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Phineas Freak

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Everything posted by Phineas Freak

  1. @Nnimrod you could further "bulletproof" the engine patching by using the thrust transform names as identifiers: ... @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[thrustTransform]] ... ... @MODULE[ModuleEngines*]:HAS[#thrustVectorTransformName[vernierTransform]] ... So that the order of the modules does not matter.
  2. Hmm, the weird thing is that the log does not indicate any part compilation failures. So, let's trace your last steps. Did you open CKAN before you noted that behavior?
  3. @ZooNamedGames maybe you accidentaly updated the Bahamuto Animation Modules while installing/updating another mod? Or as a dependency of another mod? AssemblyLoader: Exception loading 'BDAnimationModules': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'BDAnimationModules.BDAdjustableLandingGear' from assembly 'BDAnimationModules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FSBDwheel' from assembly 'BDAnimationModules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'BrakeStatus' from assembly 'BDAnimationModules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<DelayedMeshUpdate>d__0' from assembly 'BDAnimationModules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
  4. On-topic @Observe hmm, this change has probably been already incoporated then. Off-topic Speaking about RSS visuals, would you guys/gals be interested in an up-to-date visual pack? Note to self: writting a post via a mobile device is one of the worst things...
  5. @Observe IIRC you have to change the name of the reference body from "Kerbin" to "Earth" for the cloud configs.
  6. @nanokarlo you have to use a Kopernicus version compatible with KSP 1.2.1 (specifically: Kopernicus 1.2.1-3).
  7. @Whitecat106 you could keep the N-Body simulations separate from the rest of the mod (similar to SCS) to simplify the update and maintenance processes.
  8. Recompiling RSS is only needed in order to get rid of the version check warning.
  9. @psychopoak you are running a RAM - heavy mod in 32 bit KSP: 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [136 MB free]. Every single one of your crashes is caused by the x86 memory limit. Since you are using x64 Windows i see no reason why not to use the x64 instance of KSP.
  10. @Kotagi no, you are not doing something wrong. It's just that RO does not support it.
  11. This is by design. Real Scale Boosters uses the tanks themselves as a means of attaching the stages. In the previous KSP versions the strength of an attachment node was dependent by the mass of the part. The new "autostrut" feature will (might?) make this problem a thing of the past.
  12. @neitsa @TaxiService after seeing the features planned for RT 2.0 i would like to submit a request: while some of the features are considered too hard (like frequency bands, SNR, realistic transmittion models and data rates etc) it would be nice to have them not apply directly (not activated by default) but implemented in the RT core. Then, they can be activated via MM patches for every intererested party. A specific mod suite comes to my mind that would really appreciate a "next level" RT...
  13. @f.pelosa first of all, do not post the log here. Use a file - sharing web site to upload it. Second, you have an older version of KSP: The pre - release one... Third, some assemblies are invalid: This specific assembly was already deprecated during the KSP 1.2 pre - release (the one you currently have installed) meaning that Steam did not do such a good job updating the game. Reinstall the game (fresh copy of KSP 1.2.1.1604) and you should be good.
  14. @FreeThinker so the problem is that the HAS[!RESOURCE[*]] MM check, right?
  15. @NADI the latest versions of SSTU are not currently supported by RO. You have to find a compatible version of SSTU for the specific RO configs.
  16. @kalizec what type of tanks do you use for them? For fuel cell applications the tanks must be of the "ServiceModule" kind.
  17. @Dwarfy Probably. I fondly remember having the same issues with RSS and later on with RSS Expanded: crafts moving from one body to another (one craft was moved Phobos to Saturn for example) or getting wiped out, contracts referencing a body were changed to reference a different body etc.
  18. The GPP bodies are "randomly" assigned an index value each time they are compiled. So, when you upgrade these values will change. The Kopernicus configs should include the "flightGlobalsIndex" parameter to keep the index values always the same.
  19. Seems like that the internal model is flipped on the X axis: the viewport is located in the back of the Kerbal instead of the front (as with the first screenshot).
  20. @KortexM, @Falcon Coupe these are "virtual" parts to indicate on the tech tree that there is an upgrade. Normally they are hidden but when you apply a filter (either by stock or by FilterExtensions) they show up as normal parts (they are NOT!). MechJeb upgrades also operate with the same principle. Also, @KortexM: can you create a PR with the fixed normal maps to the main PFFE repository?
  21. @Waz my bad, it is only a problem with configs that reference different body names.
  22. @The White Guardian by saying " a cloud config won't work" you mean not work at all or that the result is not the expected one? You can check the structure of any of the EVE configs via the Module Manager ConfigCache. Now, if it doesn't load at all it means that there is another EVE config somewhere inside the GameData dir. That is a bit more difficult thing to check and i think you can only manage it by manually searching the KSP logs. @Waz do you think it would be easy to add some code and check for duplicated configs? Or maybe load only the last config bundle listed in the GameDatabase?
  23. @The White Guardian you are probably reffering to the UV noise animation feature. If you want, you can tweak that effect to your liking by: Opening the EVE GUI (Mod + Zero {0}). Finding the "CloudsManager" entry using the top left and right buttons Changing the values of the "UVNoiseScale", "UVNoiseStrength" & "UVNoiseAnimation" fields. The default EVE config UV noise a bit more intense than it probably should be. But hey, everything can be (re)configured!
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