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Ithirahad

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Everything posted by Ithirahad

  1. That's not how separator points work... they're not decimals. It's basically [Overall version].[Major patch].[Minor patch].[Hotfix/tiny revision]. This can result in some weird-looking pseudo numbers like 1.13.5.1a or similar. So, since all the smaller increments revert to 0 with each larger-grade release, depending on how large or small the patches are, it could be 0.1.10.0 or any other distribution like 0.3.4.0 depending on how many of the patches are minor or major versions.
  2. If KSP2's ion engines have the same massively unrealistic thrust as the original, I'd be excited too. In the original KSP it's pretty easy to burn through a whole lot of xenon if you're insan- errr, inventive enough.
  3. This mod broke somewhere along the line. It needs to not be listed on CKAN for latest versions.
  4. Turns out I had the wrong version of SmokeScreen. Sorry for bugging you (no pun intended) regarding this.
  5. [EXC 21:59:55.861] NullReferenceException: Object reference not set to an instance of an object ModelMultiShurikenPersistFX.UpdateEmitters (Single power) ModelMultiShurikenPersistFX.OnEvent (Single power) ModelMultiShurikenPersistFX.OnEvent (Single power, Int32 transformIdx) EffectList.Event (System.String eventName, Single power, Int32 transformIdx) Part.Effect (System.String effectName, Single effectPower, Int32 transformIdx) SolverEngines.ModuleEnginesSolver.FXUpdate () SolverEngines.ModuleEnginesSolver.FixedUpdate () RealFuels.ModuleEnginesRF.FixedUpdate () Spammed every FixedUpdate while running certain engines (encountered with RealismOverhaul's RD-108)... This causes the game to run at about two seconds per frame, but aside from particle issues nothing seems to be going wrong. What's going on here? Is there any way to just suppress this error, if all else fails?
  6. Any chance that playlists could have a configurable fade-out time? The snap cuts are a bit jarring and distracting; just maybe 0.5s-1s of fade depending on situation would make things much nicer.
  7. No idea where the best place to report this is, but my heavily-modded RSS-RO install randomly crashes in the KSC scene, and it looks like a Kopernicus error. Hard to tell what exactly is going on in the logs (can't even Pastebin and link the logs because they are exceedingly long), but at the end I always get this spam: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at AtmosphereFromGround.UpdateAtmosphere (Boolean updateAll) [0x00000] in <filename unknown>:0 at AtmosphereFromGround.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at AtmosphereFromGround.UpdateAtmosphere (Boolean updateAll) [0x00000] in <filename unknown>:0 at AtmosphereFromGround.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at AtmosphereFromGround.UpdateAtmosphere (Boolean updateAll) [0x00000] in <filename unknown>:0 at AtmosphereFromGround.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at AtmosphereFromGround.UpdateAtmosphere (Boolean updateAll) [0x00000] in <filename unknown>:0 at AtmosphereFromGround.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at AtmosphereFromGround.UpdateAtmosphere (Boolean updateAll) [0x00000] in <filename unknown>:0 at AtmosphereFromGround.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Kopernicus.RuntimeUtility.LateUpdate () [0x00000] in <filename unknown>:0 Followed by: NullReferenceException: Object reference not set to an instance of an object at Kopernicus.RuntimeUtility.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[Kopernicus.UI.IWindow,UnityEngine.Rect].get_Item (IWindow key) [0x00000] in <filename unknown>:0 at Kopernicus.UI.Window`1[T].get_position () [0x00000] in <filename unknown>:0 at Kopernicus.UI.Window`1[T].BeginScrollView (Int32 viewHeight, Int32 maxHeight, Nullable`1 offset) [0x00000] in <filename unknown>:0 at Kopernicus.UI.SelectorWindow.Render (Int32 id) [0x00000] in <filename unknown>:0 at Kopernicus.UI.Window`1[T].Kopernicus.UI.IWindow.Render (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[Kopernicus.UI.IWindow,UnityEngine.Rect].get_Item (IWindow key) [0x00000] in <filename unknown>:0 at Kopernicus.UI.Window`1[T].get_position () [0x00000] in <filename unknown>:0 at Kopernicus.UI.Window`1[T].BeginScrollView (Int32 viewHeight, Int32 maxHeight, Nullable`1 offset) [0x00000] in <filename unknown>:0 at Kopernicus.UI.SelectorWindow.Render (Int32 id) [0x00000] in <filename unknown>:0 at Kopernicus.UI.Window`1[T].Kopernicus.UI.IWindow.Render (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Setting up 1 worker threads for Enlighten. Thread -> id: 3e98 -> priority: 1 [UIApp] OnDestroy: MessageSystem (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Anyone have any idea what might be happening? (Does Kopernicus even have a UI to throw such errors?)
  8. No, those side boosters are side boosters. Soyuz has an upper stage (for which we have no good equivalent engine), a capsule (which we have no equivalent of, short of a round pod with a fairing stuck around half of it), and a bunch of other things we thankfully do have or can make. That aside, I would like to see some Proton-inspired radial fuel tanks, Buran-style Mk. 3 rounded tank butt with smaller engine mounts, Soyuz-like return capsules, RD-0110/0124 analogue, very long inter-diameter adapters (like N1 tanks), more sizes of hot-staging decoupler (not just a Russian thing!), and perhaps even Baikal-like compact rotating double joint for fold-out shenanigans. The animal pods would be cool, but people inevitably blowing up animals might be less cool.
  9. From the looks of things, not for a long time, if ever. If you want SSTU's excellent tank functionality in RSS-RO, though, it has been ported to a mod called ROTanks, which is now available.
  10. Trying to get KerbinSide (via CKAN) only caused my Kerbal Konstructs to become totally nonfunctional. The menu bar tile for the aeroplane utilities still came up, but crtl-K did not bring up a menu and my existing KK-placed test items vanished. I guess I'll try a manual install.
  11. Is Kerbal Konstructs no longer packaged with any of its own runways or other large objects? I downloaded it to try and alleviate the RSS-RO runway issues, only to find a list of useless stock runway models and a few would-be handy runway accessories in the list.
  12. Any chance an option could be added for minimum or maximum timewarp setting to play a given playlist? I play with Kerbal Construction Time (for Realism Overhaul) and having the system switching day/night KSC playlists constantly is both performance-intensive and annoying, and I ended up having to switch to a single playlist for day and night. Additionally, being able to play some effect or song while timewarping would be neat. Also, would fade-out/fade-in instead of an abrupt transition between playlists be possible?
  13. ...okay, after deleting the SSTU shader config file thing, things seem to be working rendering-wise! Now I'm just getting an SSTU-part-specific issue with the editor seizing up, but that's probably due to configs not supporting the new version properly and regardless not for this topic. Thanks a lot, either way.
  14. It would have come from me botching my install. I think I did some sort of lazy manual reinstall over a different version that I'd tried previously trying to troubleshoot a different problem... lol. Thanks for the pointer. I'll try this. EDIT: ...Errr, I'm not seeing any such folder in my Textures Unlimited. The only "SSTUShaders" I see is SSTUShaders.cfg - a file, not a folder. This isn't what you meant, is it?
  15. Well, we're in very unsupported, unknown territory, so I hardly expect any miracles here, but just in case, here you go: LINK to log I did notice this exception, if it is relevant: [ERR 13:03:06.197] [ModuleManager] Exception while calling TexturesUnlimitedLoader.ModuleManagerPostLoad() : [EXC 13:03:06.197] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,KSPShaderTools.IconShaderData].Add (System.String key, KSPShaderTools.IconShaderData value) KSPShaderTools.TexturesUnlimitedLoader.buildShaderSets () KSPShaderTools.TexturesUnlimitedLoader.load () KSPShaderTools.TexturesUnlimitedLoader.ModuleManagerPostLoad () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () UnityEngine.Logger:Log`(Exception) ModuleManager.Logging.UnityLogger:Exception(String, Exception) ModuleManager.Logging.ModLogger:Exception(String, Exception) ModuleManager.<Run>d__16:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  16. ...Well, after quite a while more of experimentation, suddenly DX11 is magically working perfectly, but all the parts that use Textures Unlimited seem to just have no model or collision mesh, and break the editor somehow (UI becomes nonresponsive). I assume this has to do with other mods I'm messing with, so I won't bother people on this thread any more if there isn't some obvious thing I'm missing, but I just figured I'd ask in case this is a common or known issue with a known fix. ¯\_(ツ)_/¯
  17. OpenGL itself works fine judging from everything else I've tested with it, and I'm not blaming you or your mod. This sounds more like a Unity/KSP thing. Just, a Unity/KSP thing that wouldn't necessarily have come up if I wasn't trying to get your mod to work (with everything else I'm trying to use). Yeah... can reflections be globally disabled? (REFLECTION_CONFIG enabled option in general config?) If so, that's probably a sufficient workaround.
  18. Odd. In my case, in the device manager - even with hidden devices shown - the only display adapter that exists is my 1050Ti; no virtual adapters from telepresence software or anything like what was seen in that issue thread. (Also, the location that the system had attempted to read was different from all of those cases, but IDK if that can vary with system configuration or what) Yeah, that looks to be identical to my issue. So, is there/would it be possible for there to be some kind of fallback for DX9 that doesn't include the fancy rendering features that don't work on it, or do all the special texture setups and things in TU mods preclude this sort of feature? Looks to my (mostly) lay man's eye like DX11 and OpenGL can't necessarily be relied upon for every user. :\
  19. After updating drivers and rebuilding my install from scratch, attempting to launch with -force-glcore has spit out the same error. Kerbal Space Program [version: Unity 2017.1.3p1 (02d73f71d3bd)] nvoglv64.dll caused an Access Violation (0xc0000005) in module nvoglv64.dll at 0033:6da69530. Error occurred at 2019-05-21_192154. S:\Games\KSP RSS 1.6.1\KSP_x64.exe, run by <<USERNAME REDACTED>>. 44% memory in use. 20433 MB physical memory [11423 MB free]. 40913 MB paging file [28800 MB free]. 134217728 MB user address space [134211351 MB free]. Read from location 00000000 caused an access violation. Context: RDI: 0x00000006 RSI: 0x00000006 RAX: 0x00000005 RBX: 0x00000000 RCX: 0x0000000a RDX: 0x75d3b6a1 RIP: 0x6da69530 RBP: 0x122dd080 SegCs: 0x00000033 EFlags: 0x00010246 RSP: 0x122ce700 SegSs: 0x0000002b R8: 0x00000019 R9: 0x00000000 R10: 0x00000004 R11: 0x05a0c210 R12: 0x00000000 R13: 0x00000005 R14: 0x00000000 R15: 0x00001403 (I can launch into the game with DX9 or DX11/DX12, so if there's an ingame option that needs to be changed, I can access it.)
  20. No, it's not your problem; I was just wondering if anyone around here had any idea what's up, as it's Textures Unlimited that had me switch DirectX versions to begin with, which resulted in the issues I am having. Apologies for the hostile tone; I'm just frustrated after a few hours of waiting for my install to boot up repeatedly only to find that stuff is still broken. Alright, I'll take a look at that, thanks. As it turns out, my GPU driver package may or may not be several years old, and if so has persisted through at least one major hardware swap. Updating and/or reinstalling is probably advisable either way.
  21. Welp, after several hours of messing around: attempting to force opengl (with -force-glcore or -force-opengl) causes a memory access violation error on startup, and forcing DX11/DX12 causes RSSVE and KS3P to stop working, results in glitchy rendering (screwed-up clipping plane for some textures and geometry) and inability to move the camera after a short time in KSC view, and ends up in total rendering failure (black screen) in flight. I'll rebuild my KSP install just in case, but I'm guessing I'll just have to live with crappy-looking black or mis-shaded parts in SSTU given no choice to disable the advanced rendering... unfortunate, as I loved the visuals and functionality of that mod way back when and have no particular desire for all the fancy stuff.
  22. When you instinctively start mentally reaching for the time-warp button in your dreams... and then in real life. This actually happened to me a while ago. It worked in the dream. Tragically, not IRL.
  23. Should have called it the Pol-0, rather than P0L0. Other than that, that's really cool!
  24. Could a version of this be made for 1.3? I want to give OPT parts with RSS/RF/SMURFF/FAR a whirl someday.
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