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Everything posted by ddavis425

  1. I'd like to note that this bug happens even when I remove all mods from the GameData folder. Two days ago I was having this issue on the surface of the Mun and Minmus and it wasn't fixed until I reinstalled the game completely. Then suddenly yesterday the bug appeared again while I was on the surface of Duna.
  2. The Player log file is already included in the OP. The output_log file is outdated by several days and not relevant. There is no crash.dmp file as the game never technically crashes, just freezes and has to be forced closed. Version is Modlist is as follows, each mod is running the latest version: [x] Science! Toolbar Control B9 Part Switch Community Resource Pack Distant Object Enhancement Environmental Visual Enhancements Heat Control Module Manager MSP 3000 Navball Docking Alignment Indicator Near Future Props Station Parts Expansion Redux Stock Visual Enhancements Texture Replacer Transfer Window Planner
  3. While on EVA on the surface, the game freezes but audio still runs. The only thing that can be done is to Alt+F4 to close the game. This happens every time when trying to do a surface EVA and it usually occurs just before touching the surface itself. In the Player logs at the time of the freeze there are a lot of lines saying "D3D11: Failed to create RenderTexture ... error 0x887a0005", "ShaderProgram is unsupported, but because jobified rendering is enabled the ShaderProgram can not be removed.", or "D3D shader create error for vertex shader [0x887a0005]". Pastebin with relevant logs from my last session: https://pastebin.com/pALFPW51
  4. Planetshine is causing this and is not compatible with 1.8.
  5. It's an issue with Planetshine, it is not compatible with 1.8.
  6. For those wondering, the mod is not compatible with 1.8 unfortunately. A pink square appears stuck to your ship if you have this mod installed.
  7. This looks really nice! The capsule reminds me of the really flat capsule from one of NovaSilisko's old mod packs.
  8. I just downloaded and made a test rocket with a 1.25m diameter, 8m long fuel segment and a Minuteman nozzle and the engine does not appear in the staging, and upon launch the rocket is firing smoke upwards into the air and cannot be activated.
  9. I did a career playthrough with this and I suppose I wasn't expecting this tech tree to be geared towards players using a lot of modpacks. As a mostly stock parts player I found the start challenging, with the only thing I could do being to hop out of the capsule on the launch pad and run around getting science. Parachutes came a lot later than I would have liked and my first launch was only saved because somehow my SRB bounced instead of exploding when I hit the ground. After the first couple flights I started to unlock everything really quickly and I ended up having like 80% of all the parts before even going to Minmus.
  10. Thanks, sounds to me like 100% science gain will be plenty challenging with this mod.
  11. How does progression through the tree compare with stock speed? I usually play with science gains set to 20%-30% so that I don't max out the tree before leaving the Kerbin system and I am forced to visit other planets. Would you recommend lowering science gains at all with this?
  12. Thanks for updating this, I don't know how you manage to take care of so many mods
  13. I've never used CKAN but to install it you download the mod, open the Optional Mods folder, and drag the GPP_Secondary folder into your GameData folder.
  14. I'm also getting that scene switch freeze. It's about 4 seconds long and in terms of number of planets I am playing with Galileo's Planet Pack.
  15. Downgrading to that version helped. I was using the latest version. I guess GPP isn't compatible with the newest version?
  16. Does anyone else have any issues with Scatterer and this pack? I had realized that I accidentally still had SVE installed so I removed it to use the Galileo configs instead, and after doing that the sky in game turned black. I tried reinstalling Galileo, EVE, and Scatterer fresh and I still get the black sky bug. This makes me think that either Scatterer isn't properly recognizing the GPP configs or something is wrong with the GPP configs themselves, which doesn't make sense since according to the changelog the black sky bug has already been dealt with.
  17. I can't seem to get this fix working correctly. I tried adding it to the same CFG file as the previously posted fix as well as creating a new CFG file for it. Both times it doesn't raise the surface above the ocean, both the flats and the ocean surface are at the same level.
  18. Here's an OPSEK inspired station I'm building, the Russian segment is done and now I'm building an American segment to sort of make it into an ISS 2. Really can't wait for that updated VA capsule
  19. Well whatever you did in that patch has made the sliding legs issue go away for me. The shaders on the legs are fixed as well.
  20. Congratulations on release! Everything looks great so far but the landing legs like to slide around on the surface and something seems wrong with the light shaders on the legs.
  21. I built it in parts, recreating each module (core, Kvant-1/2, etc). I ended up replacing Kvant-1 and Kristall after having docked them because I just didn't like some stuff about them. A few goofs here and there were easily fixed by removing parts on EVA with KIS. I had built the docking module with the two big block things on the side but after getting it docked I realized that those blocks are the solar panels that were later added to Kvant-1 so I took them off with a quick EVA. I launched Kvant-1 with the big Sofora and Rapana girders on the side, which made the rocket pretty painful to control, but if I had KIS installed at the time I would have just packed them on the side and detached/reassembled them in orbit. I'm really liking that VA capsule and heatshield. Do you have any plans to create the Federation capsule?
  22. I finished building my Mir replica. I didn't really like how the craft files in the OP were designed so I rebuilt them. I spent so many hours last night staring at reference photos...
  23. How old are the craft files from the OP? I just tried them out and there's a lot of gaps and clipping and such. On the Almaz some of the antennae are pointed in the wrong direction, where if you extend them they just extend inside the craft itself. I want to make the Mir station but I think I'll have to rebuild the modules. Edit: With the parachute problem and this question I feel like I'm starting to sound like that guy... I promise I'm not trying to be a pain
  24. Thanks for the update, I was really hoping that it wasn't just a dumb thing on my end that I was doing wrong...
  25. So first I tried deleting just physics.cfg and partdatabase.cfg without removing any other mods. No change. Next I did as you said here and removed everything except for Tantares and Squad as well as deleting those .cfg files again. Still no luck. Finally I did a complete fresh install of 1.4.2 from Steam and reinstalled Tantares with a fresh download. Still, the Soyuz parachute doesn't slow the pod down at all. Just for fun I attached the larger A-ML1 parachute to the capsule and it seems to work fine, slowing the pod down to around 5 m/s. It seems that the issue is isolated to the T-V2K parachute. At this point I have no idea what I could do further to get it to work.
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