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Everything posted by scottadges
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I thought I'd add my $.02 since I've upgraded to 1.4.5 and now I'm seeing even more log spam using this mod than in my previous 1.4.3 install. I didn't realize it was causing such an issue until I went and looked for another problem upgrading from 1.4.3 --> 1.4.5, and then saw all this spammity spam choking my game. Sure enough it was spamming my 1.4.3 logs as well. Sadly, I think I'll have to drop this mod until some of this gets resolved. Good luck and hope it gets an update!
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Is this something you're looking to make into a planet pack for KSP? Or just information via the Expanse? I love the books and can't wait for the next season on Amazon. It'll be interesting to see how they handle the next couple books via the show.
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Hello @linuxgurugamer apologies, you may have seen my posts in a few of your threads. Sorry for the spam! I noticed the following in my KSP.log with a fresh install of 1.4.5 and installing Janitor's Closet (0.3.4.1) via CKAN: [ERR 01:48:28.707] Janitor's Closet: Error adding ApplicationLauncher button: Object reference not set to an instance of an object Is this anything to be concerned with, or is there something I would need to resolve?
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[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
scottadges replied to Galileo's topic in KSP1 Mod Releases
Hi all, I wanted to check on a couple things I'm seeing in the KSP.log from my latest fresh install of 1.4.5 with OPM version 2.2.1 (via CKAN). I also made sure to use the latest Kopernicus for 1.4.5 that was just updated. Basically it's saying related to several moons and planets: [LOG 01:47:51.683] [OD] ERROR: getting pixelFloatD with unloaded map Ovok_height (G) for Ovok of path OPM/OPM_Textures/PluginData/Ovok_height.dds, autoload = True Also, I don't know if this is related to the note in the changelog regarding errors with OnDemand loading. Here's the full section of the log that deals with OPM. There were many other references like this chunk. (I guess when these were loading in?) I don't really know how the code for this all works, so apologies if I'm not asking or commenting on this properly.- 471 replies
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Hello, @linuxgurugamer I thought I'd ask a question regarding a KSP.log entry that I wasn't sure about. [ERR 01:47:51.361] [Agent]: Cannot find logo at url 'spacetux/Agencies/spacetux' [ERR 01:47:51.361] [Agent]: Cannot find logo scaled at url 'spacetux/Agencies/spacetux_sm' [ERR 01:47:51.364] [Agent]: Cannot load mentality, no mentality with name 'Pioneering'. This is from a fresh 1.4.5 install with mods loaded via CKAN. I believe was included with one of your other mods. (honestly hard to tell, I'm using about 20 of your mods LOL) CKAN shows it as SpacetuxSA version 0.3.12.3. I actually then looked at the spacetux.cfg under GameData/SpaceTuxSA/Agencies and saw this: // The name of your agency name = Space Penguins, Inc // Description of your agency description = Penguins CAN fly // Logo URL should be the full path to the image file for the logo (256x160) logoURL = spacetux/Agencies/spacetux // Logo URL is the full path to the scaled down image for thumbnails (64x40) logoScaledURL = spacetux/Agencies/spacetux_sm mentality = Pioneer } There are two files in that location under GameData, called "spacetux.png" and "spacetux_sm.png" but no subfolders or anything. Anyway, I wasn't sure if this is causing an actual problem, but thought I'd see if there was something I should/could do to resolve?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
scottadges replied to Ven's topic in KSP1 Mod Development
Hi everyone, love this mod dearly (as I'm sure lots others do) and I'm wondering about something I noticed in my fresh 1.4.5 install. I'm seeing these errors in the log file: [ERR 01:45:55.639] Texture 'VenStockRevamp/Squad/Parts/Aero/model000' not found! [ERR 01:45:56.414] Texture 'VenStockRevamp/Squad/Parts/IVA/AirplaneTail_LUM' not found! [ERR 01:45:56.542] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/AirspeedFace' not found! [ERR 01:45:56.552] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/AOAFace' not found! [ERR 01:45:56.573] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/DynPressureFace' not found! [ERR 01:45:56.674] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/MachFace' not found! [ERR 01:45:56.786] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SmallEngines_NRM' not found! [ERR 01:45:57.286] Texture 'VenStockRevamp/Squad/Parts/Propulsion/Decouplers_NRM' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_CLR' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_NRM' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_LUM' not found! [ERR 01:45:57.572] Texture 'VenStockRevamp/Squad/Parts/Propulsion/vernierEngine-NRM' not found! [ERR 01:45:58.224] Texture 'VenStockRevamp/Squad/Parts/Structural/model000' not found! I did install this via CKAN and it's telling me this is from version v1.96 of the mod. I saw on GitHub that the Readme.txt shows v1.95 but I'm assuming that just hasn't been updated. (Apologies, I don't know that much about using GitHub) I'm not sure this is causing any problems, but I wanted to point it out and see if there was anything I should/could do about these errors? -
Hi @linuxgurugamer thanks for keeping this mod (and ALL the other ones you manage) alive and kicking. You truly are the unsung hero of the KSP Community. I wanted to point out something I saw in the KSP.log file on my fresh 1.4.5 install. You're probably aware of something like this already: [ERR 01:45:55.143] Texture 'TokamakIndustries/spaces/centrifuge1internal/model000' not found! [ERR 01:45:55.143] Texture 'TokamakIndustries/spaces/centrifuge1internal/model001_NRM' not found! [ERR 01:45:55.219] Texture 'TokamakIndustries/spaces/orbitalOrbInternals/bag3_normals_NRM' not found! Since it says "internals", I'm wondering are these just IVA textures? I'm not sure it's actually causing a problem, but thought I would ask the question. Thanks for all your hard work!
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Hi @Shadowmage really love the mod and appreciate all the work you do with it. I wanted to point out something I noticed in my latest fresh install of KSP 1.4.5 where I'm using Kerbal Foundries: [ERR 01:45:50.033] Texture 'KerbalFoundries/Assets/RepulsorSurfaceDiffuse' not found! [ERR 01:45:50.078] Texture 'KerbalFoundries/Assets/SurfaceTrackSurface' not found! I also noticed this was on the GitHub issues list (#s 30 & 31 from April) so thought I'd check on it. I'm not sure this is actually causing any issues, or maybe it's just orphan code. Thanks for keeping this mod updated!
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Hi @blackheart612 really love this mod and it's become essential in my install. Really a great mod! I wanted to echo what Wile1411 said and also confirm I'm seeing some of these kinds of log errors. In my current install of 1.4.5 (as of last night 8/2/18), I'm using Airplane Plus and have a number of textures that the log says can't be found: [ERR 01:45:48.353] Texture 'AirplanePlus/Parts/Command/airbuscockpit/AerojetKerbodyne' not found! [ERR 01:45:48.372] Texture 'AirplanePlus/Parts/Command/b29cockpit/placeholder' not found! [ERR 01:45:48.372] Texture 'AirplanePlus/Parts/Command/b29cockpit/airbuscockpittex' not found! [ERR 01:45:48.425] Texture 'AirplanePlus/Parts/Command/fighterinlinecockpit/AerojetKerbodyne' not found! [ERR 01:45:48.473] Texture 'AirplanePlus/Parts/Command/oh6cockpit/AerojetKerbodyne' not found! [ERR 01:45:48.480] Texture 'AirplanePlus/Parts/Command/oldfightercockpit/AerojetKerbodyne' not found! [ERR 01:45:48.503] Texture 'AirplanePlus/Parts/Command/x1cockpit/AerojetKerbodyne' not found! [ERR 01:45:48.948] Texture 'AirplanePlus/Parts/Engine/Rotorwing/powerprop/default' not found! [ERR 01:45:48.968] Texture 'AirplanePlus/Parts/Payload/Mk1Door/AerojetKerbodyne' not found! There's probably a few more, but those were the first instances of those in my KSP.log file. You may be aware of these, but I thought I'd point them out if not. Keep up the great work!
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Thanks, that's good to know. I won't refer to that one. Only need to go off the KSP.log then.
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Thanks, for the diagnosis, I appreciate you calling out these issues. I guess I need to rethink a few things LOL Hmm, that was the output_log from: C:\Users\[MyName]\AppData\LocalLow\Squad\Kerbal Space Program. But you're right, the sticky says from (C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data) except that filename shows from back in February. Is there are reason that "output_log.txt" wouldn't be updating if there was a crash?
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Can anyone help me diagnose what's going on with these crashes? (I don't really know how to read these logs) I'm playing on 1.4.3 since I haven't wanted to go through and update all my mods since 1.4.4 and now 1.4.5 have come out. But recently, I'm seeing a LOT more crashes to desktop. I have been installing mostly functionality-related mods, not really parts mods. NOTE: I know that a majority of the mods I have installed say their versions are between 1.4.3 and 1.4.99, but I went through and mostly downloaded/updated only mods to 1.4.3. Some even say they're not specific to any specific version and work on 1.4.x, etc. So hopefully responses I get aren't "Make sure your mods are updated" because there's only so much updating one can do here... Background: It's not any specific activity that I'm doing in-game that causes crashes. The game will run just fine for a while, then at random points during gameplay it will CTD. The most recent mod I installed was FMRS, but it was happening before I installed that. I thought it was Kopernicus a few days ago, so I made sure I'm running the 1.4.3 version (not the latest 1.4.5 version) of that mod. Other than that, I'm running mostly QOL mods and specific functionality for my Career game. Not really sure if this is even a mod conflict, or maybe I'm running out of RAM? (It says max usage 49% thought, so I don't know...) Log Files are here: Latest Crash DMP: https://www.dropbox.com/s/k25nbwqupip6ba7/crash.dmp?dl=0 Latest Error LOG: https://www.dropbox.com/s/dm43np4setbzrgk/error.log?dl=0 Latest Output LOG: https://www.dropbox.com/s/e7bak4mm8ixywup/output_log.txt?dl=0 Most Recent KSP Game LOG: https://www.dropbox.com/s/7zhjm5276vszzwa/KSP.log?dl=0 Please let me know if anyone can't access the Dropbox files to view these logs and help me out! Complete Mod List is here: Thanks for your help everyone! Looking forward to any answers I can get from the community.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
scottadges replied to nightingale's topic in KSP1 Mod Releases
Hi, I'm trying to complete the TMA contracts in 1.4.3 and having a problem seeing where TMA-2 is located. From the KSP Wiki, there should be the monolith at KSC-2 but I'm not seeing it at the latitude/longitude coordinates. I've visually inspected the area, but I still can't see anything. From the wiki (spoiler'd for those who don't want to know the exact locations): Are there any known problems with this mod or the other contracts in 1.4.3? It would be a bummer if this doesn't actually work anymore... EDIT: Ok... so maybe I'm dumb... once I EVA'd out of the pod, it gave me the dialog and completion. But I still don't see any monolith...- 502 replies
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Man, I'm itching to get back into my other Sandbox game where everything is built using Tantares parts. MOAR PARTS PLZZZ Yes please MOAR COLORZ haha
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[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
scottadges replied to Papa_Joe's topic in KSP1 Mod Releases
Hi folks, I think I'm having similar issues that makes it so I can't transfer Kerbals between docking ports. In this case also, I have surface-attached docking ports (which might be yet another issue). This is running on KSP 1.4.3 along with various updated mod versions (see below). I've done testing of the various scenarios I've read in this thread to resolve: On original load of the craft, testing the ability to Transfer Crew Undocking / Redocking while in original craft load then attempting to Transfer Crew Reloading from the Tracking Station and attempting Transfer Crew Reloading from a Quicksave and attempting to Transfer Crew Hopefully anyone can point if I missed something totally obvious to everyone else. But I wanted to be somewhat thorough. I can also provide a log if that's useful in diagnosing this specific issue. To be sure, I've got a lot of mods on this playthrough. The full list is included below, but specifically what you can see in the tests: Connected Living Space (ConnectedLivingSpace 1.2.6.2) Easy Vessel Switch (EVS) (EasyVesselSwitch 1.8) Better Science Labs Continued (BetterScienceLabsContinued 0.1.9.3) Ven's Stock Part Revamp (VenStockRevamp v1.9.6) Full mod list included below Here are screenshots from my testing: On original load of the craft, testing the ability to Transfer Crew CLS shows two separate living spaces and won't allow a transfer between the Hitchhiker and the docked Kerbcan. Again, this is connected via surface-attached docking ports where I've made sure the hatches are open. CLS shows the Kerbcan docking port as a passable space. Undocking / Redocking while in original craft load then attempting to Transfer Crew After undocking the Kerbcan an then re-docking, CLS continues to show two separate space. Crew transfer is not allowed between the two. Reloading from the Tracking Station and attempting Transfer Crew After going to the Tracking Station and reloading the craft, again this shows two separate living spaces that won't allow crew to transfer between them. Reloading from a Quicksave and attempting to Transfer Crew Finally, after quicksaving then reloading the craft from the Quicksave, again CLS won't allow a transfer between the two docked parts. -
The head of winter fell off.
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Hey all, love the mod and really can't play without it. Great work to the developer(s). As a kind of PSA, thought I'd share my recent experience figuring out why I couldn't see the Trajectories mod button on the Stock toolbar (hoping others don't make the same mistakes!). When you set the mod to show on Blizzy's toolbar in the Trajectories settings: Remember what the little icon looks like... So when you forget that and later decide to reconfigure your whole toolbar... and then wonder why you can't see the "Traj" button on the stock toolbar which you kinda remember ... but hey, where did that go anyway... it's installed right... then DON'T freak out and uninstall/re-install Trajectories trying to get it back again. Eventually, I remembered what the button looked like. And now I'm all good again.
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Something else to note, in this playthrough I've been using Kerbalism and I think it made the situation drastically worse. For example, I was attempting to do a Mun flyby with a craft that had only 1 part seriously clipping. And then I noticed randomly, it would shudder and non-clipped parts would be slightly off-kilter. After a few re-loads, I also noticed each time that this one clipped part was further and further away from the craft (but still attached). The whole thing became seriously unmanageable (remember, only 1 clipped part) until the point when upon re-load it just kept exploding. Restarting the game didn't fix it either. That craft was borked. Anyway... I turned off the malfunctions capability in Kerbalism and since then, no more shifty-explodey-nonsense.
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I think this is something to do with the 1.4.x version(s) of KSP since I was experiencing the shroud problem as well (tho different than my shifting problem in the OP) but didn't notice it in 1.3.x I found this mod and it eliminates this by not using stock shrouds: It's actually really a great mod and allows for much more control over shrouds when using decouplers. Doesn't apply to engine or heat shield shrouds as far as I can tell though. That sounds similar to what I was experiencing. I'm trying to see if using girders to attach things when I'm clipping into other things will help "stabilize" them so they don't shift like that. So far, it seems to be helping. I'm in the same camp, using auto-struts keeps my craft from getting all wobbly. Although I could probably try without and see how it goes. I can't stand external struts connecting everywhere either.
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Are these in the latest v13 update? (I haven’t been able to download yet) Are they batteries or solar panels? They look like batteries?
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I think that’s what I’m saying. It’s hard to explain. Like, the root piece will be in place, but a clipped piece will be off apart from it but still “attached” while floating a ways off. I figured it’s physics related, but it’s really random, so it’s hard to pinpoint if it’s a stock thing or maybe mod-related. Anyone have suggestions to minimize this?
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Hi, not sure where this should go, and not finding a relevant answer, so thought I’d ask the question. Sometimes when using girders and other parts surface attached or clipped into another part, after a while it will completely change location. It will often be 1-2 parts that maybe after time acceleration or completing a burn, I’ll switch scenes and find a part jutting out at strange angles. (I can provide screenshots once I’m not on my phone) Is this known behavior when clipping? Or maybe I’m dealing with a bug? Reloading from a save or going back to Tracking Station won’t fix it. Once the part dislocates, it stays that way forever. FYI I’m running KSP 1.4.3 with a number of mods. (Again, I can provide more details). Thanks!
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Thanks for posting this, it really helped clarify in my head how this could work in my own latest playthrough. I'm wondering if you (and anyone else) could help me understand some use cases for having it drilled down to "321 Mun orbital, 322 Mun Surface". Are there functional uses having ground-based vehicles on one frequency and orbital on another? At some level, is it just differentiating the colors and lines in Map View? Using your example, having Mun ground-based craft on 322 and orbital craft on 321, does that mean they can't communicate with each other? (still getting my brain about the functionality beyond just organizing the connections) Also, more generally, do specific craft have to be connected to a main frequency as well as sub-frequencies in order to have signal control? or this isn't directly related to signal control from CommNet?