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Tarheel1999

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Everything posted by Tarheel1999

  1. While not clear from your post, my guess is that you are only having this problem when you attach the cargo pods with symmetry. The same thing happens to me when I use symmetry. It doesn't happen when I attach the cargo pods individually. I think this is a bug in Firespitter. @RoverDude - My best guess is that Firespitter gets confused when there is more than one FsTextureSwitch2 module and parts are attached using symmetry. The moduleids are supposed to prevent this but they don't seem to be working. The editor changes in .90 are probably responsible for the breakage. I spent a couple of hours playing with configs and modifying my persistent without success. I never thought to test what would happen with just one textureswitch module because I was going for a certain look but I bet this problem would disappear. I haven't noticed this problem with parts with just one module (like the storage tank but I'll test next time I load up KSP). Edit - Tested with the MKS Storage Tanks attached with symmetry and no problem with Firespitter. Tested Large Cargo Pod attached with symmetry with one the cosmetic texture switch modules commented out and it was still buggy/flaky. Tested with both cosmetic modules commented out and there was no problem.
  2. I assume NK is referring to .11 which had the fix but wasn't officially published after Net-Burst reported a hang/crash.
  3. That happens because you are adding the fuelswitch module but not otherwise modifying the part. So when you load the vessel with the modified part the game sees the initial resources, say LFO, AND the fuelswitch module. To avoid this you need to delete the initial resources by adding this to each pair patch !RESOURCE["NAME"] {} Examples of removing resources are in the first two posts. Edit-I should add that this ends up having undesirable results re part sorting as the parts no longer have a resource.
  4. Yes, the modexpections.txt which allows you to configure how it will operate. Your choice with respect to Ven's but the pruner may not work after the textures in the Squad folder are converted to dds. Then you'll have to manually delete the parts by looking at Ven's MM cfg or accept the wasted memory from the unused but loaded textures. Removing the renamed files is likely quicker and relatively painless.
  5. Are you using Texture Replacer? If so you probably need to rename the TR patch from .cfg to .txt or .bak, or comment out the parts you are having problems with.
  6. TRReflection uses black magic. It's anyone's guess. My thought is that placing solar panels on the reflection mesh of parts that have reflections themselves causes bad things to happen. For example, I can launch crafts with the Mk1-2 pod and crafts with OX-STATs but I can't launch a craft with OX-STATs on the Mk1-2 pod.
  7. @BLackHat, @MK3424 A couple of notes based on my experience: 1) The config file cannot have any empty lines. It treats an empty line as if everything is excluded. So either remove all empty lines or put comment marks // at the start of each empty line. 2) It will choke on textures pruned/renamed by the optional pruner in Ven's Stock Revamp. You have to delete all of the mubak, mu.bak, mbmbak, and mbm.bak files or it will fail (I'm sure everyone is testing on a copy of their install and not the main install). I was able to get it to work by observing these two rules.
  8. Have you looked at the part cfg for welded part to make sure it doesn't have a TRReflection Module? Editing out the MM config won't do anything if the welded parts have the Module already baked in. I always check my part configs to make sure they don't have modules that don't exist in the part's stock config and are added by MM patches when the game is loaded.
  9. With those mods you really shouldn't have RAM issues with or without ATM unless you have less than 4 gigs of RAM. At which point you should try running ATM on a stock install and then adding mods.
  10. Did you comment out the MM file included with Ven's revamp and/or remove the TR reflection module from the welded parts? Also did you install the "extras" from texture replacer? The reason I ask is that while unlikely it is possible an MM cfg was adding the TR reflection to the part.
  11. I read your earlier posts and think the TR reflections in Ven's revamp are probably the problem. The only solution that I've found is to remove the reflection MM or comment out the parts that are causing the problem. My game crashes on the XL panel and on the MK1-2 pod if I add OX-STATs to it.
  12. It affects parts with the grapple node as well, like the claw, as they are functionally equivalent to docking ports for these purposes.
  13. Excellent. When I saw you posted in the IR thread, I was hoping it was about resolving the docking issue. I see it occur even on ships with IR parts not connected to docking parts.
  14. It sounds like you've hit your RAM limit. Use Active Texture Management/force OpenGL or prune parts.
  15. I'm not seeing the exception detector folder. So...is it nested in one of the folders? You probably will have to look in each one.
  16. Not a complaint, I think the mod is great. I would just like to avoid having to use two clicks for a common activity.
  17. Some things to look for: Did you use the dll provided in the official download or did you compile it yourself? Are you sure you installed it correctly? Have you checked for nested folders? Have you tried deleting the Exception detector folder from Gamedata and reinstalling it?
  18. You need a workshop to build stuff. You can test your designs on the launchpad. You also need engineers that are not dumb.
  19. Marce, thanks for all your work. I've really enjoyed your mods. They really smooth out some of the annoyances of KSP. I'm sorry I don't have the skills or time to station keep your mods.
  20. I would leave autotune on the main Gui. I usually adjust steering gain down to make it less responsive to control input. My guess is that most of my designs are overpowered and end up turning on a dime.
  21. Maybe Taniwha will need to weigh on this as I'm not sure what the precise module is for productivty. How many stars did your engineers have?
  22. It's the one with EPL in the title. I believe it's MM_EPL or something similar. Look in the Kolonization folder. - - - Updated - - - Productivity depends on class, rank, and intelligence (low stupidity). More information is needed.
  23. The drill and a bunch of parts were moved to Karbonite. The MM adds the ability to drill for Karborundum to the small drill. There are more details about the changes in the change log in the first post.
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