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Tebryn

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Everything posted by Tebryn

  1. Pretty sure lithium is a ocean based resource in KSPI though. so it wouldn't show in SCANsat anyway.
  2. The fix moves parts onto the stock tree a little better than the failover method they use by default. with no treeloader we have no new tech tree nodes. the patch takes effect as soon as it's installed. and when you remove it, the parts will revert to original configuration. so until we get a treeloader replacement, you wont see tech nodes past the stock experimental nodes.
  3. there just isn't much use in doing so, since you would still need radiators to eliminate the waste heat eventually. IRL they can slowly radiate their heat away, but that takes a specific module in game that isn't compatible with the FS tank switching.
  4. Been seeing a number of people having problems with white textures and it seems to be related to the TGA file type. (most people having the problem only have it when running -force-opengl as well)
  5. Looks like ATM is going ham on everything and ignoring the custom configs. Known with fix planned.
  6. I used the in-game AVC download button and it took me to : https://static.marce.at/file/KSP/CIT/CIT_Util/CITUtil.7z The version file in that zip said it was Version 1.0.2 When I looked at the Version file at: https://static.marce.at/file/KSP/CIT/CIT_Util/CIT_Util.version it said that it was version 1.0.3 which makes sense since AVC threw an alert. I was able to confirm that there had indeed been changes made when I checked at the github, but you don't store releases there, so I wasn't able to download a build. Which brought me back here. And on that topic, Your AVC version file is still pointing at https://static.marce.at/file/KSP/CIT/CIT_Util/CITUtil.7z (the 1.0.2 file). This is from the 1.0.3 file downloaded in the first post. (and Thanks for version names!)
  7. this thing... down there... in teh signature...
  8. your version file static link is saying v1.0.3 and the download in the link is 1.0.2 still. also, could we get version differentiated zip names? I can't tell at a glance which one is which, and have to dig into it and find the version file.
  9. Working fine in my .25 save. Takes time for them to spawn in, you should also zoom in on Jool and check there as well, since they can spawn orbiting there as well.
  10. You're lucky I am incredibly bored at the moment... check your PM's
  11. thanks for the log, makes things so much easier. DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 178956972B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 454292211B | peak: 0B | reserved: 478119155B [ ALLOC_GFX ] used: 649825727B | peak: 0B | reserved: 675079592B [ ALLOC_CACHEOBJECTS ] used: 148436B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 379116B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 178956972B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 454292211B | peak: 0B | reserved: 478119155B [ ALLOC_GFX ] used: 649825727B | peak: 0B | reserved: 675079592B [ ALLOC_CACHEOBJECTS ] used: 148436B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 379116B | peak: 0B | reserved: 8388608B (Filename: Line: 909) Looks like your running out of memory. you also have multiple module manager DLLs running around, you only need the latest one (this shouldn't cause problems though) Your KSPAPIExtensions DLL in your procedural fairings folder is out of date. which means your proc fairings copy is likely out of date as well (this can cause problems) But the only errors SCANsat threw were a few missing normal map textures, and the related parts loaded just fine without them. So, biggest problem, likely hitting the x32 bit memory cap, or out of system memory. Your KolonyTools.dll threw some errors as well... not sure what might be causing that since it looks like your on the latest version. if your having problems with MKS you might try reinstalling from Roverdudes USI_ALLMODS_2014.10.06.zip just delete the parts of his constellation you don't use. Incase you need to go to Rover with the problem: 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 'KolonyTools.MKSLExtensions' from assembly 'KolonyTools, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'. System.IO.FileNotFoundException: Could not load file or assembly 'USI_Converter, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'USI_Converter, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' System.TypeLoadException: Could not load type '<>c__DisplayClass44' from assembly 'KolonyTools, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass46' from assembly 'KolonyTools, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass59`4' from assembly 'KolonyTools, Version=0.16.0.0, Culture=neutral, PublicKeyToken=null'.AssemblyLoader: Exception loading 'KolonyTools': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. And since your running out of memory, you might look at Active Texture Management. I see the configs from various mods in your log, but it doesn't look like you have it installed. It's been updated reciently for .25, and with memory problems it's one of the best places to start. HERE
  12. Cursory check against Interstellar 0.13 and USI Collection 2014.10.06 looks good, got resource converters on the sci labs, renamed the existing converter properly, and it looks like the resource maps are good. (Very cursory check there) I didn't have any tanks with Uraninite to test the conversions with, but UE4 and Uranium Nitrate are all_flow resources, so the converter should put it into any available tank. you just can't manually transfer it without mods. not sure how it's all going to work out for EnrichedUranium and the other No_Flow resources though, the constraint on the converter says full since the part with the converter doesn't have a resource tank, so I wouldn't be able to activate it anyway. Looks good! Thanks for the work on this.
  13. A result of the recent drama. Over now hopefully. Check your PM's
  14. it says to unpack it into the main folder. it's the same as opening it, dragging the gamedata folder from the zip into the main KSP folder. It will ask if you wish to merge gamedata folders, and then place all the subfolders in the correct spots. (overwriting as needed)
  15. That was me, and I have the patchfile around here somewhere... aha. // KSP x64 Science Transmission Workaround. // Remove when the bug is fixed to restore stock functionality. //------------------------------------------------------------------- @PART [*]:HAS[@MODULE[ModuleDataTransmitter]]:Final { @MODULE[ModuleDataTransmitter] { @packetSize *= 1000 } } Just make a cfg file in your gamedata folder (or whatever personal part sub-folder you use) named something you can recognize (I use 'ScienceTransmissionFix.cfg') It Works around the problem by pushing all the data in the first burst. So there is no micro transmission stuttering. This breaks the EC/Packet balance. (not a significant problem for most people) anyhow, Enjoy!
  16. oh everything's cool, I noticed that this version was slightly more up to date than what was bundled, so I just switched over right away. No problems thus far, but I'm still trying to break things in my gamedata folder at the moment... Thanks for expanding my toy-box though
  17. you need to go yell at rover, he's got this (CITutil) bundled without the license file, and I had a hell of a time trying to identify it and what it was for initially.
  18. Best place I have found for steam is in the 'C:/Users/Public/Games/' Folder. No windows access violation problems or 'cannot write to folder' errors.
  19. np, there are other things that can cause it, but that's the most common.
  20. http://forum.kerbalspaceprogram.com/threads/91867-0-24-2-Interstellar-Lite-Tweakscale-Integration-v0-12-3-Sept-7?p=1425873&viewfull=1#post1425873
  21. A number of things can cause this. Without a output_log file it's hard to point at anything and say 'That's it!'. In my experience, it's usually a badly configured Modulemanager patchfile somewhere. And, you can still get the output_log file without a crash. just go to your KSP_Data folder (or KSP_x64_Data if your running x64bit) and get the output_log file from there. This file is overwritten every time you launch the game! so if you want a copy of it, get it before you re-launch KSP.
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