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Everything posted by Tellion
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WIP - Environmental Visual Enhancements Development
Tellion replied to rbray89's topic in KSP1 Mod Development
rbray, we miss you ._. On another note, is there any kind of documentation about EVE, be it the overhaul or the regular version? I would love to know more about it, but have no idea where to start... -
You actually had that included, but what I would like to know is if you are running KSP in 64 or in 32bit. Having F:\GameInstalls\KSP64bt\KSP.exe as your install path suggests its 64bit, and win 64bit KSP is quite frankly an unstable mess. Many mod makers deliberately disable their plugins on 64bit ksp for good reasons, and almost none of them offer support for it. @lancejammer What texture replacer did should not cause krakens, it would rather prevent any outer planets from getting set up at all. That you had the issue without this mod also suggests a different cause to it, so it would be best to follow the usual troubleshooting procedure - that is, find out what will reliably reproduce it, then subtract mods until that specific situation does not occur again. That is kind of annoying, but I bet krakens are as well ._. Also, check your logs for any specific mods mentioned.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Tellion replied to NecroBones's topic in KSP1 Mod Releases
oh noes... My Ike rover ._. Good to know of that, will replace part.cfg file for my game, thanks NBZ! Oh and wonderful mod, this cannot be said often enough :3 -
Maybe Kerbol is just emitting neutrinos and nothing else... All taken with 64k and OPM, no other mods installed.
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Hm... when did you download the config files? Because the old download link (also) leads to the new patch (the one for OPM 1.4), so maybe the issue lies there. I just tested it on 1.4 and fail to reproduce contract weirdness or crashes, the things modifying contracts in my install being contract configurator as well as scansat/RT packs. Try it again with OPM 1.4, if you can reproduce it reliably, I will need some logs, but I cannot promise anything. Usually, things that freeze the game throw errors before the game itself gets unresponsive. 1.It should not require to be the sole mod, but you dont have much to work with in windows 32bit to begin with. 2.Yes, try that. ATM's efficiency is unparalleled, so that is one of the few things I can imagine helping you. 3.Using 32bit Ksp, you get a stable client which crashes upon reaching 3-3.5GB, using 64bit you do not even get a stable client (though you might make it over 3.5GB, yay!) Also the RealSolarSystem plugin is disabled on the 64bit win ksp version I think. 4.You are right in that it is strange to happen without any other mods installed, but looking at my experience with playing KSP on windows I cannot say it is impossible. Now, I am not that great at reading logfiles myself, but this does look like a memory issue to me, so yes, try ATM. 5.64bit windows is highly unstable, but 64bit linux is not - that means yes, if you played there, memory would not be the limiting factor. For me, it is CPU and graphics card performance now, but I run a gazillion of mods and my pc is not the best. Oh, and Eleusis La Arwall suggested opengl mode, that is a very good suggestion. In fact, the only way I ever got KSP loading at all on windows in the last few months was with that option.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Tellion replied to Raptor831's topic in KSP1 Mod Releases
Erm, Raptor, any ideas by any chance? I would love to do my first pull request, but no fx is no option -
I guess so, because adding exceptions for those folders makes Outer Planets Mod work again. Also, /Kopernicus has a Textures folder containing planet_normal, planet_map, planet_height and planet_biome textures
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@DevilDog This is a memory intensive mod, though you can try low res textures. Sadly, if you use KSP 32bit, the best system wont help you much, and if you use KSP 64bit, the best system wont help you much either. Welcome to unity 4. What might work is 32bit with aggressive texture compression (though a few mods, this one possibly among them do not like that) or, and that I can heartily recommend, Linux 64bit. @Everyone with planets not appearing, in my case the issue was with TextureReplacer, so if you have that installed, and this mod does not add any planets for an inexplicable reason, this might be important to get it working. Replace the section regarding texture unloading in the @Default.cfg file in GameData/TextureReplacer with this: // Prevent unloading for textures whose paths match the following regular // expressions. Some mods access and modify textures, so those shouldn't be // unloaded. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/ ^CommunityResourcePack/ keepLoaded = ^CustomBiomes/PluginData/CustomBiomes/ ^Romfarer/textures/ keepLoaded = ^WarpPlugin/PlanetResourceData/ keepLoaded = ^Kopernicus/Textures/ keepLoaded = ^KittopiaSpace/Textures/ Thats what it should look like. Having done that, RSS should properly load up all planets.
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Shaw, could you maybe add Kopernicus and KittopiaTech to the list of exceptions regarding unloading? I found that issue after a long search today, that anyone else would best be spared from. Oh, and thank you for this magnificent mod by the way, screenshots have never been more beautiful!
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Huh, also with the latest unofficial version here, look at that :3 Its not the bodies, I just tested that. But Texture Replacer has a texture unloading "feature" and I can see why this might make Kopernicus very sad. For me, its gone when removing Texture Replacer, so that is a partial solution. Now I only want to know how to keep both TextureReplacer and OPM
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Oh that is very interesting! Another one... I am trying to get behind this for 2 hours now ._. Tygoo, are you using linux by any chance? Did you compress anything into .dds after installing 1.4? Did you overwrite 1.3 with 1.4, or did you delete and reinstall? And what does your RSS loader look like, specifically, does it "skip" all the new planets? Sorry for the many questions, but I am trying to nail this down and it proves to be elusive... Edit: what about TextureReplacer? If yes, what textures are getting modified? I think this might be a lead... Edit2: Yes, TextureReplacer. And dds conversion of biome maps (maybe), but after that, Texture Replacer. Something about it, I am going to guess Gilly, Minmus, Tylo or Eeloo texture replacements.
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Same here, although they are too pretty not to use them ._.
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Curiously enough, I have encountered the exact same issue, with one install (heavily modded) on my computer but not the other, both using the exact same files modifying the planets (not RSS but 64k with the Outer Planets Mod). It just skips loading the newly added planets and does not even mention anything about it in the log ._. weirdness... I wonder what is causing this. Edit: This only looked like an RSS issue; in fact it was TextureReplacer unloading textures needed for Kopernicus.
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No idea... Woopsie, i screwed something up there. @jlcarneiro Erm, I think i might have reproduced the same issue as you with one of my installs. Describe what the RSS loading screen does, specifically if it goes through all the planets, or if it skips all the new ones. It might be a linux issue after all. Its weird, one of my installs is working splendidly with 1.4, and one isn't at all. I made a backup of the now dysfunctional install when it had 1.3, and as soon as I install 1.4 it stops working. The RSS loader, while listing 19 bodies to be modified, just stops without notice at eeloo, skipping all the newly added bodies. Edit: Okay, removing KittopiaSpace did not resolve the issue. Weird. Edit2: Not reproducible on a clean install... I hate bughunting ._. Edit3: I think I have a lead... Okay, so UnityException: Texture 'Kopernicus/Textures/Hale_biome' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels32 (int) at UnityEngine.Texture2D.GetPixels32 () [0x00000] in <filename unknown>:0 at MapSO.CreateRGB (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at MapSO.CreateMap (MapDepth depth, UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Properties.set_biomeMap (Kopernicus.Configuration.Texture2DParser value) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoProperty.SetValue (System.Object obj, System.Object value, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] index, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.PropertyInfo.SetValue (System.Object obj, System.Object value, System.Object[] index) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.CreateObjectFromConfigNode[body] (.ConfigNode node) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Loader.Generate () [0x00000] in <filename unknown>:0 at Kopernicus.Injector.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) (Filename: Line: 4294967295) seems to accompany the issue, though I have not quite nailed down the cause of it. One is converting the biome .png maps to dds, that constantly triggers the error, however that does not seem to be the only trigger.
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[1.12.x] Custom Asteroids 1.9.0 - January 24
Tellion replied to Starstrider42's topic in KSP1 Mod Releases
Also, stock despawns untracked asteroid after some time, this does not seem to happen with CustomAsteroids, or at least not quickly enough. So we have to find a way to either tweak spawn/despawn rate, or set a cap for asteroids after which no more get added.... Edit: after playing around with this some more, it seems it only handles very high rates of timewarp badly - as soon as you go back to 1000x or so, despawn rate actually supersedes spawn rate, acting as a "clean up"... Also, apparently one can tweak the spawn rates and method quite a lot via configs, starstrider has done some excellent documentation for this. -
All right, RSS has finished its work and everything seems to be behaving so far, so I am going to put this out here: 64k config for OPM. This is for the 12 hour day version, for the 24 hour one see post #382 in this thread. Also this config differs in some aspects from the vanilla one, meaning it has some changes made to the inner planets that have been proposed in the 64k thread. Changelog and issues in the RealSolarSystem.cfg file and post #339 in this thread. Apart from adjusting orbital parameters from 1.3 to 1.4, Sarnus now has the density of Saturn instead of Jupiter, scaling escape velocity down to friendly ~21km/s from 30km/s, which also fits much better with this mod overall. ---------------- @CaptRobau The regolith api documentation can be found here I am not 100% sure whether Regolith and Kopernicus are going to play nicely together, we will have to test that. @jlcarneiro Most likely some conflicting files, delete every folder that gets added by this mod and reinstall. That should be your usual procedure for mods, overwriting earlier versions with later ones can lead to bad outcomes.
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[1.12.x] Custom Asteroids 1.9.0 - January 24
Tellion replied to Starstrider42's topic in KSP1 Mod Releases
Since we hardly get around timewarping in this game, that is somewhat problematic Surely there must be a way to implement an upper cap for asteroids in place, after which no more get added... -
[1.12.x] Custom Asteroids 1.9.0 - January 24
Tellion replied to Starstrider42's topic in KSP1 Mod Releases
Same issue here unfortunately, no Better Buoyancy installed at the time... I would be soo happy if this mod could get fixed ._.