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Phineas Freak

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Everything posted by Phineas Freak

  1. So...i found the problem: i forced my KSP dev instance to load with both the "-force-d3d11" and the "-force-opengl" switches. Lo and behold, there's your problem! Now to find out how to make it work for Mac and Linux...and add a new DirectX check (and warnings) for Windows on startup.
  2. @Gaest So, something is breaking EVE: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Exception handling event OnMapExited in class CloudsPQS:System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator) at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.ExitMapView () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StartCoroutine_Auto (System.Collections.IEnumerator) at UnityEngine.MonoBehaviour.StartCoroutine (IEnumerator routine) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.ExitMapView () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() MapView:OnDestroy() (Filename: Line: -1) I have never seen that before. I will have to see if it is something common after i compare the logs of the affected users.
  3. @wrobel-cwirek Of course! It is a float curve so you can have as many points as you want (theoretically infinite, practically as many as you can define).
  4. I am sorry for the off-topic post but, apart from the version check nag, what is the problem with PP? @Polymaker updated it fof KSP 1.2 some months ago.
  5. @davidy12 Can you do me a small favor? Can you check if you have a "BoulderCo" (or any other similar) folder inside your GameData? Edit 1: forgot that this message is normal. Still, can you provide me with a log file? Preferably the standard "KSP.log". Edit 2: also tagging @Alex38, @Gaest, @Blacks for log files.
  6. A lot of things have changed between the KSP 1.1.3 and the KSP 1.2.2 versions so starting from scratch is required. If you need help, don't hesitate to ping us here! Also, do not forget the golden spreadsheet from @rsparkyc! Umm...you do realize that there are dedicated support threads for RSS, RO and RP-0, right? And that this is a discussion thread about RSS/RO/RP0, not a support one? And that the aforementioned mod authors of the required mods are part of the KSP-RO team? And that the KSP-RO team does not create/redistribute "mod packs" but you have to install every required/recommended/supported mod separately? So, i am asking again: who is doing that?
  7. Checking the model file ("Cube.mu") reveals that: The model transform name is "Cube" (same as the .mu file) The texture name is "PotatoRoid" (But this is probably not the correct transform name to use)
  8. @Jobadiah If you don't have these engines then the problems might be bigger than you think. Both the LR-79 and the LR-89 are part of RO itself (redistributed with RO) and the LR-105 is a stock Squad engine. (VSR just beautifies the LR-105 BTW. It does not touch the other two so you should have at least the LR-79 and the LR-89 in the part list). Who is doing that?
  9. And that is the major problem here: i cannot reproduce it so i cannot know what the actual problem is. I am very sure that there is a common denominator between the KSP installations (hardware and software) of the users that have reported the issue but without further info there is literally nothing i can do.
  10. @IncongruousGoat Is there any particular reason why you need to use the FASA Mercury parachute pack? Besides being overkill for Venus applications, the inline RealChute parachute will give you a ton more options, including changing the parachute material.
  11. @davidy12 I get a 403 error when i try to open your link but i will assume that you use VSR. If so, use a version of VSR compatible with KSP 1.2. The old one for KSP 1.1.3 is not compatible.
  12. I was not speaking as a mod user but as a mod provider. It does not make any difference now (since the BoulderCo assets have been a part of EVE since ever and would not make sense to remove it now). I was thinking more something like Kopernicus, offering only the basic functionality and not even a "sample" of the capabilities, leaving that up to the other mod providers.
  13. https://github.com/KSP-RO/RealismOverhaul/releases/tag/v11.3.2 At least for RO it is easy to fall back to a previous version. It depends on the mod publisher for the "third-party" ones.
  14. No. This is also tweakable in the EVE gui, it is just that, as @Waz has stated before, EVE itself is not a visual pack to use "as-is". It is just providing some basic functionality to cover a basic release and for demonstrating the possibilities (example: auroras are provided by almost every pack and are easy to implement, but EVE does not include them). In fact, it would probably be better if EVE was "scaled back" to only provide the .dll assemblies (and leave the rest up to the modder). SVE (and similar visual packs) are what you should use.
  15. And that's the weird thing. How it is a conflict problem since all these mods are required to operate correctly together (and they do so)?
  16. This is the new UV noise feature. Makes the clouds look like they are moving, combining and splitting. Also, it makes the edges of the detail textures a bit more fuzzy to hide some of the pixelation that might exist. Open the EVE interface (Mod Key + 0 {Zero}) and find the body you want to edit. Then, scroll down and search for the "layerVolume" entry. The "size" and "area" tuples control the density and cover area of the volumetric cloud particles.
  17. @Alex38 Please make sure that your base RSS install is working correctly and then proceed to install any other mods. I have never seen that before so i cannot comment what the actual problem is. Besides, as i note in the OP, i will not provide support if the user does not provide any game logs. @ufindbatman Currently, it is a GameData file/folder validator and version checker. I am also thinking about adding an extra check for x86 installations, since it is not possible to run RSSVE with the RAM limitations that it imposes.
  18. New release candidate: RSSVE v1.2.2-RC3 Change Log Compatibility update for the Scatterer v0.300 release. Many small tweaks to the atmospheric scatter effects of all bodies. Increased the apparent brightness of the Moon (might still need some tweaking). Titan will now appear less bright and saturated than before. Remade and simplified the Earth aurora main and detail textures. The Earth aurora is now less visible in the daylight. Removed an old and unused Earth cloud main texture. Removed the Earth PQS texture (was a performance hog and did not look good anyway). Re-factored the file and folder structure to ease management and development. New binary assemblies for KSP 1.1.3 users (for use with EVE 1.1-3 and Scatterer v0.255). Download and replace the .dll assembly (dated: 2017/02/03). Bug Fixes None so far. Known Issues The city lights may appear to fade-in/out or flicker near to the PQS/SS transition. This probably is a bug with the EVE/Scatterer interoperability. The new Scatterer cloud integration and Kopernicus ring shader features are currently disabled.
  19. @Haz-Man17 Seems like Pastebin has a hard limit at 512 K. Use ExpireBox for temporarily storing it: http://www.expirebox.com
  20. @winged Depending on the mod that adds the PF sides, you can find their RO configs under the path: Do note that PF sides never really worked as heat shields (problems with the way that the colliders are created and streched). You may have problems properly shielding the payloads. But, on the other hand, Mars reentry is not so harsh so you may get away with it.
  21. It would be better if you used an external site, like Pastebin, to host them temporarily.
  22. @akron I can confirm the offset thrust vector. Just tested it (in RO). Really weird since the thrust transform seems to be perfectly centered, at least in Blender.
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