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sal_vager

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Everything posted by sal_vager

  1. Both names changed Remember to login with your new usernames, I have sent you both email reminders of your account details.
  2. Hi Aaron Also, Squad have enforced part attachment direction with nodes now, but many old parts have nodes pointing the wrong way, you can disable this in the Alt+F12 debug menu.
  3. Hi egorundead, please make sure the docking ports are fitted correctly, the skirt side is not a docking port. Docking mode controls can be broken with old settings.cfg files, so delete the settings.cfg and restart KSP.
  4. Yeah sure just tell me what you would like to be called, everyone gets one namechange
  5. If Windows is preventing KSP from writing files properly due to data execution prevention then just using an earlier save may not help, I can load your save and have uploaded it [here] so you can see if that has fixed it, but if you run KSP from the desktop, or an install of KSP that was moved from the desktop, you increase your chances that this will happen again. Update: As I just found out today with my own saves, if you had module manager installed and it changed your tech tree, and you remove it or reinstall KSP and transfer your saves, your editor and R&D will be broken in your old saves. Even if you didn't use any addons in that save, just having module manager installed will affect it. You need to open your persistent.sfs and find the following line: TechTreeUrl = GameData/ModuleManager.TechTree Delete it and save your file, then start KSP. Thread moved to modded support as this issue was caused by an addon.
  6. Sorry no you can't move the KSP folder, you have to copy it or reinstall, Windows can prevent programs from writing to folders even if moved. Once you have copied or reinstalled KSP, try starting a new savegame, if it works then the issue is a broken save, and yes save files will contain references to all parts on the vessels in flight in that save, including mod parts.
  7. Also consider this, the derelicts soon add up and clutter the tracking station, and while you can delete them in the tracking station screen you may want to use them later. If you click the name of the derelict in the knowledge base you can rename it and set its vessel type, by setting them as debris they will be hidden when debris is hidden, but they will still be around. Eventually debris is removed automatically, but it's nice to find later in your game that some useful stuff is still floating around, could make for some unusual station designs
  8. Are your parts visible? I recently had this happen to me after removing an addon, the editor would not show parts and some text was doubled up. I fixed it by reinstalling KSP over the top of the existing install, though as you say you are using a new install, you can't rule out a bad file. Also, don't run KSP from your desktop, it can break the game if KSP is forbidden from writing to the game folder, re-install to a non-Windows folder. And test a new save, if the new save is working the old one may be broken, it may be looking for Mechjeb. Your log says "Ship file error!" so I think you may just have one bad craft file, you'll need to remove them one by one until you find it. Just before that error there is this "[shipConstruct]: Trying to load cricket - No AvailablePart found for mumech.MJ2.AR202" so yeah, you are using a moded save on a stock game, you are missing files.
  9. Hey guys, nice find, I saw a bottle of this not too long ago but I'm not keen on spirits. Oh and just as a reminder of rule 2.2C, "Adult content, such as nudity, sexually suggestive or explicit images, gore and drugs;", as long as this topic stays away from anything harder than alcohol we should be fine
  10. No idea, but it looks Unity related. http://forum.unity3d.com/threads/bake-selected-crashes-unity.267004/ http://answers.unity3d.com/questions/786275/crash-on-bake-selected.html http://forum.unity3d.com/threads/tlsf_create.150949/ Maybe try turning the graphics quality down?
  11. You can't clip out the drag either, unless you use nuFAR, so part clipping in stock is if anything anti-cheating.
  12. You are expecting accuracy from an overlay that is intentionally inaccurate, it's a rough indication of resource location, if you want more accuracy you need to use the other scanners
  13. The data that is used to generate the dots is the same as for the other overlay styles, but because the dots are interpolated in X and Y (the lines are only in Y, the solid overlay is only interpolated at the edges) they just aren't as bright. This is very much known to Squad and isn't a bug, it's just how they turned out.
  14. Argumentative posts removed, let's stick to what Unity3D is known to offer currently please.
  15. Vagani, it's a bug, you'll need theclaws fix here until it's fixed properly.
  16. Maybe Sarbian's memory tool will help pinpoint the issue MajorJim, it's worth a try.
  17. It makes a coloured highlighted edge to the mesh it's applied to Doh, ninja'd! The leak is on all platforms.
  18. Yeah I don't know where else to put it, and yeah it does look nice, not to mention a lot easier to see than the stock part glow.
  19. Yeah should work, interestingly the Unity/KSP anti-aliasing doesn't even work on Linux but still needs to be on for PPFX to work, though it's causing a memory leak in the flight scene so you may not want to bother.
  20. It needs anti-aliasing enabled in KSP to work, other than that it's supposed to be just another "shader model 3" shader, and it seems to be unreliable on AMD or Intel drivers.
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