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KSP2 Release Notes
Everything posted by UnanimousCoward
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
UnanimousCoward replied to rbray89's topic in KSP1 Mod Releases
Well, ain't that a treat - looks like this mod works OK in 1.0 from a very quick test. --Edit It seems to work fine, but there appear to be even more exceptions in the log file than there were in 0.90. Not a massive surprise, I suppose, given the version number in the thread title... -
Well, it seems to work just fine in 1.0 from a very quick test. --Edit Well, the log file has this error, but the tool itself seems to work fine in the VAB AssemblyLoader: Exception loading 'RCSBuildAidToolbar': 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 AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'RCSBuildAid.Toolbar' from assembly 'RCSBuildAidToolbar, Version=0.6.1.27988, Culture=neutral, PublicKeyToken=null'.
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[0.90] KSP Interstellar port maintance thread
UnanimousCoward replied to Boris-Barboris's topic in KSP1 Mod Development
You're better off using FreeThinker’s KSPI Extended - it’s based on this and actively being developed at the moment. Plus it integrates better with the Near Future series. -
I use Crowd Sourced Science Defs, and I recently removed the original Squad sciencedefs.cfg file (or whatever it's called) because it was causing a conflict with finalising experiments from the Station Science mod. Might explain why this problem has only just started happening. I guess for now I can put the Squad file back, if that's the issue, and remove it when I need to finalise an SS experiment. Love this mod, by the way. It's on my "don't even think about playing 1.0 until this is updated" list.
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Hi I'm having a problem where EVA'd kerbals get duplicated on reboarding the vessel. They appear in the vessel, but a copy is still on the ladder. I've looked at the logs - I'm no expert, but it appears that Science Alert is involved in this problem, possibly along with MechJeb and/or DangIt. I searched the thread and saw a few other people reporting the same problem. In any event, removing Science Alert resolves the issue. I understand this probably isn't a high priority with 1.0 round the corner, but I thought I'd mention it anyway. Logs are here if you want to take a look: https://www.dropbox.com/sh/r7wdup0m1jiivc2/AABIJhkBkkRQJ9ujnkg7wH_Va?dl=0
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Maybe it's because KSPRC uses Kittopia Tech, but OPM uses the version of Kittopia Tech from KopernicusTech? You could try replacing the plugin with the one from OPM and see if that helps. At least, if you installed OPM after the earlier version of this mod.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
UnanimousCoward replied to Peppie23's topic in KSP1 Mod Releases
I find that disabling the gimbal on your motor (might need Tweakable Everything) and switching to precise controls help with this. -
Hi Looks like the problem was between keyboard and chair, as usual. Turns out I did run Ven's pruning script. After I renamed the config that changed the docking ports, I never restored the original model and texture files, so KSP couldn't find the model to compile your part. Restored the files, and the part appears and no errors in the log. The original config file works just fine. There's nothing wrong with your mod and no config changes are needed. Sorry for wasting your time.
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
UnanimousCoward replied to ferram4's topic in KSP1 Mod Releases
Forgive me if I'm on the wrong track here, but are you sure you're looking at the right one for calculating dV? When you say your craft has 1900 m/s dV, is that with the atmospheric toggle on or off? For calculating the total dV of your craft, the (higher) number with the atmospheric toggle turned off is normally the one that's used. If it says 3500 m/s there, your rocket will probably get to orbit. Pretty much the only thing I use the atmospheric toggle for is to adjust the TWR for take off, as the thrust scaling tends to give engines lower thrust at ground level. Again, don't mean to be patronising if you already know this - just wondering. The only other thing that I can think of is that maybe your staging isn't quite right. Say, is this one of RoverDude's sounding rockets? I noticed that KER doesn't always display the dV right for them - I think the auto-decoupling confuses it. -
Thanks. I'll check it out later. The errors with Advanced Progression relate to the names of some contract elements beginning with a numeral (1 Week Orbiter). There's some discussion of it over in the thread. I've now changed them to words (One Week Orbiter), and the errors don't crop up. Speaking personally, as I never ran Ven's prune script and I don't use Ven's docking ports, It'd be great for me if your docking port used the stock mesh. But I'm also happy as long as you can tell me (or generously provide a cfg, as you have) how to resolve it myself - I know it doesn't affect everyone.
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Hi, Contract Configurator is throwing this error during loading: "ArgumentException: 'StationPort' is not a valid Part." I suspect it may be because I've got Ven's Stock Revamp installed, but I've disabled the changes to docking ports by renaming the relevant file. Ven's shielded docking port won't dock and causes CTDs for me on Linux 64-bit. Any idea if I'm thinking along the right lines? Any idea how I might resolve it? I couldn't find anything that looked relevant in your cfg file. Logs are here if you want to take a look: https://www.dropbox.com/sh/hikyojjttfklfr5/AABJltrEvzrMAQU-zEjmkivka?dl=0 (There's a ton of other exceptions in there as well, including a lot related to Advanced Progression contracts, but I already know how to fix them.) Edit: this is with the latest versions of both Contract Configurator and your contracts. Updated today.
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I believe this may be related to Texture Replacer's real reflections, assuming you've got that installed. If you set reflections to "none" before you enter the VAB, the parts behave normally. You can set it back to "real" afterwards. Or you can disable real reflections on Ven's parts by deleting PartRevamp_TextureReplacer.cfg or changing the file extension so it doesn't load. Or, as I usually do, just stick with the minor irritation of saving and reloading.
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[0.90] KSP Interstellar port maintance thread
UnanimousCoward replied to Boris-Barboris's topic in KSP1 Mod Development
There's a mod called modulefixer that should fix that. On phone, so can't link to it. You might have to dig around in its thread to find the latest version. FYI - I've read some people say it's a bad idea to rely on that mod, but I can't say why. -
Gonna check this out, but you're gonna need to put a license and link to or provide the source code in this as well, or the moderators will remove your link...
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Fair enough, I completely understand. I figured it was probably some dodgy mod interaction. Like I said, it doesn't really bother me anyway.
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
UnanimousCoward replied to ferram4's topic in KSP1 Mod Releases
What version of KER are you using? It works fine for me with FAR to Stock Universal + scaling thrust. -
I've had the same problem sometimes (also on Linux 64-bit). Haven’t reported it, as I found a simple workaround. For me, sometimes (but not always) clicking “apply to all symmetry counterparts†appears not to work (at least, RCS Build Aid shows a fair amount of torque). But if I click to remove the part, then attach it again, then “Apply to all symmetry counterparts†usually works. Occasionally it doesn’t work then either, but removing and reattaching it one more time usually does the trick. I run such a huge modlist that trying to track down every problem ain’t worth it for me, especially if I can get around it simply. If you want, I can do a stripped-down test install to see if I can reproduce it in a very basic setup. - - - Updated - - - Windows 64-bit isn’t supported. Linux 64-bit is supported, as far as I know, as it’s a lot more stable than the borked Windows 64-bit version. The OP states that Windows 64-bit isn’t supported. For me at least, Linux 64-bit is much more stable than Windows 32-bit ever was...
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[1.12.x] Custom Asteroids 1.9.0 - January 24
UnanimousCoward replied to Starstrider42's topic in KSP1 Mod Releases
This mod has some problems with spawning asteroids at high timewarp settings. Looks like Starstrider hasn't been around for a few months, so I doubt this is being actively maintained any more. You could try setting UseCustomSpawner to "False" in "Custom Asteroids Settings.cfg" and see if that helps (it's in GameData/CustomAsteroids/PluginData). -
KSP Interstellar Extended Continued Development Thread
UnanimousCoward replied to FreeThinker's topic in KSP1 Mod Development
OK. Cheers for the quick response. If/when you do implement background processing, it would be nice if there was a practical solution to dissipating waste heat from early game satellites/probes. Thanks for all your work on this mod. -
KSP Interstellar Extended Continued Development Thread
UnanimousCoward replied to FreeThinker's topic in KSP1 Mod Development
Yeah, I understood they're better in the atmosphere. Can I just not bother adding radiators as long as the thermal helper is showing yellow? Or will my satellites eventually shut down for a while due to waste heat? Adding about 15 radial radiators or several 2.5 m inline radiators to get the thermal helper in the green doesn’t seem practical. -
KSP Interstellar Extended Continued Development Thread
UnanimousCoward replied to FreeThinker's topic in KSP1 Mod Development
Hi Is it intentional that the radiators are practically useless at the beginning of the game? Trying to create a satellite with just 2 small solar panels, and even 12 radial radiators isn't enough to dissipate all the heat: Or is it that I don't really need to worry about using radiators unless the helper is showing red? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UnanimousCoward replied to nightingale's topic in KSP1 Mod Releases
Well, here's some logs for you: https://www.dropbox.com/sh/ifeyfidynek8lm2/AAA_LSm45RkeVCRlxd8d44zda?dl=0 Decoupler didn't properly decouple and empty staging icons for the decoupled parts remained on screen after decoupling. Heat shield also wouldn't decouple at all when I got close to the ground. No exploding shenanigans this time - I think I separated the stage too high and it was on rails by the time it hit the atmosphere. Also forgot to EVA. This is without Kerbal Joint Reinforcement. If KJR is present, then there's an extra layer of weirdness: the lower stage doesn't separate at all and the craft becomes pretty much uncontrollable - yet still somehow survives an apocalyptic reentry facing the wrong way. If I have time at some point I can grab logs of that, too, if you need them. For now, Jeb wants to complete his first orbit... Edit: Oh - forgot to say how much more interesting the game is with this mod and the various contract packs. Goodbye grinding part tests, hello interesting mission options. Thanks for all your work on this.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
UnanimousCoward replied to nightingale's topic in KSP1 Mod Releases
Hi nightingale Encountered a bizarre issue with a rocket stage not decoupling properly, as well. It would separate, but not actually eject with any force. As soon as it entered the atmosphere, it would heat up massively (Deadly Reentry, natch) and then launch into a massive and endless continuous explosion without actually being dsestroyed. Jeb could ride the command pod down to the ground, but when he tried to EVA, he wouldn't be able to leave the capsule, although the screen would show "Bailed Out!". Never would have thought this mod was the culprit, but I noticed mention of "KSP physics" in the changelog, and when I updated to 0.7.11 all this weirdness went away. Much relief and many thanks, from me and from Jeb. No logs, as I was "at work" at the time. (No, my boss isn't that generous. )- 5,206 replies
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Those bacon chutes from the April Fool's Day RealChute caused my launch stages to tank into the ground at over 100 m/s as well. Stage Recovery also wouldn't give me any message in the VAB when I clicked the button either. I'm guessing Stage Recovery (and the related code in KCT) couldn't figure them out. Updating to 1.3.1 fixed it all.