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Everything posted by barfing_skull
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
Ah, so it is. Needed HyperEdit to test things out. Looks like just going back to the Tracking Station and reloading the craft does the trick. I did end up writing a short Perl script do make the changes, along with the ImageMagick 'convert' utility. My Perl is rusty. Dunno if this would be useful overall, or if planet packs might have or include a Linux/Mac friendly version that uses png instead of dds? Any idea what the impetus behind using dds in the first place is? Cheers, -BS -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
This actually worked pretty well, I scripted all the conversion and replacing strings in the .cfg files. Things are definitely better, they look perfect from orbit and right on the ground, however, there's one glitch.... The height maps for OPM wouldn't convert. Normal and color worked fine. convert.im6: image type not supported `./GameData/OPM/KopernicusConfigs/UrlumMoons/PluginData/Polta_height.dds' @ error/dds.c/ReadDDSImage/346. convert.im6: no images defined `./GameData/OPM/KopernicusConfigs/UrlumMoons/PluginData/Polta_height.png' @ error/convert.c/ConvertImageCommand/3044. I'm guessing the height maps are in some format that convert doesn't understand, might be a deprecated DDS format. What did you use to convert the height maps? Would that cause the mid-altitude issues like the below? Cheers, -BS -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
Hmmm....sounds like a job for a shell or Perl script or something. ImageMagick will apparently do the conversion on the command line. If there's not something like that out there, I might look at creating one. Cheers, -BS -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
Hi all, I'm still having that problem with barred textures with some planet packs. Outer Planets has it, but Extrasolar Planets does not. EDIT: Just a note that things seemed to work fine up through 1.1.2 (OPM was fine), but broke in 1.1.3 and now 1.2. Linux Mint 17.1, KSP 1.2. I remember hearing it might be something with the graphics drivers, and not sure if this is a common issue? I had to set "useOnDemand = false" to get some celestial bodies to show up at all, in both mods. I'm wondering if it's a PNG vs. DDS thing? Both mods have files of both types, but I'm not exactly sure how they're being used in each case. Not sure if it would help to try and convert the .dds to .png, though I wouldn't know how to tell the mod to use the converted png instead. There are some [WRN] in the logs, that only look mildly suspicious, as they happen for both bodies with the issue and those without. I know debugging issues like this can be difficult when developers don't have the same environment to reproduce the issues, so if there's anything else I could try/provide that might be helpful, I'd be happy to do so. Any other ideas? Thanks again for the time and effort put into these mods. Cheers, -BS -
I had the same problem. Seems like it was the CryoTanks after looking through my KSP.log and then using grep on my GameData folder. Log sez, [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'CommNetScenario' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'PartUpgradeManager' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ResourceScenario' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ContractSystem' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioContractEvents' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'Funding' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioNewGameIntro' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ProgressTracking' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ResearchAndDevelopment' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'VesselRecovery' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'Reputation' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'StrategySystem' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioAchievements' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioCustomWaypoints' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioDestructibles' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioDiscoverableObjects' [ERR 01:34:37.535] [ScenarioTypes]: Loaded Scenario definitions already contains a scenario with name 'ScenarioUpgradeableFacilities' . . . Then, when the contracts I already have get blown away (going from KSC to the VAB after accepting them) [EXC 01:34:45.039] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) Contracts.ContractSystem.LoadContractWeights (.ConfigNode gameNode) Contracts.ContractSystem+ .MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) Looking through my GameData folder for the strings in the definitions it was complaining about: ~/.local/share/Steam/SteamApps/common/Kerbal Space Program/GameData$ grep -r ScenarioDestructibles Binary file CryoTanks/Plugins/Assembly-CSharp.dll matches Interestingly, the new download from spacedock.info doesn't seem to have this file. I got the original from CKAN, and I wonder if their versions are messed up there. CryoTanks was a separate mod from KA and the engines there. Anyway, I haven't tried the new ones yet, just downloaded it and looked through the contents, and noted that when I removed the CKAN mods the problem went away. Mostly FYI, probably, seems like you've got it addressed in the newest. I'll have to give it a try at some point. Cheers, -BS
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
Okay....so setting useOnDemand = false made my extra planets reappear, in both New Horizons and OPM. But I'm back to the textures being hosed. I saw some posts a while back about that, I have the yellow and black bars on the new planets. I'm on Mint 17.1, nvidia-352. Anyone get this figured out? Anywhere to start looking? Any workarounds? I don't personally care that much about memory usage as long as I stay below maybe 20G total for the game. Only suspicious thing I see in the log is: [WRN 22:18:51.129] Cannot find preset 'Default' for pqs 'Karen' [WRN 22:18:51.164] Cannot find preset 'Default' for pqs 'Plock' [WRN 22:18:51.187] Cannot find preset 'Default' for pqs 'Nissee' [WRN 22:18:51.195] Cannot find preset 'Default' for pqs 'Thatmo' [WRN 22:18:51.204] Cannot find preset 'Default' for pqs 'Tal' [WRN 22:18:51.212] Cannot find preset 'Default' for pqs 'Wal' [WRN 22:18:51.320] Cannot find preset 'Default' for pqs 'Priax' [WRN 22:18:51.328] Cannot find preset 'Default' for pqs 'Polta' [WRN 22:18:51.361] Cannot find preset 'Default' for pqs 'Tekto' [WRN 22:18:51.369] Cannot find preset 'Default' for pqs 'Slate' [WRN 22:18:51.564] Cannot find preset 'Default' for pqs 'Ovok' [WRN 22:18:51.572] Cannot find preset 'Default' for pqs 'Hale' [WRN 22:18:51.605] Cannot find preset 'Default' for pqs 'Etal' [WRN 22:18:51.621] Cannot find preset 'Default' for pqs 'Tidus' [WRN 22:18:51.671] Cannot find preset 'Default' for pqs 'Oree' [WRN 22:18:51.687] Cannot find preset 'Default' for pqs 'Ete' [WRN 22:18:51.696] Cannot find preset 'Default' for pqs 'Titanus' [WRN 22:18:51.704] Cannot find preset 'Default' for pqs 'Nolas' [WRN 22:18:51.712] Cannot find preset 'Default' for pqs 'Leouch' [WRN 22:18:51.743] Cannot find preset 'Default' for pqs 'Serran' [WRN 22:18:51.751] Cannot find preset 'Default' for pqs 'Eli' [WRN 22:18:51.758] Cannot find preset 'Default' for pqs 'Aptur' [WRN 22:18:51.865] Cannot find preset 'Default' for pqs 'Derso' [WRN 22:18:51.886] Cannot find preset 'Default' for pqs 'Atell' [WRN 22:18:51.893] Cannot find preset 'Default' for pqs 'Astid' [WRN 22:18:51.900] Cannot find preset 'Default' for pqs 'Arin' [WRN 22:18:51.913] Cannot find preset 'Default' for pqs 'Ernus' No Kopernicus errors. Oh, and @The White Guardian, were you asking a while back about planets and moons disappearing at about 62km altitude? I had that issue, or something similar, way back, may have even been 1.0.5. I think it was an old mod, perhaps Kittopia Space, that was causing it. Removing that gave me my surfaces back. Cheers, -BS -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
Okay, the above behaviour reflects New Horizons. Again, no mods other than Kopernicus and the planet pack. I tried Uncharted Lands, and got something slightly different: [LOG 18:51:10.785] [MFIManager] Current active VesselModule : ModularFI.ModularFlightIntegrator active=True order=0 [EXC 18:51:10.786] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.First[CelestialBody] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.First[CelestialBody] (IEnumerable`1 source, System.Func`2 predicate) Kopernicus.Components.KSC.Start () [LOG 18:51:10.799] Look rotation viewing vector is zero [LOG 18:51:10.802] [Kopernicus]: Post-Spawn [LOG 18:51:10.802] Found max distance 58802947100.16 [LOG 18:51:10.803] Look rotation viewing vector is zero [LOG 18:51:10.805] Look rotation viewing vector is zero [LOG 18:51:10.805] Look rotation viewing vector is zero [ERR 18:51:10.810] PSystemSetup: Cannot find PQS of name 'Kerbin'! [LOG 18:51:10.810] Look rotation viewing vector is zero [LOG 18:51:10.818] Look rotation viewing vector is zero [LOG 18:51:10.835] Look rotation viewing vector is zero With the last log line repeated ad nauseam, the game Loading graphic spinning madly. Any ideas or something else I can provide to help identify what's going on? Cheers, -BS -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
barfing_skull replied to Thomas P.'s topic in KSP1 Mod Releases
Tried loading a few planet packs. Initially had tons of mods, figured I'd go with a clean install and see what was going on. Problem continues. Only Kopernicus and a planet pack (tried a couple, same result). It refuses to load, sitting there and spinning with the following repeated infinitely in the log: [EXC 00:24:45.770] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () 1.1.3 KSP/Kopernicus. Linux Mint. Ideas? Cheers, -BS -
My issue is similar, but not exactly like that. I get only Sarnus, Urlum, and Neidon to show up. No moons to be seen at all, no Plock. I tried your fix, and the only visible change is now that the above three bodies are now a pleasantly pasty white, instead of having the barred textures. Like @ruiluth, I'm on Mint as well. No Bumblebee or Primus, though. Would there be a simple config change to turn OnDemandLoading off? I have 32G of RAM and laugh in the face of memory pigs. Cheers, -BS
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Alright, I tried from scratch with a clean 1.1.3, downloaded OPM and dependencies from CKAN. I added MechJeb and the suggested NearFuture stuff, but that's it, otherwise completely stock. Same issue, so I don't think it's with a mod incompatibility. No moons, no Plock, and without the extra mods I had before I tried a clean install, I get this weird texture thing going on. I'm on Linux, 1.1.3, so far stock with what I've just listed above. Any help appreciated. Thanks, -BS
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Alright, I've used this in the past and love it. I'm on 1.1.3, Kopernicus 1.1.3 (Along with OPM, installed from CKAN). So, Sarnus, Urlum, and Neidon show up (but for some reason, never appear to be lit by the sun), but none of their moons do, nor does Plock. I looked in the log file, and only see one complaint about Plock related to CustomAsteroids. Another example, Thatmo, searching the log didn't show any errors. So I don't see anything obvious in the logs that might indicate what's going wrong. I have tons of other mods. Ideas? Cheers, -BS
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
barfing_skull replied to Galileo's topic in KSP1 Mod Releases
I've used EVE and Scatterer separately, but I wanted to try SVE because I think the clouds looked better. Anyway, not a lot of luck. As a backdrop, I have tons of other mods already and a fair amount of time invested in a save, so I wanted to add this to what's already there. Fine, I removed EVE, but I already had Kopernicus and TextureReplacer installed. I'm assuming those already included some configurations for my other mods so I didn't want to just remove them. I tried both using my current version and merging in what's in SVE, both approaches causing bizarre behavior and crashes. I also have Outer Planets Mod, which probably necessitates a lot of the Kopernicus stuff already, and I have suits and Kerbal heads in TextureReplacer. Anyway, it made it look pretty messed up on the main screen, and when I loaded my save I got messages about contracts that wouldn't load because 'Minimus' didn't exist. Below are some of the weird logs I got. So, is there any experience integrating this when a lot of the included mods already exist, and there are saves involved? A lot of what's included in SVE seemed to be different from what was there already, so just dropping the directories from the SVE zip that I don't already have into GameData doesn't seem to work. Most of my mods are from CKAN and up to date. Yes, I keep a backup of my whole KSP install so I can just go back to the way it was, but I was curious to see how things looked here with SVE. Cheers, -BS WRN 18:12:34.137] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'VIKTransportNoSpace'. The contract type either failed to load or was uninstalled. [WRN 18:12:34.153] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'RescueCrashSurvivors3'. The contract type either failed to load or was uninstalled. [WRN 18:12:34.169] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'VIKScientistsSouthPole'. The contract type either failed to load or was uninstalled. [EXC 18:12:34.171] ArgumentException: 'Minmus' is not a valid CelestialBody. ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.Parameters.PlantFlagCustom.OnParameterLoad (.ConfigNode node) ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnLoad(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() [WRN 18:12:34.195] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'VIKMeeting'. The contract type either failed to load or was uninstalled. [WRN 18:12:34.211] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'VIKTransportNoSpace'. The contract type either failed to load or was uninstalled. [WRN 18:12:34.227] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'VIKTransferNoSpace'. The contract type either failed to load or was uninstalled. [WRN 18:12:34.243] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'VIKTransport'. The contract type either failed to load or was uninstalled. [EXC 18:12:34.269] ArgumentException: 'Minmus' is not a valid CelestialBody. ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, .CelestialBody defaultValue) ContractConfigurator.Parameters.OrbitParameter.OnParameterLoad (.ConfigNode node) ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnLoad(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() [EXC 18:12:34.288] ArgumentException: 'Minmus' is not a valid CelestialBody. ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnLoad(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() [EXC 18:12:34.289] ArgumentException: 'Minmus' is not a valid CelestialBody. ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, .CelestialBody defaultValue) ContractConfigurator.Parameters.OrbitParameter.OnParameterLoad (.ConfigNode node) ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnLoad(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() [EXC 18:12:34.290] ArgumentException: 'Minmus' is not a valid CelestialBody. ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) ContractConfigurator.SCANsatCoverage.OnParameterLoad (.ConfigNode node) ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.Parameters.ContractConfiguratorParameter:OnLoad(ConfigNode) Contracts.ContractParameter:Load(ConfigNode) Contracts.Contract:Load(Contract, ConfigNode) Contracts.ContractSystem:LoadContract(ConfigNode) Contracts. :MoveNext() [LOG 18:12:34.318] 7/14/2016 6:12:34 PM,KerbalAlarmClock,Contracts System Ready [EXC 18:12:34.489] ArgumentOutOfRangeException: startIndex + count > this.length Parameter name: count System.String.Remove (Int32 startIndex, Int32 count) Kopernicus.OnDemand.OnDemandStorage.LoadTexture (System.String path, Boolean compress, Boolean upload, Boolean unreadable) Kopernicus.OnDemand.MapSODemand.Load () Kopernicus.OnDemand.OnDemandStorage.EnableMapList (System.Collections.Generic.List`1 maps, System.Collections.Generic.List`1 exclude) Kopernicus.OnDemand.OnDemandStorage.EnableBody (System.String body) Kopernicus.OnDemand.PQSMod_OnDemandHandler.OnQuadPreBuild (.PQ quad) PQS.Mod_OnQuadPreBuild (.PQ quad) PQS.BuildQuad (.PQ quad) PQ.Build () PQ.SetVisible () PQ.UpdateVisibility () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQ.UpdateSubdivision () PQS.UpdateQuadsInit () PQS.StartSphere (Boolean force) PQS.RebuildSphere () PQS.Update () -
Hi all, My zoom map seems stuck in altimetry mode, when what I really want is biome. It was working that way, but when I restarted the game and loaded a save, I don't see any way or controls to get the zoom map back to biome. The large and small maps show biome data just fine. What am I missing? Cheers, -BS
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
barfing_skull replied to bac9's topic in KSP1 Mod Releases
They fly just fine until I try to switch to hover mode. Controlling the VTOL is fairly tricky, so I was wondering if the engines had some facility for just holding station. The hover mode has a set altitude function, so I suspect that does something of the sort. But as soon as I switch to that mode....BAM! Overheat and explode. I was kinda wondering where the part came from. I looked in both Firespitter and B9, but the part was installed under the B9 directory. Cheers, -BS- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
barfing_skull replied to bac9's topic in KSP1 Mod Releases
Okay, question about the VA1 VTOL engine....maybe a good tutorial on how to use the thing is in order, but I'm getting inklings here and there. Anyway, I can get my craft to fly, mostly. The "Hover" mode is supposed to keep it in one place at one height (above ground?), right? Why do the engines almost immediately overheat (1s at most) as soon as I enter this mode? Is there something I'm doing wrong? What else might cause these to overheat? Is there something else I should read to understand how to use these things? Cheers, -BS- 4,460 replies
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Yeah, I practically had another kerbal climb on top of him, still couldn't get him to budge. I've noticed the in-physics-range thing usually works, didn't do it this time. I didn't try the previous/next vessel, if I encounter this again I'll give it a try, though I'd be surprised if that worked. Editing the save file was the only way I could actually wake him up. Once I coaxed him on my plane, the rest of the mission worked as planned. Cheers, -BS
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Well, it works if I hack the save file to make Raytop selectable. I'll have to see if I can actually complete the contract now. I put another Kerbal on EVA and looked for differences in the save file that might make Raytop unavailable to control. I was looking at the VESSEL section which represents the Kerbal. Note I don't recommend this procedure without backing up your save files. I think it was probably editing the DISCOVERY section that did it. Cheers, -BS From flag = PlantFlag { active = False guiActive = True guiActiveUncommand = False guiIcon = Plant Flag [1] guiName = Plant Flag [1] category = Plant Flag [1] guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DISCOVERY { state = 29 lastObservedTime = 10931.6679956825 lifetime = 64800 refTime = 64800 size = 0 } FLIGHTPLAN To flag = Squad/Flags/bullseye PlantFlag { active = True guiActive = True guiActiveUncommand = False guiIcon = Plant Flag [1] guiName = Plant Flag [1] category = Plant Flag [1] guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DISCOVERY { state = -1 lastObservedTime = 0 lifetime = Infinity refTime = Infinity size = 2 }
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Okay, trying this out. So I'm supposed to pick up this Kerbal. I got my plane to the pickup station, landed, but how the hell am I supposed to get him on the plane? I can't control him at all, can't activate him in the tracking station. He just sits there at the terminal and doesn't do anything even though his flight is waiting on the runway. I even ran another Kerbal out there to try and climb on his helmet, but I still can't activate him. Does he need to go through security first? Cheers, -BS
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So, I looked a little more at my charcoal-colored ocean. Turns out it gets brighter and bluer with altitude. Below about 1500-2000m it's too dark to see anything but a solid, dark gray surface. Above that, the sunlight reflections start working, getting better as altitude increases. I played with the upwelling colors, bumping those values up, and that seemed to help a little bit making things more blue. Again, I'm under Linux, so this may be OpenGL related, as I'm also seeing those atmospheric grate-like bars between about 3000 and 6000 m. Mostly just an FYI at this point, but now that I've flown around a bit, I'm seeing more behaviors. Cheers, -BS
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Just want to clarify something....the issue with the bar-like structures on the land and atmosphere is a separate issue from the huge black ocean waves? I don't have any issues like I've seen posted about the bar-like structures, but I do get the huge waves from the black ocean. My atmosphere looks beautiful. Are they both related to the render tags I've been reading about? http://imgur.com/ETCd0aZ KSP 1.1, Linux (Mint 17.1), 970GTX, more processor cores and RAM than you can shake a stick at. I'm using the latest Scatterer from the last Mega download link that was posted. Cheers, -BS
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The Linux thing is something I was wondering about, too. I have Steam, under Linux, and as a developer myself, understand reporting bugs and things like logs and reproducibility. (someone remind me where that OTHER log file that goes in some completely unintuitive directory resides....or has that changed with Unity 5?) So, if I can, I'd like to get in and help. What proportion of players use Linux? Cheers, -BS
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I have probably 45 mods installed, but I haven't heard of that one until now. One thing I love about this game and the mods, is that if something about the game is annoying or lacking, someone has probably created a mod to deal with it. Thanks! It does underscore the nature and benefits of getting a pre-release out there for those who write mods, though. Some players love stock, which is great, I find the mods really enrich the experience. As for the Steam thing, yeah, it's a bit of a bummer for some, but as far as any injustice or breach of trust, there's far more productive and important things in this world to spend time addressing. Put things in perspective: it's a penny, or a grape, or a beer. Squad's reasons for the decision seem both technically and financially sound to me. Thanks for the game, I think I spent $30 on it originally, gotten way more out of it than that. Cheers, -BS
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A few questions on 1.1.... One of the things I'm most looking forward to is multi-threaded physics. I did a brief search, but not sure if this is changing: does this mean we'll have more than 4x time warp for burns? No more wandering off for 20 minutes while my pitiful yet efficient ion thrusters do their work.... Also, what's the proportion of Windows to Linux users? Does the game seem to have issues that are platform-specific? Do you generally do or need cross-platform testing? I have Steam, and run under Linux, just wonder if there's value in that. As for the controversy over delivery, here's Beethoven's "Rage Over a Lost Penny" Cheers, -BS