Regolith RemoteTech ResGen RLA_Stockalike Sane Strategies SCANsat ScienceAlert SDHI SETI SETIgreenhouse ShipManifest spacetux Squad StageRecovery StationScience StockBugFixModules TechManager TextureReplacer ThrottleControlledAvionics ThunderAerospace ToadicusTools toolbar-settings.dat Trajectories TriggerTech TweakableEverything TweakScale UmbraSpaceIndustries UniversalStorage VenStockRevamp Virgin Kalactic VNG WaypointManager WombatConversions Yarbrough08000_FilterExtensions
  2. Currently checking to see if reverting to the previous version is going to fix the issue (I have a lot of mods, so it takes a while). Has anyone ever come up with a way to quickly list all installed mods? I have 116 folders in my GameData folder and I'm not super keen on typing them all out...
  3. So, immediately after updating to the new version, I am presented with the following: Exception occured while loading contract parameter 'HasCrew5703' in contract 'unknown': System.TypeInitializationException: An exception was thrown by the type initializer for ContractConfigurator.ExpressionParser.BaseParser ---> System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__1e`1[ContractConfigurator.ExpressionParser.IExpressionParserRegistrer].MoveNext () [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.BaseParser..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[Int32] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[Int32] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[Int32] (.ConfigNode configNode, System.String key, Int32 defaultValue) [0x00000] in <filename unknown>:0 at ContractConfigurator.RemoteTech.RemoteTechProgressTracker.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0 Also, this apparently breaks Kerbal Construction Time somehow as that mod is now reporting errors which would make the game "unplayable" (it's words).
  4. So I've been trying to use this recently in a stock sized system career game and I've run into the problem of the launchpad restrictions for ship size / weight completely blocking all attempts to launch. I'm not really interested in losing the career aspect of the game to use real fuels, so is there a way to adjust these restrictions, either through a setting, or through a modded file, so that I can launch from early pads without always being over the limits? EDIT: Nevermind, after running into vehicle control issues (I'm guessing due to size / CoM / Kerbin gravity) I've simply decided to switch over to using non-realistic values for masses through realsettings.cfg.
  5. For both the Mun and Minmus flyby missions, there is an error in the config file for the contracts. You can fix these by making the following changes: PARAMETER { name = HasCrew5701 type = HasCrew minCrew = 0 } Change the above block for both contracts to match the following block. This will correctly define the contract as being unmanned. PARAMETER { name = HasCrew5701 type = HasCrew maxCrew = 0 minCrew = 0 } Note, if you have already accepted or been offered either of these, you'll have to make the same changes to your persistent.sfs for the save in question.
  6. I never had much luck getting KIDS to work correctly. It either seemed to have no effect, or in some cases, the opposite of the desired effect. That said, I can't rule out the possibility that I was just using it wrong.
  7. This has been my understanding for the most part, though I've seen mixed comments about how much modding affects the resulting memory leak. I guess it may relate directly to which mods are in use and how close they take you to the memory cap. I'm curious though how it manifests itself? I read somewhere that it's specifically related to how long you stay on a particular scene? I do remember this being an issue with each update cycle. The devs would release an update and then it would take the mod community a few weeks or even months in certain cases to be able to bring all of my favorite mods into compatibility. NEAR?
  8. Is 0.90 really that broken? One of my concerns in starting to get back in to KSP is the ending of x64 support. I have thought about setting up a dual boot for KSP, but, without starting a debate about how good Linux is vs Windows, it's a level of complexity I'm not that interested in adding to my gaming.
  9. So, the last time I launched a rocket was way back around July / August. Since then life and various other distractions have kept me away from KSP. Lately, I however, I've been bitten strongly by the KSP bug and have committed to making a return. This comes with a few questions for the community: First, with 1.0 coming in the relatively near future, I'm wondering if it makes sense to start a serious career game when it could be made obsolete / incompatible within a few weeks? Second, in the past I only ever made it to Minmus before getting involved with RSS and forgetting completely about the Kerbol system. This time around, I'd like to actually explore that system, but being used to RSS, I'd like it to be super hard / realistic mode. With that in mind, what mods should I be looking at to put together the most realistic Kerbol system beyond the basic FAR, DRE, RT2, and TACLS? Finally, I've read that the most recent version not only has a known memory leak, but also broke Load on Demand, which I considered to be a must have mod. In the past I ran a heavily modded install (40-60 folders I'm my GameData directory) and I'm wondering how 0.90 handles large quantities of modes? Anyway, thanks in advance for your help and I look forward to reading through your input.
  10. In general, configs for old versions of RSS aren't going to work in the new version. To use those configs with v7, you'll either need to wait for them to be updated, or attempt to update them yourself.
  11. My solution to this problem is generally to have a very busy space program going (it's amazing how much maintenance a couple of stations can need with the station science mod and TACLS), so that I've always got something to do while my missions are in progress, though I've yet to launch beyond Mars, so that could make give me a different perspective on the issue... That being said, I'm probably going to work on the generation rates and persistence time in the next release such that a single asteroid will persist for a long time (maybe as long as a year, though I've not settled on a figure yet), but then only a very small amount are generated in that time. I think this should mitigate the growth rate quite a bit.
  12. Just wanted to pop in and let you all know that my RSS asteroids config is now part of RSS v7. It includes the NEOs and long-period comets from Starstrider42's original config, 3 zones of main belt rocks, the Trojans and Greeks (also from the original config, but positionally corrected to match Jupiter's position), Plutinos, and the beginnings of the Kuiper belt. I'm going to be refining it eventually to have a more expansive Kuiper belt as well as better representations of the rest of the objects in the solar system.
  13. It is indeed something in the way custom asteroids handles high time warps. That being said, if you don't time warp at such extreme levels, you're usually going to see at most 10-20 asteroids active at any one time... EDIT: I should also point out that once you have hundreds of rocks like that, the vast majority will disappear if you time warp (at a lower rate) for about 20 days.
  14. Can someone who knows more about asteroids and distant objects clarify some thing for me? Do asteroids and Kuiper belt objects have the same LAN / APE for the most part? Most diagrams I've been able to find seem to indicate this, but such an occurrence seems unlikely...
  15. I had considered for a while using the source geologic map as a biome map, but it's got near 100 biomes and that just won't work with out game mechanics. It is on my list, however, to work some more on the custom biomes for Mars and Venus, plus, now that we are working with Dimonnomid, I'll be creating maps for Mercury and the rest of the planets. EDIT: I'm downloading the database for your map right now, perhaps I'll find something a little less cluttered to work with.
  16. Reading?!?! What is this "reading" of which you speak?
  17. Is there any way to configure this the scale the dimming based on distance from the light source? I currently play RSS and I noticed today while I was tweaking my custom asteroid config for that mod that this mod completely blacks out the sky even when zoomed so far out that the orbit of Pluto is small on the screen. My understanding is that the farther you get from the sun, the less this effect should occur such that by the time you reach the orbit of Pluto, the Sun should be so dim it almost fades into the background of stars.
  18. The output_log.txt (and all other logs for that matter) is generated every time you run the game so you can just pull it out of KSP_Data after you close the game.
  19. I've had some trouble with AIES parts recently that may be relevant. In that case I was using the Legstrot landing legs on a lunar lander which would then glitch out and erase itself if you ever went back to visit the site (wanted to leave the lander descent stages on the Moon indefinitely somewhat like memorials). Anyway, it turned out that loading those parts would cause the game to spew about a thousand NRE's and then the part would be deleted, causing the whole vessel to be deleted. Ultimately, the only way I was able to get the issue fixed was to replace the whole lander base on the surface with non-AIES legs. I did try editing the save file to swap the legs, but couldn't get it to work correctly. Anways, I'm not sure if this has any bearing on your issue, but it could be those AIES tanks glitching in the same or similar way.
  20. Jumping back a few posts... Have all of the problems with EVE been worked out yet? Been wanting to have it back since I moved to RSS for the second time, but it always seemed too buggy to make work...
  21. My launch vehicles have been a bit bigger to date, though I usually design for the 10-40 ton range. The best I've come up with so far is a Delta-ish replica that'll do 20T to GTO, though I'm not really sure why I'd need 20T out that far...
  22. This is to simulate the Earth's axial tilt. Because KSP doesn't actually support axial tilt, Nathan has tipped the entire solar system 23.4°.
  23. There are days where I feel like there are two kinds of people who read forums... Those who see and those who look... I know we've all been guilty of missing some critical piece of information here or there, but I'm the type who never asks a question without searching the thread and also google for an answer at least once so it always blows me away when someone doesn't even try.
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