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DoubleUU

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Everything posted by DoubleUU

  1. Are there any 3.75m generators? I seem to only have generators up to 2.5m and I have almost the entire tech tree unlocked with just one node left and it doesn't contain any generators that I can see. I feel like I'm missing something and I'm still trying to figure this mod out.
  2. I seem to have stopped the collapse of the heavier ships using the dev version of KJR by using EER to set autostruts to grandfather parts globally before adding any robotic parts. Adding the robotic parts after setting autostruts this way seems to work ok. I was also able to autostrut everything (robotic parts and all) and then un-autostrut the robotic parts only on the launchpad to get them working correctly. Seems like this is close to a real solution. I'm still really new so I'm probably making it harder than I need to. Maybe there should be a way for KJR to ignore robotic parts and their immediate children? Just thinking out loud so to speak.
  3. With the dev KJR installed ships which used to launch just fine now collapse on the launchpad. I'm sure I'm missing something. Anyone else have that issue?
  4. Got it. I actually thought since it was listed in CKAN that meant that it was supported. I thought CKAN required mod makers to add their mods explicitly so if a mod is listed then a mod maker supported installation via CKAN, ipso facto as it were. Obviously I was wrong. Still learning about the ecosystem around here. CKAN seemed like a really perfect tool but this isn't the first time I've run into issues with the rather draconian way it tries to control things. I wish it had a power user mode so I could override some of it's rules and install "incompatible" or prior versions of mods when it's known they work even though they haven't been updated for a specific release. To me that is the biggest drawback of CKAN. I'd prefer it if the "rules" were advisory rather than a dogmatic but it is what it is I guess. Works well enough for other things. Anyway, Thanks for the head's up. And it looks fabulous, so thanks for the mod as well!
  5. Sweet! I'm a real boy! AN UPDATE: Manually installing has fixed the memory issue. I removed EVE, SVE, and Scatterer, downloaded the SVE all in one and installed that manually. Memory is capping at 7.3GB with the high-res pack. Not sure why installing with CKAN would cause issues. Maybe double loading textures since it was installing Scatterer and EVE? However, I still get the "no config" message when pulling up EVE configuration. How do I resolve that?
  6. This mod is pretty much unusable for me on Windows 10. I have KSP 1.2.2 installed on both Windows 7 and Windows 10. Both running identical mods except Windows 10 is not using Interstellar. On Windows 7 I have 16GB of RAM and an 8GB GTX980. On Windows 10 I have 16GB of RAM and an 8GB GTX 1080. On Windows 7 memory usage maxes around 9GB with all mods loaded and a launch active (63 mods total including SVE, EVE, Scatterer, and Active Texture Management, the latter of which I had to manually install). On Windows 10, memory maxes out and eventually the game crashes. If I switch views at KSC (e.g. enter VAB, SPH, tracking station, whatever) then memory usage will drop after 10-12 seconds (to around 6-7GB). If I go back out to the KSC then it starts picking up again until it's maxed out. If I try and launch anything eventually memory maxes out and the game crashes. I'm starting the game with -popupwindow and forcing DX11. I've tried it without forcing DX11 and it still does the same thing. This happens even if I remove all mods, load only EVE, SVE and Scatterer. It also happens using SVE medium and high resolution versions. I'm still pretty new to KSP and so I'm not sure exactly what else you need me to provide to help me figure out what I'm doing wrong. I even copied my install folder directly from the Windows 7 machine to the Windows 10 machine and had the same result. It just seems like on the Windows 10 machine there is something off. I have the latest drivers for literally everything (it's a brand new computer and I updated all drivers before installing any games and KSP was the first game I installed). To be clear, if I remove SVE and just use Scatterer and EVE, memory caps around 8GB as expected. Oh, and I've been using CKAN to load mods. My next test will be to remove them using CKAN and load them manually to see if that has any effect. CKAN seems to be installing Scatterer and EVE separately but if I read this correctly these are included in the download? Plus, if I bring up the EVE configuration (Alt+0 per the instructions in the top post) it says there is no configuration so maybe CKAN isn't installing EVE correctly. Anyway, any advice on how to proceed with troubleshooting would be appreciated. P.S. How come my posts still have to be moderated before showing up?
  7. I think I've finally got everything loaded almost right. Got the robotic interface, the legacy parts show up and can move in SPH/VAB correctly (outside SPH/VAB, not so much but I digress). The rework parts also show up but that's where my next problem lies. They don't have any textures. They're just black. I'm pretty new to KSP and I'm not really sure where to start troubleshooting. Can someone point me in the right direction? Here's what I'm seeing: Also, although the legacy parts do move outside of SPH/VAB (just not correctly) the rework parts only move in SPH/VAB. I'm sure I'm doing something stupid so any advice would be appreciated. Hopefully this isn't a known issue that I missed. I've been researching but it's pretty confusing with all the different threads and the fact that the top post in the threads doesn't seem to have the latest information and instead I'm trying to glean it from the last few pages of posts on the various threads. Because I was having issues with the legacy parts moving correctly (they get all jumpy after a few degrees of movement) I thought I'd load the new parts but now I'm stuck here. No textures and no movement outside of SPH/VAB.
  8. At least I'm feeling a bit less like it must be just me. I'm a Java developer but I'm familiar enough with VS and C# that I could probably get this to recompile and see if that sorts my issue. Just seems like a lot of work. I think I'd change that particular bit of code and make the version checker use the version file so it could at least be updated for minor version changes without requiring a recompile. Maybe that's shortsighted though.
  9. I think I must be missing something silly. When I try and load 1.2.2 with the latest version of the plugin KSP complains (not AVC, which also notifies me, but base KSP is popping up the dialog) saying it's not compatible. It doesn't seem to be working in game either. I'm new at this so I'm probably doing something wrong. Any help would be appreciated.
  10. I've only been playing a few days so I'm sure I'm missing something. This is version 1.2.2 on a clean install after the problem started on a highly modded install. When I open the map at the beginning of the scenario I can't select my orbit or add any nodes. After some research I was able to open the debug log and noticed that in that scenario any time I opened the map I got this log message: "Maneuver Mode disabled". Maybe that's not related but it sure seems suspect. I can't figure out how to enable it and I've exhausted my search terms here and on Google. Oh, and in my Career game I did unlock maneuvers and I've used them but not well, so I wanted to do this training scenario. But in the scenario I can't do anything along my orbit. What am I missing? Answering my own question in case anyone else runs into this. Apparently regardless of whether you've actually started any new games the "Training" option picks up the selection last picked under "Start New" so if you go to training with "Career" selected you don't have access to maneuver nodes. If you switch it to "Sandbox" and then go back to "Training" you can use maneuvers in the scenario. I would call that a bug but I'm not sure. I would think the scenarios would have defaulted to sandbox specifically to avoid this type of thing.
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