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ksp_colin

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Everything posted by ksp_colin

  1. Are there plans to merge 'Near Future - Aeronautics' to ckan?
  2. Hey folks I think I found some odd behaviors with this outstanding mod and Roverdude's Project Orion. I detailed my observations, tests, log files and workaround over in the Project Orion forums: I am on 1.4.2 with about 75 mods:https://imgur.com/a/rbpzD6f The module definitions in my .SFS file appear benignly corrupted. This mod has been working great for months (still does!), even with thousands of these all throughout my save files: https://pastebin.ubuntu.com/p/bHTj8fTmJp/ Simple solution was just to set action groups in AGX while in LKO for the engines and they went from just making SFX with 0.1N of thrust to suddenly working fantastically. I hope this helps at least someone!
  3. @RoverDude I think I can prove that AGX (action groups extended - normally a fantastic mod and I still do recommend it) may be the guilty culprit here. And I think I can suggest a work around for AGX users. In my .SFS save files, I can see thousands of instances of Modules for AGX, with these ~20 lines always about the same : https://pastebin.ubuntu.com/p/bHTj8fTmJp/ Clearly they are suspicious, but I can assure I have not had any issues with AGX to this point. I installed it a few months back and have always loved it (still do). But those Module definitions look like they could use some attention. I repeated my same tests from yesterdays post with both Orion and Medusa engines - made a simple vessel in the VAB and then used the cheat->setOrbit and was able to recreate the failure that I and several users described. Then while in LKO I simply right clicked on AGX, then "Edit Actions" and then set 10 ('0' on the keypad) to 'Toggle Engine'. Then did a engine toggle cycle back and forth by pressing '0' twice and behold... vibrant colors exploding about my engines and damn near infinite dV while blasting nukes into LKO. The engines come alive again. I will post this over in the AGX forum too. Maybe wishful thinking but I think AGX + Project Orion could be the issue that some of us are experiencing. Thanks again for your outstanding support throughout the years on reddit and in these forums. I was able to corner this down thanks to you and other devs dedication to the community forums.
  4. Sorry trying to clean up this formatting mess I've made and keep this all in one post. I am seeing this as well. I started with a clean install from CKAN. Then removed 'Project Orion' from CKAN and then downloaded->installed Orion_0.7.0.0. Still same issue. I once got both the Medusa and Orion engines to work a few weeks back by rotating the Orion Fuel Tank 180 degrees but no combination of orientation is fixing the issue this time. I am on KSP 1.4.2 Gamedata: https://imgur.com/a/rbpzD6f ksp.log : https://pastebin.ubuntu.com/p/XkMDvM4ZZW/ Copying the same behavior I am seeing from another post, although I am observing this on both engines, not just Medusa: https://imgur.com/a/epH2O oh and I am trying all combinations of the fuel as well. I understand how to right click and change fuel type from the engine in orbit, and how to configure the tank in the VAB
  5. sorry, got too wordy. Just validating I did the Fresh Install 101 routine. TL;DR is still only loading default low-res textures. But had SVE working before trying AVP for a few weeks. Suspicious that my install isn't as fresh as I hoped since no one else is reporting this.
  6. Just did a fresh clean. Uninstalled in steam and then deleted /common/KerbalSpaceProgram entirely and then used steam to reinstall 1.4.2. . Then used latest version of CKAN (yesterday's update as well) and only selected to install SVE. Then was prompted to chose (High) Texture Resolution. Then was prompted to install EVE (1.4.2-2), Module Manager (3.0.6), PS (0.2.6.1), scatterer (v0.0331b). Of course with SVE (1.3.0.4) and the Textures (1.0.7). AFAIK I am running only the minimum Mods needed for SVE and still only clouds and city lights from EVE appear. No textures from SVE appear to be loading. I agree that Kopernicus likely has its own conflicts but unless my 'fresh' clean is staler than I realize, then I am curious why I keep losing the SVE textures while playing. I used SVE HiRes for over a year. And tried AVP last month and found it wasn't for me. Now I cannot revert to SVE consistently. I had it working about a week ago, and one of my other textures mods must have been conflicting because I noticed over a few days the different planetary textures reverting to the no res defaults. Removing everything with a fresh start is surprisingly not working for me. log file: https://pastebin.ubuntu.com/p/mY5Md7QJsB/
  7. I posted this over in SVE but maybe it belongs here. I just did a fresh KSP 1.4.2 install after uninstalling from steam and deleting the /common/KerbalSpaceProgram directory. Then installed CKAN and only installed SVE. With either Medium or High Res Textures, both fail to load new textures with errors in the log file. At this point the only two directories in GameData are EnvironmentalVisualEnhancements-1.4.2.2 and the SVE.v1.3.0.4 version of StockVisualEnhancements. I have updated logs with reduced mods, but the errors in the logs are the same as when I had my normal collection of mods installed: [LOG 01:34:02.289] [KSPUpgradePipeline]: career three (1.4.2) is up to date. [LOG 01:34:02.295] [ExperienceSystem]: Found 0 trait types [LOG 01:34:02.299] [ExperienceSystem]: Found 27 effect types [LOG 01:34:02.498] [ScenarioTypes]: List Created 30 scenario types loaded from 100 loaded assemblies. [LOG 01:34:03.177] Game State Saved to saves/career three/persistent [LOG 01:34:03.225] [MessageSystem] Load Messages [ERR 01:34:03.226] Coroutine couldn't be started because the the game object 'ApplicationButton(Clone)' is inactive! [LOG 01:34:03.227] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying SVT/textures/PluginData/NewMunSurfaceMap00.dds and NewMunSurfaceMap01 [LOG 01:34:03.227] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying SVT/textures/PluginData/NewMunSurfaceMapDiffuse.dds and NewMunSurfaceMapNormals <... all of the planetary bodies listed...> [LOG 01:34:03.229] [UIMasterController]: HideUI [LOG 01:34:03.230] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== ... [ERR 01:33:50.801] Material doesn't have a texture property '_BumpMap' [ERR 01:33:50.801] Material doesn't have a texture property '_BumpMap' ... this pastebin link of the 67k line logfile is slow. I can upload it if that is easier: https://pastebin.ubuntu.com/p/DHGyKccyYN/ The result is I am loading default textures for everything, I think
  8. @HaArLiNsH, @Cetera, Thanks! Am making the push into 1.4.2 so just trying the suggestion to add the Grey texture: The only other thing I did was tune the RGB components in the Visor Menu of "EVA Space Visor Base Color" from 125/128/0 -> 255/255/0, for brighter personal preferences. I think it looks great! https://imgur.com/a/om8R4ku Just a heads up that my log file is full of messages: RR 07:47:15.812] [TRR.Loader] TRR : Texture unloading freed approximately 228.7 MB of system RAM [LOG 07:47:15.814] [TRR.Replacer] ++++ 'load()' ++++ [LOG 07:47:15.851] [TRR.Reflections] ++++ 'load()' ++++ [LOG 07:47:15.854] [TRR.Reflections] Some environment map faces are missing. Static reflections disabled. [LOG 07:47:15.855] [TRR.Personaliser] ++++ 'load()' ++++ [LOG 07:47:16.131] [TRR.Personaliser] Settings found for DEFAULT_MALE, using them [LOG 07:47:16.131] [TRR.Personaliser] Settings found for DEFAULT_FEMALE, using them [LOG 07:47:16.133] [TRR.Personaliser] Settings found for DEFAULT_SUIT, using them [LOG 07:47:16.151] [TRR.TextureReplacerReplaced] ++++ 'TRR is loaded'++++ [ERR 07:47:16.162] Material doesn't have a texture property '_MainTex' [ERR 07:47:16.162] Material doesn't have a texture property '_MainTex' <and then thousands of the _MainTex one liners, -ksp_colin> which I thing might have something to do with Jool's rings or Auroras in another graphics mod, SVE or EVE or Planetshine, not sure. Have been poking around at most of these for the last few days and noticed that is often a guilty culprit (on 1.4.2 as of late April). In any case I think this is effectively stable and I am all set. Cheers!!
  9. Sorry if this has been asked earlier.. Can anyone confirm if the transparency can be adjusted? The pink visor fix works great and now have the default semi transparent golden space visor with 1.4.2. I was wondering if I could reduce the transparency, so it was just golden visor (kerbal faces hidden behind golden mirror)? Thanks Edit: also tuning the RGB components of the visor in the TRR advanced windows helps, but the visors are still very transparent. I seem to only be able to tune the gold aspect GameData\TextureReplacerReplaced\Default, but have not achieved a full mirror yet.
  10. Has anyone else had their MEU-500 Drills removed since migrating to 1.4 from 1.3.1? imgur screencapture of the error message: https://www.imgur.com/a/wx9Ljjl
  11. I have a Duna Logistics module landed crewed by a Level 2 Pilot. Powered with good Comms, ect. I have been mining ore and other resources to transfer up to the orbiting SS, but am told I cannot begin T Credits: Missing Liquid Fuel, it says when I right click. But on the same vessel/kolony, attached across a Flexotube connecting to another section of my base, there is a big full tank of fuel. Why does the logistics module say there is not LF available on the vessel when there clearly is? Screen Capture of the message: https://imgur.com/a/XIOza
  12. You have provided a workaround to my issue!! I am ungated and the Material Processing Units are again configurable in the VAB! Thanks @TDplay, @Gilph = My workaround was to download the USI/Tools_10.1.0.zip file from https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases and after extracting, replace the 000_USITools directory in your /<install>/GateData directory. After updating all of the other mods in 1.3.1 in ckan prior to this, the solution worked for me.
  13. I just downloaded the 10.1.zip from the version history link: https://github.com/UmbraSpaceIndustries/UmbraSpaceIndustries/releases but after extracting it I am a little confused by the contents. There are two directories, each with not a lot in them (compared to my existing 10.2 folder in the install directory), '000_USITools' and 'UmbraSpaceIndustries'. Is there a cleaner way to this revision migration to 10.1?
  14. Sir/Ma'am- You've introduced me to a useful mod, a few debugging techniques, the culture here of how to contribute more effectively in this forum, and a reason for optimism in the ... 'near future' (Ill see my self out). How do I say thank you properly? In the spirit of the Easter holiday, you have certainly done your annual 'teach a man to fish' routine.
  15. Hmm it looks like reinstalling the USI mods in ckan did not change the issue :/. My latest log still has the same messages NullReferenceException: Object reference not set to an instance of an object USITools.ModuleSwappableConverter.FixedUpdate () https://pastebin.ubuntu.com/p/Hkv22hp9t7/ Unfortunately if I migrate to 1.4, the Near Future mods are not compatible (according to ckan) so my bases and stations with parts from that mod will break and fail to load. I think I am stuck.
  16. Mod list: You see the little thing in the top-left on the loading and title screens? See the check box? Check it and your mod list will appear. There is also a convenient copy button that copies it in a format perfect for dumping in a spoiler. AT Utils and GC being out of date shouldn't break anything, but go in CKAN and check that you can't ask for an update for AT Utils and Ground Construction Core. I dunno. To attatch a zip, stick it on a file uploading service like Dropbox and post a link to it. Does pastebin work for the KSP.TXT contents? https://pastebin.ubuntu.com/p/H6Y8kPp98Z/ AVC List KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.5 Toolbar - 1.7.16.5 USI Tools - 0.10.2 B9 Part Switch - 2.1.1 Chatterer - 0.9.93.1804 Community Category Kit - 2.0.2 Community Resource Pack - 0.8.1 CommunityTechTree - 3.2.1 Contract Configurator - 1.23.3 Contract Pack: Bases and Stations - 3.7.0.1 CryoEngines - 0.5.11 CryoTanks - 0.4.9 DistantObjectEnhancement - 1.9.1 DynamicBatteryStorage - 1.2 Easy Vessel Switch - 1.5.6471.31118 Firespitter - 7.6 GroundConstruction - 1.2.1 HideEmptyTechTreeNodes - 1.0.1 HullcamVDSContinued - 0.1.8 RasterPropMonitor - 0.29.3 Kerbal Attachment System - 0.6.3 KerbalAtomics - 0.4.11 Kerbal Engineer Redux - 1.1.3 Kerbal Joint Reinforcement - 3.3.3 Kerbal Inventory System - 1.9.6571.274 <b><color=#CA7B3C>Kopernicus</color></b> - 1.3.1.7 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.5 NearFutureConstruction - 0.8.4 NearFutureElectrical - 0.9.8 NearFutureLaunchVehicles - 1.1.4 NearFutureProps - 0.3 NearFuturePropulsion - 0.9.6 NearFutureSolar - 0.8.8 NearFutureSpacecraft - 0.7.7 PlanetShine - 0.2.5.2 ReentryParticleEffect - 1.2.0.1 SCANsat - 1.1.8.4 StationPartsExpansion - 0.5.2 Stock Visual Enhancements - 1.3.0.1 Stock Visual Terrain - 2.1.3 Kerbal Alarm Clock - 3.8.5 USI Core - 0.5.1 Asteroid Recycling Tech - 0.11.1 USI Exploration Pack - 0.9 Freight Transport Tech - 0.8.1 Karbonite - 0.10.1 Konstruction - 0.3.1 USI-LS - 0.7.1 Malemute Rover - 0.4.1 MKS - 0.53.2 NuclearRockets - 0.5.1 Sounding Rockets - 0.7.1 USI Alcubierre Drive - 0.8 [x] Science! - 5.11
  17. Stick [install directory]/KSP.txt into a zip, that is the log. As for versions and mods installed - if you have AVC then open its mod list and copy it to clipboard. AVC looks like something I should have had for over a year. In fact after booting with it for the first time (confirming that the Mat Proc Unit issue is still present for low hanging fruit) and the mod quickly informed me of a few known compatibility issues. Thanks for another pointer. I still think I have CKAN mods completely up to date, but should I download those two mod updates through the AVC window like it is suggesting? A screenshot of the AVC notice: https://imgur.com/a/YImjh Sorry for two very dumb questions.. How do you attach a .ZIP here, and where is the AVC-modlist that I need to copy to clipboard?
  18. Well, if you're using CKAN, I dunno... I installed via CKAN and I'm not having any trouble. Follow the steps in the post below and see if @RoverDude can help (it tells you how to fish out some logs, which are very handy, and also say EVERY reproduction step, then report the issue on Github). Thanks again for the pointer. It looks like two of the links in the guide might need to be updated (are pointing to 'page does not exist') Check the stock help sticky and stock known issues sticky: you might be running up against a known issue in KSP itself. Self Help, Reporting Guide. Is there a particular directory that I could zip up and attach that might be useful for logs/vesions/etc. Or all of GameData and a few others?
  19. Hmm... All I can say is - download the latest USI Tools, CCK and CRP, usually fixes quite a few issues. Thanks! According to CKAN I think I am up to date? Have bugs ever been resolved by uninstalling and reinstalling the mods through ckan? USI-Tools: 0.10.2.0 Community Category Kit: 2.0.2.0 Community Resource Pack: 0.8.1.0
  20. Even if I click on any of the configuration buttons in the VAB or SPH, regardless the part remains in the default configuration. This is true for at least all three Material Processing Units. https://imgur.com/a/atyic
  21. Even if I click on any of the configuration buttons in the VAB or SPH, regardless the part remains in the default configuration. This is true for at least all three Material Processing Units. https://imgur.com/a/atyic
  22. Sorted in a later release, I assume you are on 1.3.1? I am observing something similar. Testing on the launchpad with any of the three Material Processing Units. I cannot change their conversion type in the VAB so stuck with default. Every time click next/previous/install buttons nothing happens. And on the launchpad I deploy the Material Processing Unit and I just get a message that I am missing Ore for LFO conversion (I don't want to convert to LFO ), since I dont think I ever correctly reconfigured the MPU for a non-default conversion. Yes I am on 1.3.1, since they recently removed 1.3.0. Is there a simple fix? Many of my mods that I run are not 1.4.x compatible...
  23. I checked again 9 hours later and the steam options are the same 1.3.0 is not an available Beta for me to revert to anymore. Does anyone else have this issue? Is there a known way to revert? I have made two posts about this is the ksp subreddit and no one else has commented or upvoted, so I suspect it is not an issue with everyone. I was debating writing to Steam Support next. The removal of 1.3.0 is completely game breaking for me, as my MKS campaign has been my favorite game for over a year.
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