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Everything posted by Kerbos
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Kerbos replied to IgorZ's topic in KSP1 Mod Releases
Yeah, I usually try everything I can imagine before really asking for help and that's exactly what you can see on the saved files, the quicksave and the persitent, you scroll down to kerbals and it says VESSEL, a few of this simbols { } with data and the name of the kerbal etc, then u go till u find ACTIONS and in there it goes ITEMS but that's the piece of save that's always missing, it's like when it crashes the game try to rebuild the stuff that was in there, and the stock kerbals don't come with an inventory so the game only rebuild "solid" stuffs and not the virtual... I mean that was my explanation until I noticed that containers wouldn't lose what was inside. I'll try to find a way to reproduce the error and since it looks like I'm the only one who experienced this it's more than possible that the issue is on my end. Cheers! EDIT/// Just realized something, KSP has stock kerbals but no stock containers, maybe when rebuilding a save game KSP prioritizes the stock data for kerbals hence the empty inventory. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Kerbos replied to IgorZ's topic in KSP1 Mod Releases
I can't really think of any mod that would mess up a save like that, these are the mods I use: Aviation Lights 3.9 - Chatterer 0.9.90 - Deadly Reentry 7.4.5.1 - Docking Port Alignment 6.4 - FAR 0.15.7.2 - Infernal Robotics 2.0.2 - Karbonite 0.7.4.0 - KAS 0.5.9 - KIS 1.2.12 - Kerbal Engineer 1.1.1.0 - Kerbalism 1.0.6 - SCANsat 16.3 - Universal Storage 1.1.0.13 - Kerbal Alarm Clock 3.7.1.0 The Alarm Clock is the only mod that actively does some saving, but it does his own save when jumping on ships. The only thing I can think of is KSP stock quicksave, this never happened to me before KSP 1.1.X (forgot to mention sry, only quicksave is affected independent of kerbals on EVA or inside some ship). Thanks, didn't knew that, I'll stick to the workaround then Ouch, that's a falcon punch to my unmanned carrys, but the more I think of... it just gets obvious, calculating each piece of garbage I could stuff inside a container also means the game gotta calculate mass like a fuel tank and of course FAR's gonna literally flip the table and suicide at me. Thanks for clearing my head on this, love the mod, use it for like 3 or 4 years now, can't even remember, also thx for hopping aboard when @KospY moved on -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Kerbos replied to IgorZ's topic in KSP1 Mod Releases
Hello @IgorZ, I'm having a few issues with KAS and KIS, my pc only has 4gb RAM, so sometimes after long periods the game crash due lack of memory mostly, and a loot of times when it happens on flight mode my kerbals lose their inventory, wrench or whatever they have just disappear, containers will still retain their contents but not kerbals (my fix for that is creating a new game, drop some kerbals with the lost items on the launchpad, quit to main menu, edit and copy the inventory from that game and paste it into my affected saved game). The second thing that I'm having real issues is when trying to build a primitive base using CC-R2 ports, my debug console will fill up with red messages dropping my frame rate to 12 and the bloody ships won't stop sliding (horizontal speed never gets to zero). Couldn't find how to fix that by myself (insert sad face). This is what my log looks like most of the time when loading the wannabe base: [EXC 04:51:55.874] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms) FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () And the third and last is when recovering ships with containers full of stuffs, it's like whatever is inside the containers doesn't count when recovering, you don't get money back or anything (my fix is just EVA the engineer when landed, attach everything anywhere and then press recovery). I do have a lot of other mods, in advance I apologize for not knowing what should I post to give you proper information, but I can upload my save game, log, anything you ask if needed. Cheers! -
@ShotgunNinja got several types, here's the ones that repeat the most, Yoda style.
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FYI using KAS + KIS can cause that, at random components, sometimes the log doesn't even show what the component is because an entire ship can go wrong, the best way to get a 200mb log is by joining 2 semi complex ships (over 20 parts each) using a CC-R2 port and then add some panels, antennas or radiators, instant red debug
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@ShotgunNinjaAlready gave a good try to the new dll, everything works fine, no massive malfunctions, and seems to work faster when it comes to the background check, my pc won't hang and my fps will never drop beyond the 25 threshold, I can live with that , still haven't check if warp messes up with food/water/oxygen values. EDIT/// Just tested for 1hr every resource, they work all of them including radiation and madness, and a 3 months warp at max speed gave the same results as an x1000. Just found something curious, scrubbers are supposed to extend the amount of time of oxygen? if you enable/disable scrubbers the amount of time you get goes up like a 30-40%. I thought scrubbers where only there to prevent CO2 intoxication by venting it, because you can't actually get anything useful out of CO2... never mind that. Cheers!
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@ShotgunNinja didn't answer sooner because the last dll was working flawlessly on 1.0.3 (except that the malfunctions were there no matter what, even tried using a second copy of original saved game) so I gave it a couple of hours... playing, then I cleaned the last log and tried again this time trying to fix my fps drop (I would get the drop at random mostly, seems like my pc can barely do the maths on background checks), and that's when I noticed some things. Pic 1, 2 & 3, malfunctions are always on the same components and the same percentages. Pic 4 and 5, nothing to do with kerbalism, but FYI, the mod environmental enhancer was the main reason for the fps drop. Pic 6, forgot to delete that one, nothing to say there. Pic 7, I can't tell 100% sure, but I think engines won't overheat. Pic 8, EVA and ship disappear, Jeb doesn't care. Pic 9, changed profiles, from my mixture between default-realism to default and everything went to hell, couldn't even see ships Pic 10, new ship on launchpad, but also a random solar thing only affects active vessel, default profile. Pic 11, same thing but this time can't even see the space center, or the planet, default profile. Also fixed the first link on the other post (the crash link) just in case, here's the ksp.log when things happen, and I wanna point out that the default profile when starting a career mode works fine, this things only happen when you change from 1 profile to another on the same saved game
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Ok, I've tested it, and there's a bunch of things that goes wrong 1º pic malfunctions for every ship 2º relay system doing some bouncy thing on each other 3º and 4º, those are the ships relaying to each other 5º pic is what happen when jumping on a relayed ship 6º pic map view from relayed ship (every ship is vanished) 7º pic reload some save game a few minutes b4 to check from the space center 8º pic is what I see when jumping to any random ship non relayed After that crashed, I'll keep testing. EDIT/// Couldn't keep on testing, game keeps crashing and my fps get butchered every time at random intervals, I believe my potato pc can't handle it. This is the KSP.log from last season.
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I use a mix between realism and default, I can't really understand if that break something somehow, here's my config, it's basically the default with a lot of lines from the realim (C&P, coding lvl potato).http://pastebin.com/PLvRV0RP I've checked what @DarkonZ did https://github.com/Skaxly01/Kerbalism_KPBS/blob/master/PlanetaryBaseSystems.cfg, but can't make head nor tail of it, I gotta add the fact that I don't like or use KPBS, hell I don't even know where that .cfg should go, I've tried poking around for a while now, results ranged from doing nothing to deleting some ships when loading, my micro success was editing every container on US and manually changing mass and amount, but I really don't think that count as a fix. I don't wanna put pressure on you knowing that you got rl things to take care of and this is not something you should even be worried about, balance and compatibility between mods are the plus we get from moders, and as far as I see it, it's a bloody nightmare, so I'll wait for someone with the same concerns that I have but with more brains for this stuff
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I have no idea what this means but seems awesome, sounds like you did a lagless background thing On another note, got 2 things to point out, first is the tiny little black box messages, if you reload (F9) just b4 something is about to show (no power or food for example) the message is still displayed after the load, not a real issue, just found that weird. The second thing is... I'm using the Universal Storage mod, and I've noticed some values that doesn't fit. Food for example you grab a quadcore and attach 4 food bags and u get 212 food and 730Kg, with your small food container the mass skyrocket and the large food container after tweaking it to 224 food and zero filtration materials you end up with 1063 Kg plus the huge size of the container against the 1.25m of the quadcore. My solution for the food example would be re scaling the amount of food per food bag to 10 and make the filtration material 2 times heavier (10 filtration = 8kg instead of 4Kg), but I don't really know if any of that is actually something you could fix or this should go to the Universal Storage suggestion/bug or dunno how to even call this disparity tbh. Cheers!
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Steps are simple, download the .rar, extract it inside your ksp installation (kerbalism should be inside GameData) and that's it, to enable or disable a different profile just rename any of the files inside the Profiles folder, so if you want Realism enabled it should look like Realism.cfg and all the other profiles should look like Default.cfg-disabled and that's it
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github, spacedock Those, sry forgot to add them b4
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Well damn, I tried rescue them, the radiation barbecue had some serious consequences, my reputation is red and lost over 1 million worth roster Inside your GameData/Kerbalism should be a folder called Profiles, check if it's there, if not you need to download it
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Ok so here's the situation, got a bunch of kerbals trapped on a radiation belt, no means for me to quickly send an evac pod or something, after a horrible decouple with a large stage lost 8 engines, an entire living space module and a lot of fuel and equipment, the impact put me out of orbit and straight to somewhere outside SOI (stage had engines for deorbit manouver but no control), manage to atach a fuel tank with 1 small engine from the debris using a scavenged connector port (KAS mod) and barely set myself on Duna's orbit, now I got 7 survivors (2 highly irradiated enginers) cramped on what's left of my ship and supplys for 25 days at least. Theoretically I can rescue them, got the time but my real question is... radiation, my kerbals are dead already? By the time whatever I send to them even with good shielding they'll be glowing, is there a cure or something? like a lot of rest?
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It does that automatically if you install RT, but you gotta give up on the planner and the background EC consumption
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On the other hand, manage to migrate a few of my satellites from RT2 to kerbalism system (pic Nº 3) and I'm not really obsessed with details but this geosat is missing something, can't figure what . I'll leave it for Jeb and the crew to get this working.
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Yeah I've noticed that too, but right clicking on the antenna while building the ship shows the range, but it would be nice to see it on the description & data thing when you hover ur mouse over
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I've just found out what it was, somehow kerbalism was taking priority nullifying RT2 but leaving every functionality intact (reinstalled 1.0.3, this time deleting everything and not just overwriting), so now I don't have a background EC consumption... and it feels pretty much like cheating myself so I'm giving up on RT2 which brings me to a single question for @ShotgunNinja The relay option isn't a simplified version on how antennas work? I mean by using relay I would only need 1 single antenna per satellite on geosync orbits right? Almost forgot, removing RT2 also removed every ship I had on my saved game because of nonexistent parts, so how could I manually replace those RT2 antennas with yours?
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@ShotgunNinja, @leomike I have no idea how anything of that works, but just tested both kerbalism.dll on 1.0.3 and both of them work as intended on EC background consumption, with or without RemoteTech, but with RT2 the consumption seems a bit broken, like it's not taking into account the warp, as a result if u put a satellite full energy and timewarp the EC rate goes down at the same rate as normal time, but that happens with RT2 antennas, gotta test with stock antennas or something else
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Just tried the last version, 1.0.3, and it's working again, dunno why it happen, but if I let a satellite dark on 1% energy it would never deplete, not happening now so whatever it was it's fixed (also my save games are kind of a mess due adding/deleting mods). My realism profile still works too, but I can't really tell if food is being consumed. Yup, also using RT2, but now the consumption is going down as expected, I wish I didn't had to use remotetech but it has really cool looking antennas and the low resistance to reentry or just moving at match 1 rip them off, adds a layer of difficulty that I enjoy
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I wish I had the brain to say this myself, didn't knew how to say thx without too many words xD I tried 2 days ago using the realism profile, it broke my game, on launch pad I would get a black screen with navball and some of other stuffs, but I couldn't see anything, trying to revert or recover result on my save game without planets and every ship NaN, alt+F4 did the same. Fixed restoring savegame backup and reinstalling kerbalism. So I thought to myself why not mix the default with realism to get it working, and it did, the result is weird, I could swear my kerbals are not using food at all but I'm really having a hard time trying to understand how it actually works (don't know jackss about coding, so basically I was poking around). Here's the pastebin of the config file http://pastebin.com/PLvRV0RP Also right now after watching it on pastebin... well I find it easier to understand than notepad. Another thing I've noticed is that the EC consumption on background is not working, if I go to the space station leaving a satellite completely dark, but with some battery charge the satellite will still function like... forever, as long as I don't go near the satellite or control it
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@leomike, thx for the advice, I've removed some mods, first one was kerbalism just to see how much RAM decreased, with the test build RAM goes up 20-30%, stable build max at 20%, so my RAM was about to collapse anyway and test build was the drop that spilled the glass, now I've deleted some of those mods that basically never use like B9 and world war plus some of those visual enhancers and so far ksp is running like a charm. Thanks again mate
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Good to see ninja is not dead I do feel the need to ask this to you @leomike, my computer keeps running out of RAM (only 4gb) at random, sometimes I can play all day long and nothing happens, but sometimes ksp crashes after 30~ mins or 8~ hrs, mostly when I'm using the VAB, but this started to happen after installing Kerbalism, only possible conflicting mod is Remote Tech. Here's the head of the error log, dunno if you have any idea of what is causing it... or probably I just need to upgrade my pc. Unity Player [version: Unity 5.2.4f1_98095704e6fe] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:101195ba. Error occurred at 2016-07-09_175846. E:\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Kerbos. 90% memory in use. 0 MB physical memory [399 MB free]. 0 MB paging file [3417 MB free]. 0 MB user address space [222 MB free]. Write to location 02000000 caused an access violation. PS:// I'm using latest kerbalism version with your last dll. Cheers!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kerbos replied to rbray89's topic in KSP1 Mod Releases
For those who had this issue with the city lights showing like it covers everything during night time, including the water, just delete every file there (tga - png) and save this 2 png in the textures folder http://i.imgur.com/wEW9pVa.png http://i.imgur.com/iRS37Zp.png Found this 2 images inside an old copy of KSP plus EVE and they look awesome in game. Cheers