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Deimos Rast

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Everything posted by Deimos Rast

  1. So I had this issue where I couldn't get rid of the UI for Biomatic, for a few versions. I finally got rid of it by going Switch Off ---> Click Button. Now I can't get it back. The button is grey, and clicking it does nothing. I see in the config there is an on/off switch, but that will likely just start the cycle all over again. I can get you a log if you'd like, but I don't remember seeing anything related to it in there (or with Exception Detector popups). Might be a bit however, as KSP is currently being retarded. It's on Linux 64 bit. Cheers.
  2. I post this somewhat reluctantly, as I don't think anybody will take this seriously, or believe the magnitude of the problem. Searching the support forum yielded results for people having a collection of 1.1+ related crashes, but seeing as mine have been ongoing for 6 months, I feel this warrants it's own thread. Let's begin. Game runs maybe 30min-1hr before crash, if I'm lucky. Sometimes it crashes immediately within 5 minutes. This has been going on since I bought the game in December, for 2000 or so hours. Do the math...we're talking a lot of crashes. It runs smoother in 1.1.2 than in 1.0.5 but crashes significantly more frequently. I am continually forced to accept less and less of what I deem an acceptable level of performance, for no apparent reason that I can discern. Example: I play with 100 less mods now than I did in 1.0.5 because KSP simply cannot handle it. In 1.0.5, when I was running 160 mods, a lot of my crashes were because KSP used up more than the 16GB of memory I had available (I have always run 64 bit Linux). Even now, with 80 mods, I still occasionally get the "16GB memory not enough" crash. Note: almost all my mods are up-to-date, as I use KSP-AVC and spend a lot of time browsing the addons subforum and Spacedock. Of the ~85 mods, maybe two are still from 1.0.5, and they're parts mods; ~10 are 1.1 built, the rest are 1.1.2. There are a handful of updates available, but given the systematic and chronic nature of the condition, it's unlikely to make a difference. I should also note here, that my install has changed completely many times over between 1.0.5 and 1.1.2, and in the interim, in the course of debugging this issue, and it has made very little difference. To continue: I have, what I believe to be, a very good computer, as I built it myself (see specs below) and it is less than a year old. I have played other games just fine at max graphics (e.g. Shadows of Mordor), no problem. Graphics driver is the latest non-beta available, last I checked (nvidia-361.42). Main Hardware is as follows, (see HardInfo Report for more details here): [email protected] 16375MB RAM OS Linux Mint 17.2 Rafaela GTX 980 Samsung SSD 850 x2 MAXIMUS VII HERO MoBo A short list of things that causes KSP to crash: Loading the game - game doesn't always load successfully and frequently crashes; generally on scene change to menu but not always. Loading a save - another scene change. Note: not related to a specific save. Entering buildings in the Space Center (particularly the VAB/Observatory). Probably due to a number of mods running in the VAB and having to load parts? Adding/Deleting parts in the Editor. Saving in Editor (rarely); Launching from Editor (more frequently) - another scene change. Actually launching the ships (gfx performance greatly improved in 1.1+, although quality of gfx greatly decreased, even at max) Crashing ships into the ground - this one is bad. Switching active vessels (somewhat rarer now). Switching from active vessel back to KSC (scene change). And lastly, and perhaps tellingly, letting KSP sit idle. Log here of that. My GameData Folder, first the folder structure, then the .dll's, as reported in the log.
  3. I'll have to look at that, thanks! I compared the IVAs from 4.2 and the release candidates 5+ and I found the missing Kossak IVAs by the way, and a few other ones (I think you mentioned them earlier in the thread). I'm not sure why he got rid of them, but 5.0 is a big departure from his earlier work, at least from looking at the configs. Thanks again.
  4. Try this if you want more surgical precision. Untested, but CryoEngines sub mod CryoTanks adds this module. Could probably add a :NEEDS[CryoTanks] if you want an extra check. @PART[*]:HAS[@MODULE[ModuleCryoTank],!MODULE[GPOSpeedPump]]:FOR[GPOSpeedFuelPump]:NEEDS[CryoTanks] { MODULE { name = GPOSpeedPump } }
  5. I checked both threads and didn't see a link. I'm not trying to rush you, take your time, when it's ready it's ready. However, I have a copy of Modified_IVA-5.0.rc1b (the last available version from Kerbal stuff), will that likely still work? I hear tell one of the stock cockpits got redesigned, not sure if that was before or after this version (8/15/2015), so that one probably wouldn't work. Lastly, and feel free to say no, would you mind terribly if I threw up a dropbox link to it? Obviously it's old, but two threads and no links is bad karma (or something). Is there a better version that you'd recommend, say 4.2 instead of the release candidates, that I link to, or would those be fine (assuming you're okay with the idea)? Again, if you say no, I won't. Cheers.
  6. Well the big mod that I'm running this with is Kerbal Construction Time, so infrastructure eats into my budget a fair amount, as I also sell science there too. I haven't settled on the science/tech multipliers yet (I'm not sure how the tech multiplier works exactly - it affects the cost to purchase tech, yeah?), but the budget multiplier is 100, which is probably high. Before I was getting 3,000 a day, now I'm at 30,000. I'm a bit of atypical case though, as I may have..."unlocked" a few things earlier than usual (e.g. TechRequired = start ) so my budgetary issues can range all over the place on any given rocket. When I'm done with infrastructure, I might ramp the budget down some, as my rep grows (it's early game still too). Also, I have KRnD which means I can use Science Points to upgrade parts, so that's another sink for science. Neither of these two mods are conflicts mind you, as I now have much more flexibility in my game. There are immediate trade offs to science now, when there wasn't really before. I'd recommend it if people want to still have a RnD aspect to the science without the grind. Link here if you're curious. Slight bug report for you: the multiplier for the budget doesn't seem to persist through saves, or at least closing and exiting the game. At least, it's back down to 3,000 everytime I start up KSP again. Also, a feature request, which might be more trouble than it's worth to be honest (or at least maybe mention this somewhere): show how much a tech tree node costs to unlock before you click it? I know it shows how much it cost afterward, but by then they've already cashed my check (which might have been most of my snack fund!). I think it's just the multiplier times the tech cost or so (90 nodes were 900,000 in my game). Cheers. ---edit--- Also: RemoteTech, so early game satelite blitz is a bit expensive. I could be more efficient about a lot of it...but it's of course easier to lean on the multipliers a little.
  7. @Dizor Reporting in from testing those dll's: bad news - both bad. My findings: First .dll still throws errors and doesn't work as expected (doesn't seem to trigger 'B'). I have to hit 'B' again to actually board. Worse than Normal. The second .dll also throws errors, but this time removes the option to board entirely (no 'B' popup). However, hitting 'B' a second time does make the errors stop and gives me the "Bob is hesitating" message. Unfortunately, I can no longer board at all with this .dll, as the option is removed entirely. Bob now lives on the launch pad, unable to return to his capsule. Another tragedy of my space program. Log of second dll here if you're curious; I forgot to get one for the first. Thanks for taking the time to go through this with me, much appreciated. ---edit--- I'll try it in a clean install and see how that goes; gonna take a bit to redownload the game. ----edit 2---- just did it with a the original dll in a clean install (just easy board and KSP) and got the null refs. Log here.
  8. Challenge accepted! Happens everytime I board go to board (I hit B, get the NRE's). Doesn't seem to affect gameplay/functionality, but you asked, so.... This is on Linux 64 bits, with a fair number of mods. Log here. Interestingly (or maybe not), it throws NRE's in groups of 6. No idea what that means. I wouldn't have noticed it if not for Exception Detector. Cheers. ---edit--- Okay, looking at it more, it just seems to throw NRE's until my guy boards. It's the time between I hit 'B' and I enter the capsule that's filled with them. I suspect that it's trying to target a capsule that isn't there, and this may be working as intended? Normally I would be unhappy about this, as letting it run for about 10 seconds generated a good thousand or so NRE's, but realistically, how long will I be letting this thing run for? A few seconds at most every now and then, and with no appreciable gameplay slow down. Still, I'd rather it not happen, but whatever. NullReferenceException: Object reference not set to an instance of an object at EasyBoard.EasyBoard.GetObjectField[Part] (System.Type type, System.Object instance, System.String fieldName) [0x00000] in <filename unknown>:0 at EasyBoard.EasyBoard.GetKerbalAirlock (.KerbalEVA kerbal) [0x00000] in <filename unknown>:0 at EasyBoard.EasyBoard.Update () [0x00000] in <filename unknown>:0
  9. Someone mentioned the old Standford Torus & Biodomes mod; I looked at it and I get errors of "too many polygons" and they won't launch. Didn't get farther than that. I would say prioritize on CivPop before expanding it. My .02.
  10. I'm enjoying this mod, although I had to crank some multipliers up a tad; many thanks!
  11. That was the part that made me uninstall it last time; anything but that. Obviously you could do a whole contract pack, I bet nightengale might have some ideas as he did a somewhat similar anomly discovery pack
  12. So I was craving for a launcher pack and it looks like I found it. (In fact after playing with it in the VAB, I may have deleted all the runner's up, I liked it so much!) A few things: I've already mentioned how much I like your texture work in other threads, and again that's the case here. I also like really like the orange you went with (and the whole 5m tank selection). Names are great too. A minor disappointment with the usage of the stock SSME, but that's mainly because I'm using Ven's Stock Revamp, and for some reason it's causing conflicts (that's a "me" issue). I have Nertea's most excellent Cryo Engines anyway, so I'll probably just use those. I suspect that's the idea, as suggested above. As I suspect you know, the Podcockpit IVA is a 3 person, whilst your pod seats 6. If you're "shopping" for IVAs, there is the Taurus Pod IVA (at 7 with a two deck configuration), and Nertea's NFSC Inline Command Pod (at 6). Both are size3. Unlikely you'd want the added dependency, but it's a thought. The weight of the "small" Kronos fuel tank is 9, same as the medium one, while the large sits at 17. The bulkheadprofiles on the fairings both read size3 nCollidersPerXSection ??? Will we be seeing any more 7m parts? I don't think I saw any on the road map, but I'd just hate for the name "Kronos" to not get sufficient usage. This one is just a general question about the thrust curves on your SRBs, since I don't really have any experience with them, but does it matter what order you arrange the keys? I ask, because I was comparing them to curves from SpaceY Lifters, and while they seem to say the same thing, they seem to be saying it in reverse if you get me. (This is one is just for curiosity's sake). You can see the two curves below if you're interested. That's about all I have; great stuff as usual - glad to see you pick this one back up. Cheers. ---edit: Ah, you already know the Ven issue.
  13. @Dizor didn't see it mentioned, but the little button thingy stays visible when there is no navball in IVA. Love the mod though,
  14. @siliconworm you need to take a breather and realize that you're switching from from 1.7 to 1.8+. Kyeon made a lot of changes in 1.8 the broke with 1.7, if you read this thread back a few pages you will see that your problem in all likelihood has NOTHING to do with the changes @stali79 and company have made. In fact, 1.8 was considered an EXPERIMENTAL build and not a full release, with 1.7 being the last FULL RELEASE. stali79 decided to continue the work kyeon was doing and is now incorporating older parts back into the current version (I believe). You should not expect old craft to fly, unless you are really lucky. If you are looking for an older version, that is a different matter.
  15. Yes, it is used to both fuel switch and mesh switch. @stali79 did you remove firespitter and IFS from your download? I didn't see them from the spacedock zip and the OP still mentions that they're bundled, which is probably what's causing all this confusion. (Looks like kyeon just updated the op actually, cool). Going forward (and I say this with no development experience), you could probably just do a patch the looks for either one of the two to use, since I think in this case I think they both do the same thing (I don't recall OPT having propeller engines for example). Yes (it does say version Game Version 1.1.2 and the changelog shows it is version Version 1.8.1.1 released 2 days ago).
  16. Good News, Bad News, Boss. I took the Dragon Capsule for a spin (turns out the RCS works fine). I really like the heat shield texture by the way (see screenshot). Everything worked fine...except the parachutes never fired. I had them set to 2500m, and as I descended it kept saying "Packed-Unsafe." At 3500m it still said the same, so I nuts to this and hit deploy, at which point it switched to "Armed-Unsafe". Then I crashed (it never fired, even below 2500m). RIP Jeb. Re:Fuel tanks. Not sure what I think about them. I really like the modeling, that goes without saying, and the crispness of the lines. I think it might partially be that so far everything (dragon/tanks) is basically white (although I like the white you've chosen). Also, the 400 tank's black doesn't match the 800 tank. I like the 800 the best, since the exterior of the others reminds me more of concrete. Let me repeat though, the ends are fantastic. As you mentioned though, they're not for the current shaders. But really, how exciting do fuel tanks need to be? Looking forward to the next production. Picture of the heatshield during re-entry; what's the text on the bottom by the way?
  17. Probably a me issue then, as the Kraken itself has taken over my install. I wouldn't worry about it. Grabbing the tanks now. I compared their configs to their stock counterparts, and they match perfectly. (Perhaps too perfectly. I could be wrong about this, as I am about many things, but I believe if you look at the max/min drag values you'll find they should be flipped. Unless there is a reason why max_drag = 0.2 and min_drag = 0.3. To be clear, Stock does it this way, and does it a lot, and I don't know why. It's trivial, whatever, but it irks.) Ah good, you took out the space in the folder name. Hmmm, I bet a decoupler would go nicely with these tanks...too bad I have to slum it an use stock decouplers for...another day, or week, or whenever. The agony.
  18. Well the thing is, after playing with it for a good half hour, I can't actually get it to do anything. I think this is unrelated to the above error. I'm trying to eliminate "observational surveys" so I go to blacklist strings. I try alternatively and combinations of all of: focused observational surveys, surveys, observational surveys. I hit add for each. I close the box, it saves (I have the in game debug menu open and I see that it saves). I hit "Sort" it says it started sorting and nothing happens (I have the Alt+F12 Menu open an no contracts change, as those are the only contract types listed). I do a scene change to the mission control and still nothing. Tellingly, there is no activity in the log when I hit sort. Should there be? All I've ever seen is Save and Load. The only thing I can think of is a conflict with Contract Configurator, as I already have some things pre-filtered out (e.g. Part Tests), but your mod doesn't even display them as a category, so I'm guessing it picks up on that filter already. Here is a log. This is on Linux, 64 bit. That's the only error I can find relating to the mod in the log, so I'm a little stumped (as I agree it's likely trivial). Either that or I'm misunderstanding the basic usage of the blacklist feature. Cheers. ---edit--- Also, opening the menu in the Space Center seems to open Contract Filter.
  19. Thanks for the response; however I wouldn;t worry about it at the moment (since my post was three months ago and a lot has changed since then). Unfortunately, I ended up uninstalling the mod because of that, and shortly there after regretted doing so, as I got my first ever corrupted save. Figures. But yeah, I was playing pretty much all day everyday, so it no doubt builds up fast. To be clear, your mod did everything it said it would, just in my circumstance it proved to be a bit overzealous. Cheers.
  20. Ah, then maybe you could do something like give it a higher number of USI habitation months, or other life support related functions to support long term survival. Wait, just read ahead and is it 6 after all? Well now... Now I have to think of something productive to add quick. Um...IVA? At 6 and a pod you're in a weird spot. Could just do "Placeholder" but people will grumble. I don't really use IVAs myself and would rather you work on the exteriors. Most big IVAs are cockpits or crew. No idea on the engine, sorry.
  21. I would rather see new parts. I don't really use IVAs much myself. I know some people really really (really) like them, but it seems they take forever, and often times just sideline new content. There are a lot of quality ones out there and it's easy enough to throw an RPM standin in the meantime (since there is already an RPM patch that auto replaces your mk1podcockpit with an upgraded one on the pod for example). Also, when loading the pod I got an NRE on the RCS module, but in honesty, I was messing around in the configs, so it could have been me (but I didn't touch the RCS). Is the thrustTransform on the RCS module "RCS" ? ---edit---- wasml has the proper answer
  22. Messing about with it now, I like it. Seems to play decently with Contract Configurator, although not sure how it's filter works with your's yet. One thing though: Go Edit All --> Close. Get this 100% of the time. (Have to hit the Edit All button again to close the side window). Pretty minor, figured you might be interested though. If you want a full log, let me know. Linux, 64 bit. InvalidOperationException: out of sync at System.Collections.Generic.Dictionary`2+Enumerator[System.String,ContractController.TypePreference].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+Enumerator[System.String,ContractController.TypePreference].MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+KeyCollection+Enumerator[System.String,ContractController.TypePreference].MoveNext () [0x00000] in <filename unknown>:0 at ContractController.HeadMaster.editAllWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0
  23. this looks handy, as I tried rejector, but had some issues with it. quick question: are you penalized for auto-declines? Cheers
  24. I have a terrible memory and this will no doubt help me a lot. Very glad to see it revived! -----edit----- @Magion Could you explain these two settings? I'm assuming the first pertains to the MOAR BOOSTERS. The second, I know what it does, but to get the blizzy toolbar working, do I just type BLIZZY or TOOLBAR or...? jebEnabled = True toolbarType = STOCK
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