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UnanimousCoward

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Everything posted by UnanimousCoward

  1. Do you have the Community Resource Pack integration for KSPI 0.12 (ORSX version) installed? I was having exactly the same hang at exactly the same point with that config pack added. If I understood right, it's not needed for this. Just gotta wait for the Regolith conversion... - - - Updated - - - Are you using the "Unofficial KSPI" config that's linked in the OP beneath the spoiler tags?
  2. Thanks for the reply. I figured out it was related to the "fix_duplicate_resource_definitions.cfg" file. Those logs come from a test install of just Boris's Interstellar and your config pack. In my normal game, I run a shedload of mods, including most of RoverDude's mods - but I guess they've all shifted over to Regolith now. I'm not sure what other mods might use ORSX. Are you saying that there's no point using this config pack at the moment at all? If so, I'll await Regolith conversion eagerly.
  3. Boris, I saw you posted in the "Community Resource Pack integration for KSPI 0.12" thread. I replied there: http://forum.kerbalspaceprogram.com/threads/94876-0-24-2-0-25-Community-Resource-Pack-integration-for-KSPI-0-12-%28ORSX-version%29?p=1670715&viewfull=1#post1670715 TL;DR - if I use those configs, KSP hangs on loading (looks like at an Interstellar part) and throws about 100 NullReferenceExceptions a second into the log until I kill it. I guess it's not working properly with your port.
  4. That sounds like you're running out of memory, then. Are you using the basic or aggressive version of ATM? If you're using basic, the aggressive one will save you more RAM at the expense of visual quality. Have you tried running KSP with the -force-opengl and -popupwindow options? That saved me over a gigabyte of RAM. If your performance with OpenGL isn't good enough to play the game, it should at least give you enough spare memory to get it to load.
  5. How long did you leave it for when it gets stuck on that one file? For me, ATM takes absolutely ages to prepare some files. When I added Endraxial’s planet textures to Texture Replacer, it took over half an hour to get them ready, but it did eventually succeed and finish loading OK.
  6. If I add these configs, the game will hang on loading for me. Using your port of KSPI and these configs gives me an endless series of NullReferenceExceptions every 10 milliseconds until I kill it: [EXC 10:16:03.765] NullReferenceException: Object reference not set to an instance of an object FlightGlobals.get_ActiveVessel () FNPlugin.InterstellarReactor.OnGUI () Log files are here if you want to take a look: https://www.dropbox.com/sh/out2gzvt2z3fwgd/AADE6rAWovDOiqyVFK7pbQx7a?dl=0
  7. That would be me. Here it is again: On a related note, it would appear (not for the first time) that I'm a bit of an idiot. In complaining about your fragile rocket truss, I wasn't taking into account the crash tolerance of the experiments / avionics package. I'm guessing now that although the touchdown speed seemed to be less than 5 m/s, some element of it was too close to the limit for these parts, and when they exploded they took the truss with them. My apologies, Mr Dude sir, for casting unwarranted aspersions on your fine mod. I should always remember that it's more likely to be PBKAC than something wrong with your work... If anyone's looking for me, I'll be in the corner with the dunce hat on.
  8. What's in the folders that get left behind? Have you converted the textures to DDS? I got untextured white parts after converting textures to DDS and forgetting to use DDS Loader (with a different mod, though).
  9. I've been doing a bit of testing, and I think I've figured out how to reproduce the exploding rocket truss. Stock install with just Sounding Rockets 0.2 pre-release. Build a basic rocket: truss, avionics, one science package, parachute and some batteries. Attach an SRM-L booster and launch. No problem, lands just fine. Revert to vehicle assembly, remove the booster and add an SRM-S booster. Launch, and the truss explodes on landing, seemingly regardless of impact speed. Rinse and repeat. Same thing. It explodes at 3.9 m/s. KSP.log and output_log.txt are available here, if they're any use. Granted launching a rocket with only the smallest booster is a pretty unambitious and un-Kerbal way of doing things, but am I the only one having this problem? --update That's not it - now the SRM-L is exploding too. I'm stumped. Also, if I rotate the rocket truss by 10 degrees off vertical, I can't get the fairings to line up again afterwards. I'm starting to think this mod hates me...
  10. True dat. I tend to spend my time lurking around the forums looking for even more amazing mods to strain KSP to the absolute limit.
  11. Or you can just let it run... I left it until it was finished. My Game Data folder is over 3 Gb, and it took a looong time, like an hour or so, but eventually it finished what it was doing. It does seem to take longer with OpenGL for some reason, but I can't even get to the main menu on DirectX.
  12. RoverDude, your mods just get funner and funner! A couple of issues, though... The texture for the gondola doesn't look right. I think it's coming from the wrong part of the shared texture: This is from a test install of just stock, Module Manager, Toolbar and Sounding Rockets. They work fine in my test install, but in my heavily modded career game, I have this issue: the right-click buttons for the balloon controls don't appear: How tough is the rocket truss, by the way? I was also having an issue where the rocket truss would sometimes explode on landing even though it was only travelling at 4.5 m/s, but I can't seem to reproduce it reliably. I did have one landing at 4 m/s where something blew up on landing - I think it was the parachute. Output logs for both issues can be found here, if they're any help. Like I said, I've got a lot of mods, and there seem to be other issues as well (looks like at least HotRockets, Infernal Robotics and EVE/Better Atmospheres are having some problems, if I'm reading them right...) Finally, here's an MM config to add the RemoteTech passive antenna to the avionics package: // RemoteTech_SoundingRockets // This is free and unencumbered software released into the public domain. // All the code from RemoteTech is in GPLv2 @PART[SR_ProbeCore]:HAS[!MODULE[ModuleSPU],!MODULE[ModuleRTAntennaPassive]]:NEEDS[RemoteTech,UmbraSpaceIndustries]:AFTER[UmbraSpaceIndustries]:FINAL { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = start %OmniRange = 100000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[RTPassiveAntennaTech]:NEEDS[RemoteTech,UmbraSpaceIndustries]:AFTER[RemoteTech]:FINAL { @TechRequired = start }
  13. I'm no expert, but isn't it quite likely that something broke? At least the full-fat version of Interstellar needed porting to 0.90. I'm not sure what changes were made, but: "Adapted Interstellar mod and TechManager for KSP version 0.90".
  14. Happens to me sometimes, but unpredictably. Not running RSS or RO, but I am running a ton of other mods...
  15. As Pecan said, YMVV, but in my case running in OpenGL and using ATM basic with DDSLoader after converting textures to DDS using DDS4KSP saves me well over a gigabyte of RAM - enough that I can pretty much run every mod I want to use without worrying about memory too much. Performance (frame rate) may be a little worse than with DX9, but it's still perfectly playable, for me at least. I do have to use the 'popupwindow' argument as well, though, as OpenGL acts like a total weirdo in full-screen for me.
  16. Doing a 0.90 reinstall, I was having the same problem with the toolbar not appearing at the space center. I noticed that it did appear in the VAB, though. Eventually resolved it by adding more mods! Once I'd installed a couple of mods that have toolbar buttons at the space center, the toolbar appeared just like normal.
  17. Had the same issue with the booster not separating. Strangely, when I forgot to set up staging in the VAB, so I had to do it on the launchpad, the booster separated just fine. Haven't done much (well, any) testing of this, but every sounding rocket I've sent up after setting the staging on the launchpad has worked great.
  18. Where does a KCT simulation start you off in your orbit? If it’s above KSC, it might be possible to test the rocket by building it without fairings, attaching a Communotron and setting that to start extended. You might need to use Tweakable Everything. That might start you off with control. Of course, it depends on how KCT does its orbit simulations and where your orbit begins.
  19. You may be right, but: I had both these issues exactly as described, and editing the ATM cfg file fixed them both for me...
  20. Sounds like an Active Texture Management conflict. You can resolve it by going to the Toolbar config file here: GameData\BoulderCo\ActiveTextureManagementConfigs\000_Toolbar.cfg And changing it like so: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = 000_Toolbar enabled = true OVERRIDES { 000_Toolbar/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } } EDIT: I think you also need to delete the 000_Toolbar folder in GameData\ActiveTextureManagement\textureCache as well.
  21. It’s a quirk of surface attachment - KSP does it for every part, you just don’t normally see it as those bits are on the inside. I get round it by attaching things to the bottom of the pod itself first, then adding the service tube afterwards. Alternatively you can attach them to the top of whatever’s underneath the service tube.
  22. Yeah, figured something like that. Oh well, that just leaves me needing to use discipline and restraint instead. I'll tell myself it's like cheating at solitaire.
  23. Umm, still get same issue at main menu... Same DL link, right? I've tried it twice and same problem. No stress, I can just ignore it as it seems to work anyway. Probably one of my many other mods throwing a hissy fit. I've noticed all the exceptions before, but my game is pretty darn stable, so I figured :shrug: If it ain't that broke that it screws things up, don't bother fixing it... I'm amazed and gratified by your incredibly quick responses, BTW. Better "customer service" than almost anybody I pay for their services...
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