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Benji13

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Posts posted by Benji13

  1. 11 hours ago, TGApples said:

    @Benji13 What are the range on the omnis? The default settings use min(range1, range2) to determine connection range which means big dishes don't pair nicely with small omnidirectional antennas.

    There's an alternative model that uses min(range1, range2) + sqrt(range1 * range2) - the root range model. For this model they recommend you half the power of all comms (as if you don't you basically get 2x range). With this model you'd be in range.

    Ok thanks.

  2. Could someone please explain to me why I don't have signal here?

    Spoiler

    prBirmD.jpg

    HTpYTkd.jpg

     

    All the relays around Kerbin have omni antennas and power, and this craft has a dish with power. They are supposedly in range. For some reason I was able to activate and deactivate that dish without connection, but I just assumed that was a bug. The last time I had connection, I scheduled a burn with the computer for when I was on the other side of the moon. When I came back around, no connection. I tried targeting both Kerbin and the relays with the dish.

     

    Thanks.

  3. 10 hours ago, nascarlaser1 said:

    If I install both RSS and RO, can I turn them on/off depending on what save I am playing on? I have a 50% stock save currently (with the exception of some USI stuff) and I dont want to accidently mess that up. Also, can I use USI LS instead of TAC, or would that cause difficulties/end of the world glitches :D?

    Unfortunately mod switching between saves is not possible but I am currently using USI LS and I haven't discovered anything strange. RP0 (if you have it) will mark the USI parts as incompatible but they still work fine. I am currently working on a patch to make the USI parts work better with RP0 and RO

  4. Well all the patch would have to do (as far as I know) would be to put all the USI parts in to proper tech tree nodes along with realistic prices. 

    29 minutes ago, TauPhraim said:

    RO/RP0 is so big, I'm not sure it would be a matter of "just a patch". On the other hand, maybe it just works already without patches, have you noted problems ?

    But it's also so much harder than stock that I wonder what kolonization you could achieve. Even the Moon seems out of reach to me.

     

  5. Hello. Could someone who knows a bit more about MM write a patch for me that sets the RP0config setting that gets placed in every part to true? It is quite annoying having 'non rp0/ro part' on every second part that I have. I have this so far:

    @PART[*]:Final
    {
    
    %RP0conf = true
    
    }

    But I know that that is way off. Could someone please point me in the right direction?

  6. 10 hours ago, Bornholio said:

    If you are using master or a dev build, do you have a Tree.cfg?  If not you need to compile one or look back on this thread to find one. Alternately take it from one of the releases in github.

    If you are using the CKAN or release versions of RP-0 you should have a tree.cfg in the RP-0 folder.  Using CKAN most parts in the OP list will have supported parts. In that case you could make a small config file that includes the parts you want to remove that tag from. Each part would need one entry like this. Only the RP0Conf = true is needed to remove the note.

    
    @PART[PartName]:FOR[RP-0]
    {
        %TechRequired = improvedNuclearPropulsion   //set the tech or remove this line
    	%cost = 7000								//set the cost or remove this line
    	%entryCost = 180000							//set the cost or remove this line
    	RP0conf = true
    }

     

     

    Thanks, I will try this. 

  7. Hello. I am having a recurring problem that I do not think has been answered in this thread. I have been trying to install RO and all of it's recommended mods however I keep getting 'Error 403' for at least 2 of the mods I am trying to install. Any ideas why? Or what this means? And do my other mods still install or do they all fail? Also, there is nothing in the Plugins folder in the CKAN folder. Is this normal? I am using KSP 1.2.2 with the latest version of CKAN. Thanks.

  8. @Phineas Freak I tried it with the latest version of Module Manager intended for 1.2.x (2.7.6) and I got the same result. I then tried it with the version of MM that comes with RSS (2.7.5) and it worked perfectly. I didn't think that the difference between the two would make a difference but apparently it does. Strange. Anyway, thanks for your help.

  9. 4 minutes ago, Phineas Freak said:
    
    [LOG 18:18:21.904] Load(Assembly): /ModuleManager.2.8.0
    [LOG 18:18:21.907] AssemblyLoader: Loading assembly at C:\Program Files\KSP_win64\GameData\ModuleManager.2.8.0.dll

    MM 2.8.0 is KSP 1.3 only. This is enough for the rest of the mods that depend on it to break.

    Also, SSTU Tools?

    
    [ERR 18:18:24.218] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3D': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3D.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
    File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3D.dll'
      at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool)
      at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 
      at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 
    
    [ERR 18:18:24.235] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3DX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3DX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
    File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.Direct3DX.dll'
      at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool)
      at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 
      at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 
    
    [ERR 18:18:24.252] AssemblyLoader: Exception loading 'Microsoft.DirectX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
    File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\Debug\Microsoft.DirectX.dll'
      at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool)
      at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 
      at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 
    
    [ERR 18:18:24.269] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3D': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3D.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
    File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3D.dll'
      at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool)
      at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 
      at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 
    
    [ERR 18:18:24.287] AssemblyLoader: Exception loading 'Microsoft.DirectX.Direct3DX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3DX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
    File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.Direct3DX.dll'
      at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool)
      at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 
      at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 
    
    [ERR 18:18:24.304] AssemblyLoader: Exception loading 'Microsoft.DirectX': System.BadImageFormatException: Could not load file or assembly 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
    File name: 'C:\Program Files\KSP_win64\GameData\Plugin\SSTUTools\SSTUUtilDDS\bin\x86\Release\Microsoft.DirectX.dll'
      at (wrapper managed-to-native) System.Reflection.Assembly:LoadFrom (string,bool)
      at System.Reflection.Assembly.LoadFrom (System.String assemblyFile) [0x00000] in <filename unknown>:0 
      at AssemblyLoader+LoadedAssembly.Load () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 

    And:

    
    Assembly-CSharp-firstpass v0.0.0.0
    Stock assembly: Assembly-CSharp v1.0.0.0
    Assembly-UnityScript-firstpass v0.0.0.0 / v
    Assembly-UnityScript v0.0.0.0 / v
    KSPAssets v1.0.0.0
    SSTUTools v0.0.0.0
    UnityEngine v0.0.0.0
    UnityEngine.UI v1.0.0.0
    UnityScript.Lang v1.0.0.0 / v
    Assembly-CSharp-firstpass v0.0.0.0
    Stock assembly: Assembly-CSharp v1.0.0.0
    Assembly-UnityScript-firstpass v0.0.0.0 / v
    Assembly-UnityScript v0.0.0.0 / v
    KSPAssets v1.0.0.0
    SSTUTools v0.0.0.0
    UnityEngine v0.0.0.0
    UnityEngine.UI v1.0.0.0
    UnityScript.Lang v1.0.0.0 / v
    Assembly-CSharp-firstpass v0.0.0.0
    Stock assembly: Assembly-CSharp v1.0.0.0
    Assembly-UnityScript-firstpass v0.0.0.0 / v
    Assembly-UnityScript v0.0.0.0 / v

    The KSP base assemblies are installed/loaded 3 times via SSTUTools (?)

    Edit: OK, not a corrupted KSP installation but a very weird GameData folder.

    Ah ok. I will try a fresh install and make sure I get the right mm this time, thanks. 

  10. 2 minutes ago, Phineas Freak said:

    @Benji13 You have a badly corrupted base KSP installation, on top of using some KSP 1.3-only mods with KSP 1.2. Delete your current installation, get a clean copy of KSP and reinstall carefully all the mods.

    KSP AVC says that all mods are compatible except for a few that are for 1.2. And what makes you say that my ksp is corrupted? I'm not saying that you are wrong and I will try what you said but what's makes you think this?

  11. I recently installed this along with RO in my new ksp install and problems happened. I installed RO and all of its required and recommended mods plus a few extras. I ran in to a few memory problems but I killed a few mods so that I could load to the menu. I thought I was all good to go until I tried to start a game. I was stuck on the black loading screen with the planets (still spinning) for a good 15mins until I gave up. This has happened evertime I try to start a game and also when I try to go to the settings menu. I am using the lowest resolution textures. KSP.log here and output log here. Below is a screenshot of my GameData folder.

    Spoiler

    CSXvWqY.png

    I am running an [email protected] (always runs at 3.2 for some reason though) with 16gb RAM and GTX960m. I am running KSP x64 off of an SSD. Any ideas? I will be trying a fresh install with just RSS in a few minutes to see if it's that or a conflict. I know that someone is going to go straight for the 50/50 suggestion but I want to save that as a last resort option as it seems that everything depends on everything to work. Thanks.

     

    Ok, update: I tried to run a fresh version of KSP with just RSS installed and nothing happened. It loaded fine but it was just stock in game. Here is the log file for that install. Here is a screenshot of that GameData folder. Am I missing something really simple here? I'm pretty sure that I followed all the instructions. I've got no idea what's going on. Any help would be much appreciated. Thanks.

  12. Ok so I tried the 50/50 method and both 50s worked fine so I decided that I was just hitting a memory limit. I removed a few big mods and mixed & matched a bit until I got most of the mods I wanted but still managed to load in. I still have to run in OpenGL to avoid crashes. I wish there was a better way to handle the memory limits than 'delete stuff'. Oh well. Time to go try my first ever RSS install. 

  13. 16 minutes ago, severedsolo said:

    Your log is not particularly helpful (by which I mean it doesn't jump out and tell me what caused the crash), but I notice alot of your Mods AVC files are reporting that they are 1.3 version (whether or not that is accurate, I wouldn't be able to say).

    Not 100% familiar with RO, so it may be that dependencies and such don't allow you to do this, but if it were me, I'd use the 50/50 method.

    That is:

    Move half your mods outside the GameData folder and load the game. If it loads, you know the problem is in the ones you removed, if it doesn't, test the second batch, if that loads, then the problem is in the first half.

    Split the "problem batch" in half again, and repeat, until you've narrowed it down to the one that's causing the issue.

    Obviously you need to keep dependencies in the folder, which may mean you can't split it exactly 50/50

    I thought it might come to the old 50/50. I'll try it out and see how it goes.

  14. Hello. I have recently returned to KSP after a break and have started a fresh install with RSS, RO and a plethora of other mods. I reached about 50% loading and the game crashed (crash folder here). I decided to try again after removing a mod that was already sketchy and I got the same result (crash folder here). I went through all of my mods and removed a few that were for 1.3 instead of 1.2.2 and replaced them with the correct versions. All of my mods now came up as compatible for either 1.2.2 or 1.2 (KSP AVC). I also ran the game in OpenGL this time. Still got a crash but with much less RAM usage. Crash folder here. Could someone please point me in the right direction to fixing this? This is my first time using RO but definitely not my first time using mods. I did not use CKAN. Mod list below.

    Thanks.

     

    EDIT: Problem solved, scroll down a bit. 

    Spoiler

    ZyyvRwV.png

     

  15. 1 hour ago, Timmy1404 said:

    Hey,

    I'm sorry but I am new in this Forum. Also, english isn't my mothertounge.

     

    I read the last few pages but I couldn't find a download link to a "working" version of the mod. Is there even a working one right now (V 1.2)?

    I understood it like this: The community is working on the mod together as Ven is inactive right now (?) I found a link to a "VensShared" Dropbox. How do I have to install it? If I put in in the GameData folder it just crashes at the loading screen.

    I really like this mod and would love to use it for my next carreer game.

    https://github.com/Kerbas-ad-astra/Stock-Revamp/tree/KSP_1.2

    This version is mostly working as far as I know. 

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