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DerGolgo
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Everything posted by DerGolgo
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Okay, completing contracts seems to work with the station now in MKO. I'll try and complete the relevant contracts, and then will get rid of this cursed station. One weird thing has popped up. Not for the first time, this weird thing had also manifested on another station. There, it had affected an inflatable habitat, while here it affects the big thing I have because I like having too many torques. Electric charge on the part isn't any real value, but NaN. See screenshot: As you can see, I've stopped the Electric Charge resource. This was necessary, because if it wasn't, the part seemed to have consumed all Electric Charge on the entire craft. Life support on other parts kept working, but I couldn't activate SAS, for instance. I stop it on the affected part, and the others work like they should. The other station where this had happened had not crashed the game, so I don't think the two are related.
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I think I have (a) very hazy idea(s) about fixing this mess. But I really need someone who has some knowledge about the game's nuts and bolts to point me in the right direction. I've just started an attempt to Hyperedit the problematic station from Tracking Station. Ship Lander didn't work, obviously. I Hyperedited the station into low Kerbin Orbit and, just to see what would happen, hit "Fly". And lo and behold: the station, now orbiting Kebrin, appeared on my screen, as did the usual messages re Camera mode, and the thumbnails of the Kerbals on board. AND THE GAME DIDN'T CRASH! "Yipee!" I thought. After waiting a bit to see if a crash was coming, and none came, I decided to try and put it in Minmus Orbit once more. As soon as the station materialized around Minmus, the game crashed. Whatever is up, it seems to be Minmus related. Logs: https://drive.google.com/drive/folders/1LyMhz4ATaM23zT_EOvZco250PAQbnzFI?usp=sharing So option 1 appears to be just hyperediting the station into orbit around Kerbin, recovering my Kerbals from there, and possibly trying to finish the contracts with the station in Kerbin orbit, instead of Minmus. I would like to finish the contracts properly, in Minmus orbit. So, I want to try recreating the station in VAB. For simplicity, I'd Hyperedit into the vicinity of the station that is now in orbit of Kerbin, using the various ships docked to the former to transfer the various Kerbals to the "new" station, putting it into Minmus orbit using Hyperedit. Hoping that the cause of the crashes is the station itself, not one of the various vessels docked to it. But if it should be the latter, that, too, is a relatively easy fix. I've got something north of $50 million lying around my budget, so I'm not worried about launching a lot of fresh vessels to return my Kerbals to Kerbin. BUT! HOW CAN IT COMPLETE THE CONTRACTS (without further cheating)? How do I convince the game that, rather than being on a new station, those tourists are on the same station as they should be by contract? I doubt just giving it the same name would do the trick, or would it? I have no compunction of messing around in Hyperedit Debug Window or of Editing Savefiles
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Did it, tested it. Didn't help, indeed, but thank you regardless! When it crashed this time, I got the little white message box with the exclamation mark again, see screenshot: https://drive.google.com/file/d/1ZA6abAEYm1iMPcYbRzVLncGr5dSTJR71/view?usp=sharing I have the impression there is some kind of memory dump going on there, by unity, but I cannot locate it. Is this something relevant? If so, where and how could I find it? Logs of the most recent attempt: https://drive.google.com/drive/folders/1n5WiGUiKWO7jQGBLiSUt7TRP6_2-NF1I?usp=sharing What confuses me is that I think I switched to and from the station in question, and the first crash happened without restarting the game in between. I think, I'm not certain. Just in case anyone who actually understands how those logs work wants to take a look, here are all the previous crash-logs I had not posted before: https://drive.google.com/drive/folders/13-wxHr_F_xha8TTFoLOwhpf110BFmG45?usp=sharing I really, really appreciate any help anyone might offer.
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EDIT: I think I have an idea, but have no clue how to implement it. See below, 4th contribution in this thread. OS: Windows 10; Version 1909, Build 18363.1016 Game version: 1.10.2939; x64; en-us Mods: very many, see spoiler below CKAN: No. Steam: I have Steam on this machine, but I don't use it for anything Kerbal related (been playing Kerbal longer than I've been using Steam). Game mode: Career, custom difficulty Problem: I try and switch to a space station I have orbiting Minmus. That station has about a dozen high paying tourists on board, a rescued Kerbal or two, and one of my pilots. There are five other ships docked to the station (three crew carrying, and with crew on board while docked, a reusable Minmus lander that may have someone on board, and an unkerballed resupply ship). While loading that station, the game crashes. Never before today, but every time today. Switching between other craft works as usual, only when I try going to this particular station (mentioned by name in Player.log as "Rockomax Minmus Station") do these crashes occur. This happens when I switch to it from another ship via map view, when I select "Jump to Ship" from alarm details in Kerbal Alarm Clock, and it happens if I go to the tracking station, select the station, and hit the "Fly" button. I have been playing this save for a few weeks, the station is many real-world days old and has already hosted a number of ships docked, a number of visiting kerbals, rescued kerbals, tourists, etc. I switched to and from that station dozens of times. The problem first manifested earlier today. Game had been running at least since yesterday, might have been running for not quite three days, which would be the last time the game crashed. The crash logs are still present, but I don't recall what had happened then, whatever the problem was, it had not persisted/reoccurred after restart.. The first few times the game crashed today, I got the little box with the exclamation mark, and something about Unity, but I failed to grab a screenshot, and it has not reappeared the last few times. I have the crash logs of these occurrences. After four crashes and restarts, I tried loading my most recent quicksave (six in-game days old, same population on the station in question) and switched to the station from map view. It appeared on my screen, the thumbnails for the crew faces and with the static appeared. But while it was still loading, the game crashed again. Logfiles: https://drive.google.com/drive/folders/1w_g-e8QY3-biFYadcwbjQsQDEqlbJr0l?usp=sharing During Startup, AVC had reported a few available updates. I installed the first, WildBlueTools, restarted. Tried going to the station via the Tracking Station. Game crashed. Game window disappeared before I could grab a screenshot. Why only WildBlueTools: I got distracted and forgot the others. Logfiles: https://drive.google.com/drive/folders/1_Au5bFdSqUKGk6VAV74cXixIFon0WynW?usp=sharing Lastly, I've updated all the mods AVC was telling me I should (and that weren't a bug, like the same DSEV version I've installed at least three times in recent months, even though the last release was released in April). The massive list of mods under the above spoiler tag represents this startup. I started the game, put Jeb on a ship, and Hyperedited him to a rendezvous with the station in question, 1 second away. That worked. But I couldn't spot the station, nor could I find it in map view. I checked, stations were switched on, and another station, on a different orbit, did appear. So I hyperedited Jeb to within 0.2 seconds of the problematic station. Somehow, upon materializing, all parts on the ship instantly overheated and explosions. Weird. See screenshot of damage report: https://drive.google.com/file/d/1nUpc-oyqQnjJmyEPD1-jC8KaaFQc9uzx/view?usp=sharing Revert to launch, hyperedit again, to within 0.2 seconds again. This time, the ship materialized, with the station in the background. Until it was done loading the scene. Once that loading was done, no station. Inky blackness. It didn't crash, explode, or anything like that. It just disappeared. Yes, I did look around. Couldn't find it. Reverted back to vehicle assembly, and copied the logfiles. See hence: https://drive.google.com/drive/folders/1cmyFSXvQIAmoU_ymWGbsBPdxdDjABz7c?usp=sharing Proceeded to the tracking station. The station was shown in orbit around Minmus, in the list and in the map. I clicked to fly it. The scene started loading, the station appeared, with the message "Focus: Rockomax Minmus Station", thumbnails of kerbals with static. Then, the view of the station changed, message "Camera: Free", and nothing happened. The screen seemed to freeze. I did nothing (except grabbing this here screenshot: https://drive.google.com/file/d/13-HArTDbkeLN0Jb1zmFwW4wO92pFphGU/view?usp=sharing). Moments later, the KSP window disappeared. Logfiles: https://drive.google.com/drive/folders/16KlppGjJhozIaFZQcfgoJ4nSjjrJ-JR3?usp=sharing Note: I have redacted my windows username from the logfiles. I have not otherwise changed anything about them. Why did I not try reproducing this in vanilla: Because the station is full of parts from mods, as are most of my 29 other flights. Why do I use such an incredible number of mods: I enjoy the "kid in a candy store" approach, and there are a few features I like that the vanilla game is as yet not providing, or not providing how I prefer. Please, I've just launched some ridiculously overbuilt probes to Eve and Duna, I would really like to continue playing this save, withouot loosing all those high-paying tourists etc.
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Dang. Wish I had paid a little more attention in object-oriented C++ at uni. And I guess most of the game is really just a fancy database application? Well, I'm retired, on a disability pension. On the days when I can get some work done, for some hours, neither of which are predictable, mind, I shall announce myself available to testdrive pre-release builds on saves I'm not particularly attached to. Might even set up a vanilla game, just for that purpose. That goes for Tweakscale, @Lisias, and for Decoupler Shrouds (are the best schrouds!), @navot. Here's your christmas tree, hang all your mad schemes on me, let's see what sticks. The thought occurs. While our beloved mods here were out of order, some seemed to be working fine-ish. The buttons, in any case, appeared where they should, for the purpose, and seemed to do what they should. The mod I'm talking about that I observed this with was the tank-decoupler one, where every tank can become a decoupler if it just believes in itself and works hard. So, here's my mad fever dream. What if, rather than making all the sliders for manual shrouding appear in the requisite part's info-box, they could appear in a second box? Press a button, separate box opens, with the sliders for the shroud. One of the many, many, many, many modes I have interned in my main install, it lets me change the constituent components in tanks, turn a hydrogen can into a battery with sewage space. Could a separate menu box be built that would handle all the shrouding of a decoupler, independent of the part's info box? Could such, perhaps, be achieved for Tweakscale even, @Lisias? Instead of baiting our breaths as we wait for Squad's surely imminent bugfix, eschew the kaput bits entirely, and build our own damn settings boxes. With blackjack and hookers!
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Upvoted. Dang. Tweakscale is definitely one of my top 5 favorite mods, and Decoupler Shrouds probably makes top 10. I'd be very sad to loose them.
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Heya! Love this mod, love it dearly. Slight problem has arisen for me in 1.8. Is this just me (and my jillion mods)? If anybody else has encountered this, and found a fix, I'd much appreciate if you could share it. If anybody uses Decoupler Shrouds with 1.8 and this problem doesn't occur, I'd also much appreciate knowing it.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
DerGolgo replied to cybutek's topic in KSP1 Mod Releases
@jrbuddaThank you thank you thank you! I hadn't actually been following this thread and had just kept using the last version of Kerbal Engineer that had been released through the more official channels. Then, after updating to 1.8, I found the editor unusable. Either with or without Engineer. You're a lifesaver, man! I'll be following this from now on! -
So I looked at toolbar-settings.dat Inside, it looked like this: toolbars { SPACECENTER { toolbar_612624109 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToVAB.QuickGoToVAB,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH scale = 24 followKSPAppScale = False followKSPUIScale = True } } EDITOR { toolbar_978760191 { x = 732 y = 155 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,ModActs.MABtn,QuickGoToLves.QuickGoToLves,QuickGoToMI.QuickGoToMI,QuickGoToTS.QuickGoToTS,QuickSearch_NS.quickSearchButton,ReCoupler.ReCoupler scale = 24 followKSPAppScale = False followKSPUIScale = True } } TRACKSTATION { toolbar_2061931242 { x = 487 y = 91 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToSPH.QuickGoToSPH,QuickGoToTS.QuickGoToTS,QuickGoToVAB.QuickGoToVAB scale = 24 followKSPAppScale = False followKSPUIScale = True } } MAINMENU { toolbar_612624109 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToVAB.QuickGoToVAB,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_978760191 { x = 732 y = 155 width = 250 height = 105 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,ModActs.MABtn,QuickGoToLves.QuickGoToLves,QuickGoToMI.QuickGoToMI,QuickGoToTS.QuickGoToTS,QuickSearch_NS.quickSearchButton,ReCoupler.ReCoupler scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_1743391942 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_120281066 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_89221319 { x = 279 y = 436 width = 250 height = 105 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,EnginesGUI.EnginesFlightButton,ModActs.MABtn,Trajectories.TrajectoriesGUI,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH,QuickGoToVAB.QuickGoToVAB scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_944227962 { x = 592 y = 243 width = 250 height = 50 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToTS.QuickGoToTS,QuickGoToVAB.QuickGoToVAB,QuickGoToSPH.QuickGoToSPH,Trajectories.TrajectoriesGUI,AGEXT_NS.agextButton scale = 24 followKSPAppScale = False followKSPUIScale = True } } FLIGHT { toolbar_89221319 { x = 279 y = 436 width = 250 height = 105 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,EnginesGUI.EnginesFlightButton,ModActs.MABtn,Trajectories.TrajectoriesGUI,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH,QuickGoToVAB.QuickGoToVAB scale = 24 followKSPAppScale = False followKSPUIScale = True } } FLIGHTMAP { toolbar_944227962 { x = 592 y = 243 width = 250 height = 50 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToTS.QuickGoToTS,QuickGoToVAB.QuickGoToVAB,QuickGoToSPH.QuickGoToSPH,Trajectories.TrajectoriesGUI,AGEXT_NS.agextButton scale = 24 followKSPAppScale = False followKSPUIScale = True } } } I deleted it, started the game, and the problem with the toolbar was as before. Only difference: the little black square had wandered, in the editor, to occupy the same spot on my screen it occupied when I was looking at the KSC. I believe the previous position may have been related to where I had set the toolbar to appear last time I had played and it worked. I found that a new toolbar-settings.dat had been created, with a few fewer entries. It looked like this: toolbars { SPACECENTER { toolbar_1574854551 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } } EDITOR { toolbar_655524769 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } } MAINMENU { toolbar_1574854551 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } } } I thought that "3" was an odd value for height, when width was 250. So I decided to be cute and changed the height for each entry to "200". Started the game. No change.
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I assure you. Every update that AVC and Spacedock informed me about is installed. This might be (probably is) unrelated. But since it involves what is being displayed, I thought I should mention it, just in case there is a relation to the missing toolbar. I just was playing around to try and nail down an issue I thought was related to the stock camera mode in the VAB, as everything slowed down to a very choppy, very slow crawl when I hit "5". However, 5 also turned on RCS Build Aid. Turning off the same by clicking the toolbar button made everything work smoothly again. In either camera mode, stock or WASD. Until I grab a part. When I select a part from the parts bin, and try to move it about, I get the same choppy crawl. Until I attach the part or throw it back in the parts bin. I failed to check what'd happen if I tried to just put it in the VAB without attaching it, I'm afraid. I did, however, see what would happen if I opened other menus, like Toolbar Control, Kerbal Engineer, the coordinate thing that the P button for Precise Editor brings up. None of them made any crawl. Also tried turning on and off the COG, COL, COT markers. No crawl. Hovering to open the menus for Janitor's Closet and Editor Extensions didn't seem to make anything crawl, either. Just RCS Build Aid, and grabbing a part. After I was done playing around and shut down the game, I put the logs from Appdata/.../Kerbal Space Program into an archive, just in case those are of interest: https://drive.google.com/open?id=1SGgX9D3rR2RlmH3IHdqqhSm9eVLGkGgj EDIT: I searched (with the search function of windows explorer, not just my mucky eyes) the game folder, and I searched Appdata/.../SQUAD. I can only find a toolbar-settings.dat, in .../GameData. Do you mean that, or should there be a toolbar.dat file somewhere? If so, might that relate to the missing toolbar?
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First off: thanks for you tireless and magnificent efforts, @linuxgurugamer. I appreciate that you probably don't have the time to deal with my problem. I just updated to 1.8, and updated what addons I could, including this one. Toolbar Controller lets me assign things to the Blitzy toolbar. But where I'd expect to see the toolbar, there is only a tiny black square. I made a screenshot, the tiny black square is part of the UI, stays stationary on my screen as I look around. In this screenshot, it's just above the launchpad water-tower: https://drive.google.com/open?id=1mWyR8xK_wHxy2TrCgHmTG8yqij3jXeFy Here's the KSC, the little black square is in a slightly different spot, visible just above the island in the background. Is static with the GUI when I look around: https://drive.google.com/open?id=1MHkLg2E5hxI-rEQZTUarRtmopeCBXavv I copied all the output logs etc. I could find into a rar archive: https://drive.google.com/open?id=1DLYlrzy5mIFkg3GU5PmdvHUNWVOOA6Pr I'm certain it's a bad mod interaction, and that something I've got installed is messing with the toolbar. My question: is there perhaps anything in the settings I could play with, or a keyboard shortcut or something to convince the toolbar to show?
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Again, thank you. For the mod, and for your fortitude in traversing these obstacles, surely placed there by some angry Database God. Sometimes, I do think "MySQL" is not so much a technical term as an explanation, not unlike "My Lord!".
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@Lisias, thank you for your great work! Tweakscale is one of my absolute favorite mods. When AVC just gave me the great news, I went straight to GitHub. I'm sure you are well aware that, as of just now, you had only released the source code there, and that you were just about to release the binary. But just in case there was an (entirely understandable and human) oversight, I thought I'd report this "issue".
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Hiya, been having a problem and have narrowed it down (ish) to FuseboxContinued. Not asking for help, just reporting what happened, in case it’s of relevance. @linuxgurugamer, you are a god among gamers, and I’m pretty sure this here mod isn’t really the cause of the problem, but just a catalyst. Some number of mods not playing nice with each other, and FuseboxContinued is just the one that’s making an underlying problem visible. I'm offering this here just in case it's helpful. Situation: new system, new everything, and my very, very, very, very modded, fresh KSP install. All mods latest versions, near as I can tell with the aid of AVC and Spacedock’s subscription thingy. Problem: load game, and see this here (screenshot): https://drive.google.com/open?id=1ELZmjnwd7aWkhinMsQZwBbn2yVdzKPDr Not visible in this shot are struts, which appear in some views (darkened, obviously). Output log for that boot: https://drive.google.com/open?id=1ujHFmkpbRPODoy0kHA5JPqgCAVHmOB82 Removed mod after mod, trial and error, and eventually narrowed it down to FuseboxContinued. When I start the game without it, everything looks as it should (apart from the many error messages). Screenshot: https://drive.google.com/open?id=1fR_fvq2rDzXPjMDu-bI3z-EKOhDHO8MQ Output log: https://drive.google.com/open?id=1lWkhsLxrhwkn8-2oRwAiILlWbtIVXOen This is with a number of mods still in quarantine. When I boot the game with all the mods I tell myself I need, so long as I don’t include FuseboxContinued, things appear as they should (with a pile of error messages, obviously, but so long as the game works, I’m cool with it). I’ve jammed all my usual mods back into GameData, and added AmpYear, since I intent to finally play a little now. Just in case anyone cares to see that horrorshow: Screenshot: https://drive.google.com/open?id=1urJCfgQpJ-C4oYgrdptKbCC4SY33s85K Output file: https://drive.google.com/open?id=1UGHPUuEPsVrOqfZbdChHVFdWJyZmSumD Please ignore the errors where ReStock found some unexpected folders. I had tried to manually fix some of the missing part errors earlier. Like I said, not asking for help, it seems to be working (-ish) now, so I’m cool satisfied with the situation (when hell freezes over, I’ll be the one sitting in the puddle of lukewarm water, that’s how cool I am). EDIT: now that I can see all sorts of parts in the editor, I notice the dozen or so other mods that don't seem to be working. So I'm still trouleshooting, just in case anyone was wondering what I don't notice all the stuff what's missing.
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[1.12.x] Near Future Technologies (September 6)
DerGolgo replied to Nertea's topic in KSP1 Mod Releases
Apologies for the threadjack, but after looking over that steak recipe once more, I couldn't help myself. -
[1.12.x] Near Future Technologies (September 6)
DerGolgo replied to Nertea's topic in KSP1 Mod Releases
Woohooo! Thank you, @Nertea! Just one question. When I download Near Future Spacecraft off of SpaceDock, and extract it. In ...\Near_Future_Spacecraft-1.2.3\GameData, there's this image file. Just sitting there, right below the Module Manage .dll. Filename "Oven-Baked-Chicken-24.jpg" Now, I like chicken, oven-baked or otherwise. I'm just a little bit confused as to how it pertains to KSP. Is it space-chicken? -
[1.1.2] Real Solar System Expanded (0.14.0)
DerGolgo replied to ImkSushi's topic in KSP1 Mod Releases
I don't suppose this will work in 1.6.1. Is there an update in the works? Or a viable alternative, a real-solar-system mod for the current game? -
The only indication I can find as to how I got them is the folder creation date. All are from the 12th, this month. I swear, I can't even remember ever installing them. Must have just zipped by, thought "Ooooh, shiny!", installed them, and then forgot all about it. The files themselves have no indication of authors in them. The folder names are: TexturesUnlimited_KRE TexturesUnlimited_NearFutureSolar TexturesUnlimited_ProceduralFairings TexturesUnlimited_TundraExploration I've just searched for all four in Add-On Releases. Literally the only result is a comment by @Mecripp, here: No clue whether he is at all involved in the creation of the patch or is just another user (though a happier one than I, it appears).
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I had been pretty sure I had installed no such patches. But while I was making that list of folders, I found that I had installed extra textures for procedural fairings, and for near future solar panels. It seems to work now. Thank you.
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@Shadowmage, I apologize, I didn't mean to suggest you should do support for other people's mods. Since the issue here only appears when I load the game with TU and affects parts from two different mods (Procedural Fairings and Near Future Solar), written by different people as far as I can see, I thought any single cause would likely be on some more fundamental level, most likely my own incompetence. I don't suppose there's a complete-ish list of mods that use TU anywhere?
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So I'm using a bunch of mods that have Textures Unlimited as a dependency. And I'm sure it's a great and glorious mod. Pretty much all I notice of it, though, is pretty dark. Specifically Procedural Fairings, which I use a lot, from the fairing bases to the fairings themselves. As you can see here, the fairings look pretty dark when I try and launch: While, in the VAB, they don't look like that: But what does look like that in the VAB is the fairing base, and the Near Future Solar solar-panels. I looked through this thread, but couldn't find a solution. I'm visually handicapped, so it's quite plausible that I might have overlooked it. In which case I apologize for cluttering up the place, but would humbly request to be pointed at said solution. In case I didn't, but am just doing something wrong (most likely, actually). What am I doing wrong? Is Textures Unlimited looking for some manner of light/shade/reflectivity maps for the affected textures and, failing to find such, can only present the affected surfaces as though in darkness? Or is it just some setting that I've buggered up? Here be my graphics settings: http://www.utmc-forum.org/KSP/1settings.png Using DirectX 12, btw., too many crashes and bsods in OpenGL mode. I have tried, on a few occasions, to start the game without Textures Unlimited. Stuff looks normal, though I suspect I'm missing something. As you can deduce from my graphics settings, I'm not so bothered about getting the most luxurious optics. Is that my only option, just starting the game without it? Thanks in advance for any advice and help!