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Everything posted by scottadges
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I was having the same problems with TRR trying to run 1.4.3: the pink visors and blue haze VAB icons. Tried with/without both -force-glcore and -force-3d11, yet both had issues. Also I saw that Scatterer sunflare and atmosphere were wonky. I had to ditch TRR for regular old TextureReplacer. No more problems as far as I can tell, aside from the KSP-AVC version warnings.
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Awesome, I just actually discovered this mod, having used Tantares for a while but looking for something new in my latest playthrough. Loving all the variety! Can't wait for more.
- 197 replies
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- definitely not tantares!
- big soyuz
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
scottadges replied to ferram4's topic in KSP1 Mod Releases
Hello all. I'm having an issue and based on refining my installed mods, I'm wondering if the latest version of KJR for KSP 1.4.3 may be causing explosions when I attempt to dock craft. Of course there could be other interactions, but testing without KJR or anything that affects parts, there are no explosions. Add back KJR, and explosions. I'm using KJR from the version above: [Download link removed by moderator] Here's a snippet of my specific log during this test from when I attempted to dock. First, I docked the original Test Drone (noted as StPorts) then undocked, moved forward to redock, and bang. [LOG 13:57:09.165] Docking to vessel Test Drones StPorts [LOG 13:57:09.167] Something has docked to the active vessel. Waiting for LateUpdate... [LOG 13:57:09.171] Camera Mode: AUTO [LOG 13:57:09.177] Setting camera pivot to the new CoM. [LOG 13:57:09.212] Trajectories: Initializing cache [LOG 13:57:09.744] Reference Frame: Rotating [LOG 13:57:15.764] Trajectories: Initializing cache [LOG 13:57:15.768] [ModularFlightIntegrator] MFI Start [LOG 13:57:15.768] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator BetterBurnTimeData CommNetVessel [LOG 13:57:15.786] [F: 11774]: dockingPort2 collided into dockingPort2 - relative velocity: 0.1208398 - impact momentum: 0.0 [LOG 13:57:15.787] dockingPort2 Exploded!! - blast awesomeness: 0.5 [LOG 13:57:15.794] [dockingPort2]: Deactivated [LOG 13:57:15.799] [ModularFlightIntegrator] MFI Start [LOG 13:57:15.799] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator BetterBurnTimeData CommNetVessel [WRN 13:57:15.804] [DockingNode]: other node is null! [LOG 13:57:15.815] 1 explosions created. As a control, without KJR and the same mods loaded, I can dock the standard ports and large ports no problem. I'm wondering if anyone has experienced explosions of parts when attempting to dock? This actually also affects the other parts on my test craft. It seems just bumping into them causes major explosions. For reference, here's the rest of my mods: UPDATE: After more testing, I thought I'd try using the KJR file that was provided for 1.4.2: [Download link removed by moderator] Same set of tests, but no explosions this time. So probably a) using the 1.4.3 version with my mod configuration or b) using the 1.4.3 version and there's some random bug in there? Anyway, would love to hear if anyone else had these kinds of issues?- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Yeah, that's pretty much where I landed. I basically have to go back to square one and reload the mods, test ports, different configurations, yadda yadda. It's just really frustrating. And then I'll probably have to do it again once the majority of mods are updated to 1.4.4 in a week or so. I guess that's where my frustration lies. Definitely not with the modders (they make this game what I want to play) and not really with the base game. It's this middle place where you have a relatively un-supportable configuration because all your mods are interacting differently. Anyway, thanks for commenting and listening to my rant! LOL
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Honestly, I spent a good portion of my gameplay today trying to figure out what's up with docking and specifically the Sr. Docking ports in my heavily modded 1.4.3 game. I came back to the game over the weekend, worked on getting my mods updated, and read up on things I'd missed since 1.3 towards the end of last year. The last two days, I've gotten my mods where they need to be, but I keep running into problems docking. Like, I guess Sr. Ports don't work right anymore? or am I wrong? It's very demoralizing to put time into a game like this and then get stuck when you can't dock craft in space. (And yes, I've checked all the various things that could be wrong.) I even tested by stripping down to basic stock parts, using only Sr. ports. And they won't connect. Perfectly aligned, no clipping issues. And it won't lock into place. Any suggestions?
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Ahhh... OK now I understand. I didn't know that large ports weren't working. Do you mean, stopped working specifically as EL Launchpads or in general working. Because I'm beating my head against a wall over here with large ports in general. And yeah, now with 1.4.4 we'll have to play the Update Your Mods game again. It seems like every time I want to get back into this game, something is either updated or not working. UPDATE: After a few hours of frustration, I'm really thinking my main issue is that this was a 1.3.x setup for all my mods, then updated via CKAN, plus pulling a few more from Spacedock, etc. and not really having a clean install of mods, which is probably causing my problems. So that's what I've been doing to clean out and update everything. I'll load Simple Construction last and see how it works.
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My History of Spaceflight (KSP 1.2 - 1.7 Heavily Modded)
scottadges replied to scottadges's topic in KSP1 Mission Reports
DESIGNING SPACECRAFT (in KSP and Beyond) Philosophy and Approach This actually encompasses more than just KSP as I've been "designing" spaceships since I was a little kid. A few thoughts and musings on the design process. Read more below... Evolution and Next-Generation Thinking Pretend spacecraft in a simulation game such as KSP, much like actual aircraft or other vehicles in the real world, are always finding themselves at the intersection of needs vs. capabilities. The spacecraft in this game are designed and built to function in a particular way, allowing for specific needs to be met, or actions to be completed. Read more below... Read more at the continuing thread here: Edits: Last major edit June, 2018. Updated link to other post February 2020. -
Here I am again, posting several months later about "getting back in to KSP" Part of this is ebb and flow of life's priorities, some was honestly the upgrade from KSP 1.3 to 1.4.x which broke all my core mods... and some was burn-out in trying to tackle too many things at once in this game. But I'm back again. Thinking of specific priorities, executing specific goals. It's more fun this way, rather than trying to design the huge orbital supply chain to go to Jool with everything that I absolutely wanted to send there. So to echo my last post, I'll do it slowly. Take it a piece at a time. And we'll see where we get to then, shall we?
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Additional info from @taniwha on EL changes to the naming for "ExLaunchPad" in the move from 1.3 to 1.4 which may/not be related to the issue of some ports no longer working. Here's the list of changes he identified: @EricwiI don't know if this is something that you might be able to look at with SimpleConstruction? I'll stop pestering now!
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Awesome, thank you for taking the time to list out these name changes. I'll see what I can do myself. Appreciate the advice on editing. I'll also post this note in the SimpleConstruction thread, so @Ericwi (who is now maintaining that mod) can be aware of this as well.
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Hi all, I've gotten a note back from @taniwha of Extraplanetary Launchpads and he referenced the release notes where a number of things have changed. Specifically: @Ericwi I'm wondering if anything needs to be done with SimpleConstruction to make updates to the modules? Maybe it's a patch or something? I'm not a modder/coder, so I'm not really sure. Of course, I'm not trying to be demanding. Does anyone else using SC have these issues with different types of ports not working in 1.4.x?
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Thanks, @taniwha I appreciate your comment RE: the release notes. Not being a modder/coder, I'm not exactly sure what all this is, but laymen-terms I'd say this one is most pertient: When you say, "search-and-replace edits", is that just something that can be attempted in Notepad or something like that? (Sorry, apologies for dumbing this down) I'm guessing changing the names for the different ports? I'll post this info in the SimpleConstruction thread as well, maybe the new mod owner for that can look at making any relevant updates? Appreciate any other input you have.
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No, I'm using SimpleConstruction. But my understanding is that SC is basically EL at its core with some config settings, etc. That's why I mentioned SC version 4.0.0, but referencing the EL 6.0.0 version, which is supposed to be running OK on KSP 1.4.3 as far as I know. After some additional testing, it appears it's mostly the Sr. docking ports which no longer work for SC construction pads. I'm able to work with standard Clamp-o-tron ports just fine. Also, other modded ports like Stockalike Station Parts Redux, FlexibleDocking, and some other modded Sr.-style ports don't appear to work with SC now, where before at least the SSPR would work. Basically, I've done some more research and testing, but I'm not sure if I'm any closer to an answer. I would guess it's probably mod/version conflicts making this not work like before? I dunno... starting to get out of my depth as far as coding and whatnot.
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I'm running 1.4.3 using the 6.0.0 version of EL. This was previously a 1.3.x save file that I've just recently updated KSP. Note that I'm actually using SimpleConstruction, rather than full EL supply chain and parts, which allows different ports as construction pads, etc. I know this is probably different than pure EL, but I'm at a complete loss for what might be going on. I'm having the problem where Sr. docking ports on a space station (from a previous save/KSP 1.3.x) no longer register as construction pads for EL. I've done different play testing and some file research and it looks like only standard ports (dockingPort2 in the cfg) are showing up as valid EL launchpads. The only ports that I can "Rename" which then lets me set its name for EL are the standard ports. Note this is different from the regular "Rename Port" from vanilla. It used to work to "Rename" the Sr. ports (dockingPortsLarge) and thereby use them with EL, but apparently it doesn't now? or maybe I'm missing something? Any thoughts/direction on how I might resolve this?
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Hi there, not exactly sure where to turn for my issue. Hopefully someone can point me in the right direction. Using SimpleConstruction, I have the problem where only some ports are available as construction pads. (I can provide more detail, logs, build, etc. but wondering if anyone has heard of this type of issue?) I'm running 1.4.3 using the latest SC version 4.0.0 (EL version 6.0.0) Specifically, I have 2 Sr. sized Clamp-o-trons on my space station which don't show up in EL . But the 2 standard Clamp-o-trons, which are actually attached to my drone/tugs do show up as construction pads. Obviously, this causes a problem: the standard ports (attached to craft) are docked, and upon completion and release of the build, this ends up blowing everything apart. Again, not sure if this is something I need to investigate with EL? or something related to SimpleConstruction settings? Any help would be appreciated.
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Kommunity Space Station 1.4.1
scottadges replied to 53miner53's topic in KSP1 Challenges & Mission ideas
How's this thread been going? Reading back a few posts, seems like station is updated to 1.4.3 officially? I'm just going through and updating my KSP & mod setup, thinking about getting back into the game. I'll check the module list and maybe take a turn soon? -
Kommunity Space Station 1.4.1
scottadges replied to 53miner53's topic in KSP1 Challenges & Mission ideas
@53miner53 You've probably noticed, but the images for the custom badges made by @HerrCrazi don't seem to be working any longer. The images are no longer available on hostingpics.net. Not sure if you want to take those off the main thread, or maybe HerrCrazi can update those somewhere like Imgur? -
[1.3+] Stockalike Station Parts Expansion [retired]
scottadges replied to Nertea's topic in KSP1 Mod Releases
Hi all, Coming back to KSP after a hiatus (most recent was 1.3-ish) and now with 1.4.x and going through updating mods... I'm finding that 1.4.x doesn't seem to load certain parts of SSPX. Specifically, there a Crewpod and a couple Crew Tubes from this set which the game can't load. Therefore, basically all my space stations in my most advanced playthough disappear from the save. Also, I can't load any of the craft which use those parts in the VAB or SPH, since it says those parts are missing, etc. Unfortunately, that's basically everything major that I've ever built, since I use SSPX extensively. I have SSPXr loaded in GameData alongside SSPX but is there anything that can be done for these non-loading parts to allow the craft to load? I did see a lengthy discussion of what sounds like the 1.3.1 vs 1.4.x issues of textures not loading. But honestly, it was confusing me (CFG files, etc. are a little technically over my head). I do understand the point this isn't supported. But maybe other people had a workaround to at least get the craft to load so I can edit out the parts that don't show up? UPDATE: For future reference, there was a fix in the SSPXr thread that I thought I'd post here: -
But it still works with the new version!
scottadges replied to Wolf Baginski's topic in KSP1 Mods Discussions
I'm gonna assume... with 2800 posts on your profile... that this was entirely sarcastic? -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
scottadges replied to Nertea's topic in KSP1 Mod Releases
I have a couple questions that relate to SSPRedux but also somewhat SSP (aka Stockalike Station Parts, which I know that's no longer officially supported). Are there any known issues why parts from SSP would stop showing up when I loaded in KSP 1.4? I thought I read that SSPRedux and SSP would be fine together. In fact they were fine in 1.3.1, but when my game updated and I loaded in, a number of my ships using SSP were removed from the game. I do believe the SSPRedux parts were showing in the VAB. And I can see both SSP and SSPRedux sub folders just fine in my GameData folder. Not sure if I'm doing something wrong? Thanks for any guidance or assistance! -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
scottadges replied to politas's topic in KSP1 Mod Releases
I went to update KSP to 1.4, then saw CKAN errors and figured maybe I needed to update CKAN as well. Thanks for all who posted in this thread a few weeks back and then pointed out where the convo started in this thread. I was able to update to "Bruce" and so far so good. Awesome community! -
It's funny you say this. I've been designing a spaceplane for almost 3 days and it's gone through 5 variations to get where I want it (using Sandbox plus a ton of mods, so a little different than what you're doing). Several times I've thought "Oh whatever, why am I doing this" but then you get to a point when it's actually flying straight. And then you make orbit. And it's like all that work paid off... Funny, it's just a game, but I truly do find creative & pseudo-engineering satisfaction from making these spacecraft.
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Finally getting back into KSP and taking up My First Joolian Mission again, I've been designing and testing spacecraft for this mission. The latest need: a Laythe SSTO (not launching from Kerbin, just in Jool SOI). After much design & testing... the Mk5-A1 Spaceplane 'Lyra'. The primary mission for this craft will be to depart from the Jool Transfer Vehicle, land successfully on Laythe (hopefully land...not ocean), then take off again and return to the main ship. The takeoff from Laythe is the hard part, making sure that I can do it with this form factor. More info below (put behind spoiler for space considerations)