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Everything posted by jospanner
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VAB Category Fail
jospanner replied to jospanner's topic in KSP1 Technical Support (PC, modded installs)
Does the bug entry need to be updated? I'm not sure what's going on here. -
The configs do not seem to be loading for me on a modded 1.6. I have them installed in the correct location (I think), in GameData/Realplume-Stock/(lotsoffolders) I have module manager 3.1.2, RealPlume 11.1.0 and Smoke Screen 2.8.00, which creates its icon on the toolbar, and set to 5,000 particles. I do not see a "Plume" entry in any of the engine's right-mouse information pop up in the VAB. Here is a link to my log file: https://www.dropbox.com/s/w4jijksj9v0961d/KSP.log?dl=0 I do not know what I did wrong buut I do have a lot of stuff installed soo yeh. I have tried this without the various visual enhancements and it does the same thing. Do you have any ideas about this?
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
jospanner replied to nightingale's topic in KSP1 Mod Releases
I am having strange problems with this... I am having the contracts show up, but they do not seem to be completable. Real shame. Here is what the briefing looks like now for the 4-way remote tech network around Kerbin. I have the 3 and 4 satellite connected (which it seems to acknowledge?) but then I get other parts of this which don't make sense to me: The sections "Destination: Kerbin (incomplete)" Huh? "Vessel: CommSat III: Complete" (and later on...) "Vessel: CommSat III (new): Incomplete" huhh? And why isn't it tracking I and II any more? https://www.dropbox.com/s/qztxjxfe4st7u5h/briefing.jpg?dl=0- 557 replies
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- contract configurator
- remotetech
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(and 1 more)
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VAB Category Fail
jospanner replied to jospanner's topic in KSP1 Technical Support (PC, modded installs)
Is a dropbox link ok? https://www.dropbox.com/s/dbi1wd6brtmc1j0/output_log_save.txt?dl=0 -
Hey, I have a heavily modded install (I know), and I am having a problem where the VAB categories are failing if I click on "Filter by Cross Section". It does not refresh the list of parts, and continues to fail to refresh the list after this point, until I exit the VAB. Effectively, this part of the filters is broken for me at this time. I see a tab with a "?" which is the default option, situated above "Mk2". It does not have a tooltip. I am getting the following error when I use the filter: NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartListCategories.BulkheadProfile.ExclusionCriteria (.AvailablePart aP) [0x00000] in <filename unknown>:0 at EditorPartListFilter`1[AvailablePart].FilterList (System.Collections.Generic.List`1 parts, System.Func`2 filter) [0x00000] in <filename unknown>:0 at EditorPartListFilterList`1[AvailablePart].FilterList (System.Collections.Generic.List`1 list) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorPartList.RefreshPartList () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorPartList.Refresh () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EditorPartList.Refresh (State state) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.PartCategorizer+<UpdateDaemon>c__Iterator5.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 To me, this does not seem to name any particular mods, so I do not know where to start. Is there a way of narrowing this search down?
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[0.90] Simulate, Revert & Launch [v1.33 - 2014.12.20]
jospanner replied to Malah's topic in KSP1 Mod Releases
Thank you This mod is just what I need. -
[0.90] Simulate, Revert & Launch [v1.33 - 2014.12.20]
jospanner replied to Malah's topic in KSP1 Mod Releases
CTD was unrelated... But with the latest version I lose my built-in toolbar buttons. Here's the relevant section of the output_log.txt: SRL1.32: Reset (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) IsolatedStorageException: Could not find a part of the path "E:\Kerbal\KSP_win\GameData\SRL\PluginData\SRL\Sandbox-config.txt". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 at SRL.SRL.Save () [0x00000] in <filename unknown>:0 at SRL.SRL.Reset () [0x00000] in <filename unknown>:0 at SRL.SRL.Load () [0x00000] in <filename unknown>:0 at SRL.SRL.OnLevelWasLoaded (GameScenes gamescenes) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 at HighLogic+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Copying the plugindata folder from the previous version seems to fix it. The 1.32 version has no plugindata folder with it. -
[0.90] Simulate, Revert & Launch [v1.33 - 2014.12.20]
jospanner replied to Malah's topic in KSP1 Mod Releases
Has anyone tested this with 0.90? My game keeps CTDing. -
I'm still getting the "waiting for Unity to catch up" thing. I thought it might be Kerbal Joint Reinforcement (because it does physics stabilisation), or Load on Demand. Removed those mods, doesn't seem to fix it. :/ Specifically it seems to happen with the CIT Targeter in Straight Up Free Attach mode.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
jospanner replied to sirkut's topic in KSP1 Mod Releases
It also works with 1.44. According to the changelog for what I assume is supposed to be 1.45: Could this be the problem? It seems it has problems with data types according to the log. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
jospanner replied to sirkut's topic in KSP1 Mod Releases
Ah yes, it works with 1.43! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
jospanner replied to sirkut's topic in KSP1 Mod Releases
I tried rolling Tweakscale back to 1.45 on this new install (because it updated to 1.46 yesterday), and I'm still getting the same issue. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
jospanner replied to sirkut's topic in KSP1 Mod Releases
I just tried a brand new fresh install, with just the two necessary mods installed. Same issue. :/ Here's the log from the new install... https://www.dropbox.com/s/6u6ztd01drb9k01/clean_output_log.txt?dl=0 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
jospanner replied to sirkut's topic in KSP1 Mod Releases
Hi, I'm experiencing a bug... this install has no other mods than IR and Tweakscale. http://imgur.com/yYplg6s This happens with any ship as soon as I put a single IR part on it. In this case it was just a Mk1 pod with a hinge joint stuck on the top. As soon as I click "launch" it loads and does this. I can't revert either, only go to the space centre. This is with a fresh sandbox save. Here's my KSP_Data/output_log.txt: https://www.dropbox.com/s/ra69xw8tj3mru2w/output_log.txt?dl=0 -
I'm getting a similar crash to Dinokin, same error in the logs.
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Hi, thanks for the reply! I've had a look, and with the fairing installed it shows "isShielded: False" for the probe body and "True" for the little fuel tanks. :/ This is strange because I'm sure the fairings were working fine on my other craft. Is there a fix for this? So anyway, I tried what you said, and created this bizarre contraption, which I think is following your instructions! The payload has no wobble at all, and the parts beneath the comically oversized nosecone show "isShielded: False". It works about as well as the other designs tbh. I tried adding an SAS module to it, but it didn't help. The torque that flips the craft out happens suddenly and violently. EDIT: I've also tried the old "Go straight up to 10km and start turning" thing. The rocket violently flips out as soon as I get anywhere off the velocity vector marker.
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Hi there, I'm mostly getting the grips with rocket design with FAR, but I'm having a lot of trouble launching small payloads into orbit. This is the payload in question: http://imgur.com/UhWFeyb It's 0.4t, that's all. So first I tried installing it on a pretty boring rocket, with only procedural fairings to actually spice it up... http://imgur.com/exG0Ho7 The TWR at launch is limited down to 1.2. It reaches 6-7km before it flips out, regardless of the profile of my gravity turn. OK, it should have plenty of thrust to counter the drag, the engine gimbals, so maybe the CoM is dropping too low? So I made several rockets along the lines of this... http://imgur.com/x9xgJgD Which does look silly, but the CoM is now right at the top of the rocket. It still flips out at about the same altitude. Other things I have tried include winglets, both with and without control surfaces, at various points along the rocket. A set in the middle, a set at the bottom, or both. Similar performance each time. I've also tried adding more SAS units which, of course, does nothing. There's way too much torque on the rocket for those to counteract it. I've tried various profiles for the gravity turn, I've tried keeping the AoA as low as I can, no results. It will go straight upwards, though, for all the use that is. :/ Maybe the TWR is getting too high at too low an altitude as the fuel is burnt and that's making it flip, but how do I counteract that in a sensible way? I've already tried having a fuel tank acting as ballast in the third screenshot (just above the decoupler). I've spent about 2 hours on this (). I could build some incredibly over-engineered and expensive thing to do this eventually, but I'm looking for a more elegant (and realistic) solution. So, I've come to you fine people for help! Any suggestions are welcome. I also wonder, are there any mods out there that can help me visualise the forces on the rocket? Obviously I know of the tools in the editor, and RCS Build Aid lets me see the dry CoM, but I'd like to be able to see the aerodynamic forces acting on the rocket in real time. I don't even know if such a thing is possible. As you might have gathered, I'm not a physicist. I'm more into photography and medicine. I don't know how to use the tools built into FAR properly for a start. But I love the challenge of building more realistic rockets and I'd love to learn more. Here's the craft files, they require procedural fairings and that's all, AFAIK: FARFail-1 is the first, very basic design. FARFail-2 is the second, top-heavy design with the girder.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jospanner replied to rbray89's topic in KSP1 Mod Releases
Ah yes, it's a memory problem. I'm mostly running gameplay changing plugins, not loads of extra parts, so I thought my memory usage would be OK but apparently not. I'm running ATM with aggressive settings and it still crashed, using >3.5gb of RAM. The 4GB exe patch doesn't seem to do anything either. :/ -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jospanner replied to rbray89's topic in KSP1 Mod Releases
Here's the tail end of my KSP.log, and the start of my error.log from the crash folder it created But yeah the game just CTDs, no error message or anything. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jospanner replied to rbray89's topic in KSP1 Mod Releases
I'm having a problem, the game seems to crash quite often on scene change if I have this installed? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
jospanner replied to rbray89's topic in KSP1 Mod Releases
I'm having a crash when I re-enter the VAB after flying, either through reverting or going via the menu. Here's the relevant part of the log, although it seems to just stop: [WRN 16:04:09.599] [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR ===================== [LOG 16:04:09.600] Tac.LifeSupportController[FFD92016][8244.47]: Game scene load requested: EDITOR [LOG 16:04:09.612] FF: EventObserver:: OnGameSceneLoadRequested: EDITOR current=FLIGHT [LOG 16:04:11.013] Tac.TacLifeSupport[FFD92018][8244.47]: OnDestroy [LOG 16:04:11.015] Tac.LifeSupportController[FFD92016][8244.47]: OnDestroy [LOG 16:04:11.483] [PlanetariumCamera]: Focus: Kerbin [LOG 16:04:11.492] RemoteTech: SatelliteManager: OnVesselDestroy(ba74b892-0ffd-43db-be75-7978bac91f07, Constellation-1) [LOG 16:04:11.493] RemoteTech: SatelliteManager: UnregisterProto(ba74b892-0ffd-43db-be75-7978bac91f07) [LOG 16:04:11.493] RemoteTech: SatelliteManager: OnUnregister(VesselSatellite(Constellation-1, ba74b892-0ffd-43db-be75-7978bac91f07)) [LOG 16:04:11.494] RemoteTech: NetworkManager: SatelliteUnregister(VesselSatellite(Constellation-1, ba74b892-0ffd-43db-be75-7978bac91f07)) [LOG 16:04:11.495] RemoteTech: SatelliteManager: OnVesselDestroy(85224e66-83e0-451b-95d4-88cac78e4c35, Ast. IZU-558) [LOG 16:04:11.496] RemoteTech: SatelliteManager: UnregisterProto(85224e66-83e0-451b-95d4-88cac78e4c35) [LOG 16:04:11.499] RemoteTech: SatelliteManager: OnVesselDestroy(eb09bf1a-e57e-4403-9cf6-765637f1e641, Jack Kerman) [LOG 16:04:11.499] RemoteTech: SatelliteManager: UnregisterProto(eb09bf1a-e57e-4403-9cf6-765637f1e641) [LOG 16:04:11.500] RemoteTech: SatelliteManager: OnVesselDestroy(3f8f4815-9868-46da-abd4-03c76d67241a, Ast. EOX-077) [LOG 16:04:11.501] RemoteTech: SatelliteManager: UnregisterProto(3f8f4815-9868-46da-abd4-03c76d67241a) [LOG 16:04:11.538] RemoteTech: ModuleSPU: OnDestroy [LOG 16:04:11.538] RemoteTech: FlightComputer: Dispose [LOG 16:04:11.540] FF: destroying Final Frontier [LOG 16:04:11.540] FF: storing configuration in E:/KSP_win/KSP_Data/../GameData/FinalFrontier.dat [LOG 16:04:11.541] FF: storing window positions [LOG 16:04:11.542] FF: writing 5 window positions [LOG 16:04:11.623] No Input Locks in effect right now [WRN 16:04:11.643] [ScenarioDestructibles]: Destructible SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_waterTower registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.672] [ScenarioDestructibles]: Destructible SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_sphereTank registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.678] [ScenarioDestructibles]: Destructible SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_NW registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.683] [ScenarioDestructibles]: Destructible SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_NE registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.757] [ScenarioDestructibles]: Destructible SpaceCenter/KSCLaunchPad/LaunchPadMedium/ksp_pad_cylTank registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.760] [ScenarioDestructibles]: Destructible SpaceCenter/KSCTrackingStation/dish_array/dish_north registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.761] [ScenarioDestructibles]: Destructible SpaceCenter/KSCRunway/Section1 registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.763] [ScenarioDestructibles]: Destructible SpaceCenter/KSCRunway/Section3 registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.764] [ScenarioDestructibles]: Destructible SpaceCenter/KSCRunway/model_runway_new_v43/runway_light_SW registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.766] [ScenarioDestructibles]: Destructible SpaceCenter/KSCLaunchPad/LaunchPadMedium/KSCFlagPoleLaunchPad registered after module was loaded. Adding new instance to protodestructible ref list [WRN 16:04:11.767] [ScenarioDestructibles]: Destructible SpaceCenter/KSCRunway/End27 registered after module was loaded. Adding new instance to protodestructible ref list -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
jospanner replied to erendrake's topic in KSP1 Mod Releases
Sorry if this is a stupid question, but is there a way to make the steering more smooth? I'm a set of statements like "lock steering to heading(90,85).", the problem is the steering is flipping out and oscillating like crazy. The logic that the SAS and mechjeb use is much smoother, but of course I can't use those as well as kOS. -
^ Yeah, no RPM monitors on the new spaceplane cockpits. I feel like this is kind of a stupid question, but seeing as I'm coming to RPM for the first time (coming back to the game in general since over a year ago...), what menus are people using? I've been using the Kerbal Space Industries MFD but it looks like it's no longer being maintained?
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Hi, just a quick question... When performing an ascent and starting my gravity turn (~10km depending), the rockets I build tend to want to go end-over-end. I'm running FAR, but this happens with the stock aerodynamics too. I'm not exactly brilliant at the physics behind this, so I was wondering what I could do to avoid this? -Jo