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cardgame

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Everything posted by cardgame

  1. I have a bit of a problem. No RO engine will start, because Real Fuels apparently isn't found. Clicking 'remove tanks' does nothing at all. Here's my mods edit: updating Module Manager didn't fix. But I did realize I'm on 64. I promise not to post here again if I can have the cheat code to enable Real Fuels (because RSS and for that matter KSP in general is absolutely more unstable in x86 than the unsupported 64-bit. No crashes at all where I'd crash every other time I tried 32 bit client no matter what I tried to kill RAM use.
  2. Yes, I squeezed into 2011 by about two weeks, joined at 0.13.0, still kicking because the game is still kickass. Well. Actually, it's mods that have really kept the game alive for me. But then they've always done that since 0.14 and plugins were created. edit: The sun is still Kerbol! It shall never die!
  3. These are the same exact settings as in 1.0.0, why don't you open physics.cfg manually? You should see Drag 6.0 DragCubes 0.06 Lift 0.038 and Bodylift 8. If you do see those, the problem is a mod. If you don't see those, then this OP isn't right.
  4. AJE engines are 400cm, 500/625cm (don't remember) and 1m/1.25m, as I recall. None of them worked, though. It needs instructions for air intake use. I eventually made one work by attaching the radial intake directly onto the engine nozzle.
  5. like the others have said, a bit too far on epileptic/annoying side of gifs. 6/10
  6. This is amazing. I just installed and played medium, then high resolution to make sure I could handle it, didn't get Turiel's problem though. I only want one thing: to make Jool a jewel in the sky again with Alternis' coloration. Can I replace the B&W textures in BoulderCo or is it more complicated than that? I expect it is, which is why I'm asking.
  7. Very cool base, now construct additional stationary buildings
  8. Ah, I thought I had Astronomer's tuned for RSS but apparently not. Thank you Andrey.
  9. There also seems to be something wrong with the Moon. I checked my files, I don't have anything overwriting the moon's textures or anything.
  10. I'm experiencing some difficulties that I never had a few months earlier. Trying to launch tier 1 stuff, but my staging seems to break the camera. Almost every time I stage, or launch a new engine, the camera breaks and effectively ends my flight. My top stages, with intact crew, pod, etc. are labelled as 'debris' when they get far enough away from the "crash site" in midair. WTF? I'm aware that I'm probably breaking FAR aerodynamics somehow - this happens every time at 'high dynamic pressure' but this isn't right. I should at least be able to control my pod and set her down with parachutes. What makes this unusual is that sometimes I will retain controls after these pseudocrashes, and I can start the next stage. This is impossible to my knowledge in stock KSP. Then, the usual result is that my kerbal will die from g-force even though the instrument doesn't read over 5G and the pod itself is perfectly fine. The instruments aren't frozen, either, like they normally would be in a crash - the altitude meter keeps going up with my pod. I have all the required mods installed and up to date. I'm not sure how else to describe the problem.
  11. OK, with a little more time and a second look at the readme it's becoming more clear. The language in the OP is very different from the instructions for all other mods I use or have used, hence my confusion. Not sure what exactly can be done to make the language clearer, but perhaps a picture showcasing a replacement image with the 'kerbinscaledspace300' name as well as a side-by-side image of the readme might help. Looking through the thread, I'm clearly not the only one who had this problem.
  12. RSS city lights instructions tell me to replace 'the one' in BoulderCo/Textures, but there are two files in there, 'detail' and 'main'. Which do I replace?
  13. I was told to come here instead of using Universe Replacer for 0.23 I previously used UR to great success from whenever it was released up to 0.22 All I want to do (for now, anyway) is to reinstall planet pack textures, (clouds? not sure if that was handled by UR or Visual Enhancements), skyboxes. I find the instructions rather obfuscatory compared to UR. Can I get some clarification here regarding files and folders? If I'm interpreting the readme correctly, what I want to do is extract all the raw textures from their file folders and hierarchies and place them all in /gamedata/texturereplacer/default, yes? So the end result for planet texture replacements would end up being /default/Kerbin.png for example? And skyboxes go in default as well, or in EnvMap?
  14. All of the mods I've downloaded are at their most recent version as of ~3 days ago. I collected ~half from the forums and the other half from a 1 day old reddit post with links to forum/spaceport. I'll be a bit preoccupied until March, I'll check back in a week or so with a full log if you still need it.
  15. re: movement: Okay then. It just seemed like it could be. Update: it's back, with more problems and more exceptions; key and null In addition to the broken gui (stuck at two fuels again) resizing a full tank to be smaller leaves 100% of the fuel inside, then tells me it's incapable of holding fuel when I go into the action group again. There were also symmetry problems; removing engines from one side of a bilateral stack only removed them from one side. The native staging GUI on the bottom right also only recognized a partial list of SRBs, though all worked on the launchpad. gui code again [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR ===================== (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at EngineerToolbar.EngineerToolbar.SetButtonVisibility (Boolean visible) [0x00000] in <filename unknown>:0 at EngineerToolbar.EngineerToolbar.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) ferram problems? ------------------- initializing editor mode... ------------------ (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) editor started (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) Cannot find fx group of that name for decoupler (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) Cannot find fx group of that name for decoupler (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) High Sounder 06 loaded! (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) BuildEngineer: OnSave (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) High Sounder 06 - High Sounder 06 (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) MonoMethod.Start (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) BuildEngineer: OnLoad (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) BuildEngineer: OnEditorAttach (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) BuildEngineer: Start (Editor) (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.CalculateSurfaceFunctions () [0x00000] in <filename unknown>:0 at ferram4.FARControllableSurface.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) MonoMethod.SetupMarker RF and symmetry? deleting part radialDecoupler2(Clone) (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) Cannot find fx group of that name for decoupler (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,ConfigNode].get_Item (System.String key) [0x00000] in <filename unknown>:0 at ModularFuelTanks.ModuleFuelTanks.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ModularFuelTanks.ModuleFuelTanks.UsePrefab () [0x00000] in <filename unknown>:0 at ModularFuelTanks.ModuleFuelTanks.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModularFuelTanks.ModuleFuelTanks.UsePrefab () [0x00000] in <filename unknown>:0 at ModularFuelTanks.ModuleFuelTanks.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) it's a mess do you want my entire log? Trying to excerpt so you don't have to deal with 10,000 lines of code.
  16. OK, found the full player.log after a bit of confusion [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR ===================== (Filename: /Applications/buildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/MacStandalonePlayer/UnityEngineDebug.cpp Line: 54) NullReferenceException: Object reference not set to an instance of an object at EngineerToolbar.EngineerToolbar.SetButtonVisibility (Boolean visible) [0x00000] in <filename unknown>:0 at EngineerToolbar.EngineerToolbar.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) UnloadTime: 7.647984 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1660 unused Assets to reduce memory usage. Loaded Objects now: 118537. Total: 208.275467 ms (FindLiveObjects: 5.807128 ms CreateObjectMapping: 1.970187 ms MarkObjects: 197.366196 ms DeleteObjects: 3.079227 ms) Possible incompatibility between RF GUI and KER or the toolbar? EDIT: Fixed! User error from manually updating Toolbar to the latest version. Nuking the entire folder and .dat and starting from scratch fixed it. I still can't move the action group window, but from testing it allowed 4 fuel types and remained a normal size, with plenty of room for more mixtures.
  17. Only one module manager in gamedata. one MFT .dll under RF plugins, but no folder – I've never messed with MFT. Immovable ingame window This works fine for premixes as long as I use two, no scrollbar, still immovable though. When I use three (as shown here; kerolox and alcohol are used, while a different mix is needed for the british engine on the bottom) this happens. I looked through my ksp.log and saw nothing unusual to my layman eyes, except this, when loading KSP [LOG 23:41:24.860] The SpaceNavigator driver is a Windows-Only feature at the moment. and this when opening the VAB [WRN 23:43:52.407] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR ===================== [EXC 23:43:53.013] NullReferenceException: Object reference not set to an instance of an object
  18. Fairings are actually fine, no problem using PFairings. It's just the width of stretchy tanks (stuck at 0.625m) and stretchy SRBs (stuck at .312m)
  19. Well you can't just use two clamps for hundred-ton rockets. I use ~8-12 and so far, so good.
  20. Any chance of improving the variable-width stretchytanks in the next update? I find it absolutely bizarre that while I have 2.5m tanks (stretchy 2500s) and 2m SRBs (courtesy KW) my conic LF stretchy and stretchySRB are stuck at 0.625m diameter and smaller. This is with the absolute basic rocketry and srb unlocks for 50 science. Feel free to direct me to another thread if this criticism is misplaced, I have very little understanding of how all the RO mods and modders interact.
  21. The GUI is barely functional for me, on OSX. I can't type anything into it, which isn't a big deal, but I also can't scroll or move the window or anything. This limits me to using only two fuel types, since the third option never shows up - only a scroll bar. Any ideas? OSX 10.9 Latest versions of everything in RO, just installed yesterday
  22. I've had the gimbal shake of doom happen to me as well. From my poor guesstimate the engine in question, a medium Soviet one, is gimballing at nearly 15 degrees, which is just extreme. Fine, maybe I'm putting too big an engine on too small a craft – but once I was past 5km or so, with SAS on, the entire ship started shaking all over and the engine was the culprit, since when I disabled gimballing it flew like a bullet.
  23. Speaking of mods, since you mentioned you may have problems with controls, MechJeb can automate a variety of tasks for easier piloting, as well as displaying an abundance of helpful information. Also, since you mentioned your tinkering and coding skills, kOS scripting system allows you to create autopilots or RC-style controls, kind of like tinkering with a robot's guidance programming; I'm not terribly familiar with it. Look them up if the descriptions intrigue you
  24. Well, how big/heavy is it? I secured my 3.75m rocket with just a few medium struts between the stages, but together they only weighed ~100t.
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