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Everything posted by UnanimousCoward
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
UnanimousCoward replied to RoverDude's topic in KSP1 Mod Releases
And if you use RemoteTech, you'll also want the ModuleManager config I posted a while back so that your sounding rockets can actually be used: http://forum.kerbalspaceprogram.com/threads/102502-0-90-Sounding-Rockets%21-Start-small-Dream-big%21-0-1-1-2014-12-24?p=1664838&viewfull=1#post1664838 -
[0.25] Astronomer's Visual Pack - Interstellar V2
UnanimousCoward replied to Astronomer's topic in KSP1 Mod Releases
Did you copy over all the .cfg files? That used to happen for me with Better Atmospheres if I didn't delete the original cloudLayers.cfg file. IIRC, Astronomer's pack includes a replacement cloudLayers.cfg file which wipes out the original layers. You could try reinstalling that file and see if it helps. Or you can hit Alt+N in the map view to bring up EVE's config window and try deleting the extra layer from there. -
Just tested it and you're absolutely right - disabling that fairing stops it from happening. Interesting. Must be some drag weirdness with that fairing and FAR. If I remember right, one of the inflatable heatshields in Deadly Reentry has (or had) a similar issue. It's detailed in this post: http://forum.kerbalspaceprogram.com/threads/54954-0-90-Deadly-Reentry-v6-5-2-Beta-Jan-27-2015?p=1705605&viewfull=1#post1705605
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The video was just a quick test. Kerbal X straight up to about 150 km, then back down. I've done a bit more testing, and from a circular orbit, the effect will happen every time with the capsule coming in by itself, but if there's an engine stage attached, it doesn't happen. At least that's some kind of workaround, though: ditch the engine a little after reentering the atmosphere, and everything seems to be OK. --Update It's been pointed out on Ven's thread that this effect only occurs if Ven's automatic pod fairings are active. If you disable those fairings in the VAB, then everything's normal again. There must be something to do with the way those fairings interact with FAR. Maybe it's similar to the issue with the inflatable heatshield from Deadly Reentry?
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That is odd. Have you jiggered with FAR's settings in any way? Here's a video of the effect. No audio for some reason (FRAPS and YouTube noob). The capsule starts going loopy just a couple of seconds before the end thanks to limitations of the free version of FRAPS, but once it bugs out, it's unrecoverable. ---Update Well, I found a rather bizarre workaround to the problem. I reentered the atmosphere with the engine still attached as I'd heard that the problem doesn't manifest itself then. It still did though - my craft rotated to prograde and started wobbling. Then I staged the engine. At this point, the separated engine stage seemed to take the weirdness with it and the command pod started behaving normally again. Bizarre. Well, at least I can use these pods again, even if it is a rather unconventional reentry procedure... Logs: https://www.dropbox.com/sh/0q92f9vbwbz29t1/AACjLKOupw2guLI1zeIiPRP2a?dl=0
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- aerodynamics
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I'm also having this same issue. It definitely appears to be related to interaction with FAR, as I can reproduce it in a stock install with just ModuleManager, Ven's 1.7.1 and FAR. It would be great if anyone could figure out what's causing the issue, as Ven's work looks so good. I don't want to have to revert to those aesthetically challenged stock command modules now I've seen Ven's excellent reworking. This mod's pretty much a required install for me, it's so good. (But then again, so is FAR.) KSP 0.90 Windows 32-bit, Ven's Stock Parts Revamp 1.7.1, FAR 0.14.6. Logs from the event are available at the link below (they don't tell me anything, but I don't really know what to look for): https://www.dropbox.com/sh/53e7z6wc3gy9i3a/AACaNFdK2rWsHgXKslobiNcZa?dl=0 --Update I discovered a rather bizarre workaround for this problem. More info and vids on the FAR thread if anyone's interested: http://forum.kerbalspaceprogram.com/threads/20451-0-90-Ferram-Aerospace-Research-v0-14-6-12-27-14?p=1706260&viewfull=1#post1706260
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I'm having this same issue with Ven's Stock Part Revamp 1.7.1 - upon reentering the atmosphere the command pod flips to prograde and won't budge. If you try, things destroy themselves and the camera goes mental. This is reproducible on a stock install with just Ven's and FAR. Also, like Captain Planet, I'm not asking you to fix the problem, just wondering if you might have any idea what's causing it. For now, I'm going to ditch Ven's, as FAR is such an essential part of this game for me. It's one of those amazing mods I wouldn't play without. KSP 0.90 Windows 32-bit, Ven's Stock Parts Revamp 1.7.1, Ferram Aerospace Research 0.14.6. Logs are available at the following link - but I couldn't find any hints there (although I have to admit I don't really know what i'm looking for): https://www.dropbox.com/sh/53e7z6wc3gy9i3a/AACaNFdK2rWsHgXKslobiNcZa?dl=0
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
UnanimousCoward replied to shaw's topic in KSP1 Mod Releases
Indeed it is. Works a treat. I'm constantly amazed by this community. Better customer service here than many companies - quick fixes and helpful people. And all for something people do in their free time for fun. The people on these forums turn a fun game into a fantastic one. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
UnanimousCoward replied to shaw's topic in KSP1 Mod Releases
Yep. I've just swapped the DLL from 2.2.3 back in for now. Everything's back to normal. Oh, and I'm also using Astronomer's pack. Don't know if that matters, though. To me it looks like the textures are being loaded somewhat randomly. Some of them look like normal maps, and the first time I noticed this, uhh, undocumented psychedelic feature, the moon had a black and yellow stripe round the equator - looked like it was wearing a decoupler texture. Didn't get a screenie of that, though. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
UnanimousCoward replied to shaw's topic in KSP1 Mod Releases
Same issue for me. It's like Jeb dropped some acid... Everything works just fine in-game, though. Just makes me think I'm having a flashback. -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
UnanimousCoward replied to shaw's topic in KSP1 Mod Releases
Nvidia GTX 670 here. Reflections work just fine in OpenGL, with no errors at all that I've noticed. They update fine, too - there's a noticeable delay, but it's not bad and the performance is just fine. As I don't plan on spending huge amounts of time staring at my kerbals' visors, I don't want to start messing around with update timings and potentially screw things up. -
[0.25] Astronomer's Visual Pack - Interstellar V2
UnanimousCoward replied to Astronomer's topic in KSP1 Mod Releases
It crashed on me too when I first installed it. Pretty sure it was ATM spiking the memory usage when it does its thing with the textures. Two possible solutions: run the game with the "-force-opengl" argument. This may save enough RAM to get the game to finish loading. After that, if OpenGL performance isn't good enough for you, you can switch back to DirectX. Personally, OpenGL works just fine for me, and it saves me over a gig of RAM - which means moar mods! If you're already using OpenGL or that doesn't work for you, try starting the game with the (unstable) 64-bit .exe file. I wouldn't play it on 64-bit, but it should let ATM finish what it's doing. When it finishes loading, quit out and restart with the normal .exe file. Also bear in mind that ATM can take a very long time to process the textures on first run-through - like 20 mins or half an hour. Subsequent starts should be much quicker, though. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
UnanimousCoward replied to Ippo's topic in KSP1 Mod Releases
From the wiki: Blacklist You can exclude any resource you like from the tank leaks by adding it to the blacklist located in GameData/DangIt/PluginData/DangIt/Blacklist.cfg This already defines some resources to ignore to be compatible with other mods: if you find any that I have missed, please let me know! -
Could be Active Texture Manager doing its thing. Have you tried leaving it for a long time and see if it loads? And I mean a looong time: when ATM is working away at a big pile of large textures for the first time, it can take over half an hour to get through them all, in my experience.
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- renaissance compilation
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Hi First thing: I've always considered this an essential mod - wouldn't play without it. I'm currently going slowly and steadily through a reinstall, trying to avoid the crash-happy mess I previously had. I noticed from the logs that Science Alert will throw an exception when you leave the flight scene if you're playing in sandbox mode: NullReferenceException: Object reference not set to an instance of an object at ScienceAlert.ScienceAlert.OnDestroy () [0x00000] in <filename unknown>:0 This is with 32-bit KSP 0.90 and Science Alert 1.8.4. I'm guessing it's trying to destroy the AppLauncher button, which doesn't exist in sandbox. I also guess it's not a significant error and doesn't affect the game, but I thought I'd mention it. Complete logs are here if needed: https://www.dropbox.com/sh/a2t64elh0so2vjz/AAAH0jUHx-ERKWZpw40CfN_0a?dl=0
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
UnanimousCoward replied to TriggerAu's topic in KSP1 Mod Releases
Hi First thing: I've always considered this an essential mod - so much nicer than the stock panel. I'm currently going slowly and steadily through a reinstall, trying to avoid the crash-happy mess I previously had. I noticed from the logs that Alternate Resource Panel appears to throw an exception the first time you hover over it in the flight scene: ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KSPAlternateResourcePanel.ARPWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at KSPPluginFramework.MonoBehaviourWindow.DrawWindowInternal (Int32 id) [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 This is with 32-bit KSP 0.90 and ARP 2.6.3.0, and reproducible in a stock install with just this mod present. Not sure if it's significant - probably not as it only occurs on first hover and after that all's well. I notice that someone else reported something similar a year or so back, and nobody else has mentioned it, so it's probably no biggie... Complete logs are available here, if needed: https://www.dropbox.com/sh/s3zjdanffn2jkdl/AABEm6wat66EpX2g-O0qI-xoa?dl=0 -
[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
UnanimousCoward replied to shaw's topic in KSP1 Mod Releases
Reflections work just fine for me on a PC running OpenGL... -
I came across an MM config buried in the depths of the Extraplanetary Launchpads thread which aims to bring EL build times in line with KCT build times: http://forum.kerbalspaceprogram.com/threads/59545-0-90-Extraplanetary-Launchpads-v5-0-1?p=1506649&viewfull=1#post1506649 Haven't got far enough in my career game to test it out yet, though.
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[0.90] KSP Interstellar port maintance thread
UnanimousCoward replied to Boris-Barboris's topic in KSP1 Mod Development
The KSPI for CTT config looks a lot like the other configs I've got for CTT (NASA mission, Real Chutes, KW, Extraplanetary Launchpads, TACLS). It doesn't look like other Tech Manager tech tree configs, no. But CTT is an extension to Tech Manager, and configs for CTT are different to normal Tech Manager tech trees. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
UnanimousCoward replied to RoverDude's topic in KSP1 Mod Releases
It is only for the 0.2 pre-release. It adds a passive antenna to the avionics package. There's a different mm config earlier in the thread for 0.1. -
[1.12.x] Community Tech Tree (August 13)
UnanimousCoward replied to Nertea's topic in KSP1 Mod Releases
I've got the Community Tech Tree folder in my Game Data folder, and other configs (KSPI, KW) in the CTT folder, and it all seems to work fine. As they're MM configs, i don't think it actually matters very much where they go, as long as they're somewhere in Game Data. I think the latest version of Tech Manager is 1.5; seems to work fine even if it still says [0.25] in the thread title. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
UnanimousCoward replied to RoverDude's topic in KSP1 Mod Releases
You can copy-paste it into a text file, give it any name you like with the ending .cfg and place it anywhere in your Game Data folder.