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CarnageINC

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Everything posted by CarnageINC

  1. I'm stumped and need some assistance. I decided to go to half res textures to save even more mem and I didn't like the icon look after changing it. I researched how to fix the issue by reading through this thread, I then went through all my ATM cfg files and made or changed overrides for all icons and deleted all cashes for those textures. I then rebooted the game to create new textures. I believe since res was set at half, ATM then created half res textures. So this didn't solve my issue. I then deleted the cashes again, set res to full and tried again. After rebooting and reloading the full res textures, I set the res to half. Things worked well, mem went down and all icons looked good. On a whim I rebooted KSP, not deleting anything, with my texture res at half to see what it would do. Half my icon's went back to their original ugly half res look while others stated good. If you then set the res to full, the icons stay the same. I have double checked my overrides on the ones that didn't take and found no errors. I have looked into the original icon png sizes and formats and see no relation on that. I have no clue why some revert to a blurred image and some remain good. I followed the format given in this posting from Dante Montana. http://forum.kerbalspaceprogram.com/threads/59005-0-90-Release-4-3-Dec-16-2014-Active-Texture-Management-Save-RAM!?p=1632235&viewfull=1#post1632235 Some of my trouble icons when I boot up half res are DangIt, Chatteer, Real Chutes, Deadly Reentry and SCANsat. A work around solution I have found is to boot up KSP with full res on then switch over to half res while playing. Then before I log off, switch it back to full. But that seems like a lot of effort over the long run to keep that dance going. I was wondering if there is something I missed/overlooked in reading this thread that I can do differently.
  2. You can always hit F3 during flight to see if any part breaks. This will confirm if your issue is a weak joint or not.
  3. I looked back in the known issues log and since last update, didn't see this bug reported. Found a bug with the BG-OMD2 Orbital Mass Detector. It automatically deploys anytime you grab it. Both in a hanger and in world.
  4. I've read through the last 8 pages and see the issue of a decoupler acting as a launch clamp has been noticed. I would like to add for the developers information gathering that I have found the Universal Storage part, the quad core, creates the effect of all external decouplers acting like a launch clamp if the quad core is attached under any decoupler type. I'm using the latest public update and troubleshot it in several different ways, but as soon as I remove KJR the issue goes way.
  5. Yep, I'm also using KJR. I'll test it with the KJR update and without it. - - - Updated - - - Yes, I've confirmed that it is KJR creating the issue. The newest KJR update is bugged with the quadcore. Thank you Darloth for pointing me in that direction.
  6. I have found a very strange bug with the quad core part. If the quad core is attached below any decoupler in the main stack, it treats all external decouplers as a launching clamp. The vehicle will not lift off with boosters attached. I've tested the quad core with US parts attached to it and without. Booster type doesn't matter, tested with both liquid and solid. I've tested it with every external decoupler for boosters. Same results being attached to all main stack decouplers. No other US part does this that I can find.
  7. I found a real life picture put out by NASA that complements this photo so well. If you go to the link they posted the image with a 90 degree tilt. It looks like the Kerbal is standing the moon in the NASA picture LOL! Kerbal: NASA: http://apod.nasa.gov/apod/ap150104.html
  8. I made sure all old folders for "Filter Extensions" were removed. I noticed a change in folders with the last patch. I checked in the current filter ext. folder and did not see any double .dll's. But I did find that in the \GameData\000_FilterExtensions\Configs folder there are 4 folders, 2 contain similar .cfg files. 003_Category_ModFolders and Category_ModFolders both have the same named cfg. files but contain different information within. I suspect that is my problem. I'm not sure why the error repeats itself. I'm using a lot of different mods so I'm not sure if your .dll creating the doubles? I'll double check all my installation procedures and see if I can replicate the error for the third time. - - - Updated - - - I decided to 'getterdone' and deleted all 'filter extension' folders in gamedata and in my 'workshop' area. I unzipped the folders again, started fresh and that solved the problem. I must of 'contaminated' my 'workshop' folder with the 2 versions and combined them somehow. Sorry, I should of been more through in my trouble shooting.
  9. Ahh, okay thank you. Sorry for a post replication. I didn't check far enough back or missed it. Thank you sir.
  10. Hello Crzyrndm, I deleted old Filter Extension folder and I'm trying your new v1.11. I've notice that I'm getting repeated categories in the main mods tab. The error repeats for each main mod list. Here is a picture of the error. I seems that I may be making a repeated installation error, its repeated for me twice now. Any thoughts on what I maybe doing wrong? http://postimg.org/image/5udyixcyr/ *Can't get my pic inserted in posting lol
  11. Hey Angel, I noticed that both v0.3.0 Skydock models say 250. It shows 2 different models but the same name and cost. This is a relatively fresh install, 4 days old. Can't say if my older version had this problem, I never noticed it. I also don't know if could be related to any other mods, I don't know what could of caused the naming error. Just thought I would check with you to see if its on your end or mine?
  12. WOW! I just found this mod, it looks amazing! I'm just spitting out a message here to say "WOW" and now I'll read the last few pages to see if there are any issues. Then I will play test this with .90 version and give you guys an update if it works. It will be a few days before I respond back, hopefully it won't be to long
  13. Hello, went to your change log and see it has not been updated. Just thought you might have forgotten about it.
  14. Howdy, what exact mods are you using? I had some ATM issues when I first tried it. However, after looking more into the problem I found out it was poor installation of my mods that created ATM issues. I found that if a mod is dependent upon another mod to work, that is when there is potential for hangups. Double check all your installs, if you already haven't. If you still have a problem, come back to the thread with a mod list and possibly your error log to get better help than just stating a vague issue.
  15. Oh, Okay I get it now...lol...derp! Thank you. I would like to say your v1.10 actually accomplished most of what I was trying to do. The new filters on the 'filter by function' is in much better shape than before. Great improvement, it really cut back the amount of organizational detail work I was going to put into my filters. I have one further question. I was a bit confused by the location of the saved cfg files for custom filters. I thought it was located within your mod. I deleted all the old mod folders (000 config and icons, filter extentions) and thought it would reset in any new games. But the old custom filters still showed up. I then looked in every directory within KSP and then finally found them in the parts list in the squad folder. Is it possible to just delete this file so a new one will be regenerated? For now I'm just going to manually delete everything and start over. Thanks for taking the time to help me out and for the work you put into this mod.
  16. WOOT!!! Thank you very much Alewx and Girka2k for updating this terrific mod!
  17. I'm a bit confused by what you said by pulling parts into the editor. I don't know what editor you mean, is there a feature I'm not seeing? Thank you for the clarification, also thanks for the tip about renaming with numbers. So I take it you start a custom category with 1. then 2. and so on and so forth?
  18. Hi Crzyrndm, I'm trying out your mod and I'm really liking it! I'm an organization junky and this helps alleviate my OCD LOL. I have some suggestions to make, sorry if they were mentioned before, after briefly looking through 10 pages of your thread I have not found them. 1. Is it possible to add new subcategories in the 5 main stock categories lists? I would like to see an additional button under the add custom category called "add custom subcategory". If not, is it possible to somehow reorganize the stock layouts easily? 2. Next suggestion, is it possible to put one item in multiple subcategories at the same time? If I wanted to place a single monopropellent tank in 3 different subcategories, I have currently have to do that 3 different times. All the category/subcategory are already listed there, it would be so much easier to just check all the boxes I want and add to them all at one click. 3. Last suggestion, I like my lists organized in a particular fashion. Its frustrating when I realize I need to add a new category but if I do its out of place on the main/sub list. Is it possible to be able to reorganize or rearrange the custom categories and subcategories? I think drag and drop would be nice but somehow don't think that is doable. Thank you so very much for the mod, I like it very much.
  19. I see your mod is coming along! WOOT! Looking good CaptRobau! I see you mentioned Transfer Window Planner works with this mod, that is awesome! Keep up the good work sir, looking forward to your vision of the final product.
  20. I'm really excited about the new planetary mods in development. I would like very much to seem them full developed to their creators vision. I would also like to try them all out, however....are you open to a suggestion Augustus? Could you make an alternative skin for Kaiser? I know that is probably equating to asking you to change your child's name because I don't like the way it sounds. I honestly mean no offense to your creation, you must take great pride in it because you use it as a symbol of your mod. I will say that you can consider me so shallow that I have not tried your mod because I find Kaiser a visually unpleasant reminder of a bad experience. It honestly goes back to a very bad alcohol experience consisting of too many different flavored shots and getting sick . My apologies for being finicky and shallow, but I just thought I would ask. Hopefully the worst that will happen is you say no its to much trouble for one person and your not offended.
  21. I really love some of the planetary textures medikohl has made for his moons, Rocky, Peabody and Brag look fun and challenging for surface exploration.
  22. 5-6 moons over 3 planets sounds about right for KPS. IMO, you can go a bit more funky with moons as far as features or colors. After all, reality sure has shown us that there are some really cool moons out there. Jupiter has the colorful moons of Europa, Io, Callisto and Ganymede. Saturn is sorta opposite and has the unique textured moons of Mimas, Rhea, Iapetus, Hyperion and Phoebe. Maybe one of the new moons could just be a super sized asteroid looking moon? I think having a Titan type moon would be awesome touch too. Hope your ring dependent mod delay isn't too long LOL
  23. I stumbled across this mod and thought it was a fantastic idea. I always thought RTG's needed a drawback, they are too useful stock IMO. It appears the developer has abandoned this mod? Is there any other mod out there that might do the same thing?
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