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Everything posted by FasterThanFlourite
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I am running KSP 1.9.1 with both expansions and with the most common mods. Having just started a new career game, I am currently just getting the early-game contracts which ask me to achieve any orbit around Kerbin (no specific orbital inclinations). As can be seen in this screenshot from the tracking station, the probe is orbiting Kerbin. Yet all the contracts asking for it do not recognize the vessel having achieved orbit. Can anyone help me with this? Update: I managed to fix the problem by restarting the game, going to the tracking station, taking control of the vessel from there and after about 10 seconds all the contracts suddenly recognized I was in orbit / completed.
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Contract Pack: Sounding Rockets 1.4 - 3/17/18
FasterThanFlourite replied to inigma's topic in KSP1 Mod Releases
While not fixing the problem, it circumvents it. Thanks :). Unlike most other contracts, yours seem to only apply to the first vessel which matches the parameters. So when I launch a rocket with sounding rockets parts requested, reach the required altitude, but fail to land safely (OhScrap!), the contract outright fails completely. That is the behavior I would expect from a rescue mission or similar, where I obviously can't just try again to safe the Kerbal.- 62 replies
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- contract configurator
- usi
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(and 1 more)
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Thank you for the fast reply, blackrack. I stumbled upon someone else having a similar problem over in the technical support section. In both cases there are quite a couple of mods and it's always scatterer crashing after a non-set number of scene changes. Lots of mods lead to lots of the 16 GB of RAM used, but there's still free RAM available. I find it really curious, that the crash is always caused by an access violation error when scatterer is being called after some playtime. Does the Stack Trace of the Crashed Thread from my error log above help any?
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Alright, so I guess I can ignore those errors for now. However, there is a much more serious problem: scatterer unfortunately still crashes the game for me after scene changes, despite running v.0.0610 (as seen below in KSP.log). [LOG 19:14:26.849] [AddonLoader]: Instantiating addon 'Scatterer' from assembly 'scatterer' [LOG 19:14:26.851] [Scatterer][Debug] Core instance created [LOG 19:14:26.851] [Scatterer][Info] Version:0.0610 [LOG 19:14:26.851] [Scatterer][Info] Running on Direct3D 11.0 [level 11.1] on Windows 10 (10.0.0) 64bit [LOG 19:14:26.851] [Scatterer][Info] Game resolution 2560x1440 [LOG 19:14:26.851] [AddonLoader]: Instantiating addon 'ShaderProperties' from assembly 'scatterer' It runs just fine for about an hour and then crashes upon scene change. The last line in KSP.log before the crash is: [LOG 20:48:17.846] [AddonLoader]: Instantiating addon 'Scatterer' from assembly 'scatterer' And in my error log it says: Read from location 00000262423B70F7 caused an access violation. Context: RDI: 0x0000000000000000 RSI: 0x00000261ec97bdb0 RAX: 0x0000000000000000 RBX: 0x0000000000000001 RCX: 0x00000262423b70a0 RDX: 0x0000000000000000 RIP: 0x00007ffd3e3485e6 RBP: 0x000000dd07b7dc40 SegCs: 0x0000000000000033 EFlags: 0x0000000000010202 RSP: 0x000000dd07b7dbe0 SegSs: 0x000000000000002b R8: 0x00007ffd3d650000 R9: 0xfffffffffffffff0 R10: 0x00000000000a62f0 R11: 0x000000dd07b7dba0 R12: 0x0000000000000000 R13: 0x0000000000000001 R14: 0x0000000000003233 R15: 0x0000025f7e3ad0a0 Bytes at CS:EIP: 0f b6 41 57 48 8b d9 3c ff 0f 85 96 00 00 00 80 ... ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF68ACF11F2) 0x00007FF68ACF11F2 (KSP_x64) (function-name not available) 0x00007FFD99CF7974 (KERNEL32) BaseThreadInitThunk 0x00007FFD9A71A271 (ntdll) RtlUserThreadStart I am running KSP 1.9.1, with about 200 mods installed through CKAN (all the most common ones). This issue was supposed to be fixed with the update to v.0600, was it not? In any case, any help would be greatly appreciated, as I just can't play KSP without scatterer, your mod just lifts the game into another graphics dimension.
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I am running across the same problem with scatterer. Scatterer unfortunately still crashes the game for me after scene changes, despite running v.0.0610 (as seen below in KSP.log). [LOG 19:14:26.849] [AddonLoader]: Instantiating addon 'Scatterer' from assembly 'scatterer' [LOG 19:14:26.851] [Scatterer][Debug] Core instance created [LOG 19:14:26.851] [Scatterer][Info] Version:0.0610 [LOG 19:14:26.851] [Scatterer][Info] Running on Direct3D 11.0 [level 11.1] on Windows 10 (10.0.0) 64bit [LOG 19:14:26.851] [Scatterer][Info] Game resolution 2560x1440 [LOG 19:14:26.851] [AddonLoader]: Instantiating addon 'ShaderProperties' from assembly 'scatterer' It runs just fine for about an hour and then crashes upon scene change. The last line in KSP.log before the crash is: [LOG 20:48:17.846] [AddonLoader]: Instantiating addon 'Scatterer' from assembly 'scatterer' And in my error log it says: Read from location 00000262423B70F7 caused an access violation. Context: RDI: 0x0000000000000000 RSI: 0x00000261ec97bdb0 RAX: 0x0000000000000000 RBX: 0x0000000000000001 RCX: 0x00000262423b70a0 RDX: 0x0000000000000000 RIP: 0x00007ffd3e3485e6 RBP: 0x000000dd07b7dc40 SegCs: 0x0000000000000033 EFlags: 0x0000000000010202 RSP: 0x000000dd07b7dbe0 SegSs: 0x000000000000002b R8: 0x00007ffd3d650000 R9: 0xfffffffffffffff0 R10: 0x00000000000a62f0 R11: 0x000000dd07b7dba0 R12: 0x0000000000000000 R13: 0x0000000000000001 R14: 0x0000000000003233 R15: 0x0000025f7e3ad0a0 Bytes at CS:EIP: 0f b6 41 57 48 8b d9 3c ff 0f 85 96 00 00 00 80 ... ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF68ACF11F2) 0x00007FF68ACF11F2 (KSP_x64) (function-name not available) 0x00007FFD99CF7974 (KERNEL32) BaseThreadInitThunk 0x00007FFD9A71A271 (ntdll) RtlUserThreadStart I am running KSP 1.9.1, with about 200 mods installed through CKAN (all the most common ones). Although while quite a few mods are the same, there are also many differences between our mod-lists. But as written above, it seems to be related to scatterer causing an access violation. I am not sure whether that is down to some mod conflicting with scatterer or whether it is scatterer running into memory problems.
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With the both expansions in 1.9.1 and a fresh install of Spectra (includes EVE, Distant Object Enhancement, MM, PlanetShine, Real Plume, ReStock, SmokeScreeen) and obviously scatterer, I get these error messages in my KSP.log. For Kerbin all effects are loaded correctly and work ingame, but no effects are loaded for the other planets. Has anyone experienced something like this before?
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Contract Pack: Sounding Rockets 1.4 - 3/17/18
FasterThanFlourite replied to inigma's topic in KSP1 Mod Releases
I love the mod and this associated contract pack so much. Blasting tiny model rockets into space feels so kerbal! Alas this issue is still persistent. If you don't succeed with your first try, the contract cannot get fulfilled until cancelled and retaken. I'm currently running with the part failure mode OhScrap!, so things fail all the time, which makes these contracts nearly impossibly to fulfill on the first try. Do you think you could provide a fix?- 62 replies
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- contract configurator
- usi
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I am at my wit's end. I just tried to get this absolutely stunning visual enhancement working properly, but somehow I am missing the sunflare / lensflare. Running a fresh 1.9.1, no other mods so far. Used CKAN to select Spectra, installed all the recommended modules, selected default config for both scatterer, distant object enhancement and SmokeScreen. If I install only scatterer in CKAN, sunflares are there. But if I install Spectra with the steps outlined above, the flares don't shot up . https://imgur.com/wFSHhVH It seems that everything is working, but no sunflare / lensflare. Can anybody help me?
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I consider this mod essential in combination with Kerbal Construction time. Fantastic work! It adds so much realism. I did encounter a bug, though. It appears only occasionally though: I tested a rocket in KRASH from the VAB. Then I terminated the simulation and went back to the VAB, then clicked on orange exit button to get back to the space center, but instead I land where I last terminated the simulation (e.g. in orbit around kerbin with the spacecraft there). If I bring up the menu via ESC, I still get the option to terminate the simulation, but doing so nothing happens. So I end up with the spacecraft being in orbit (or whereever I last left it before terminating KRASH while I had used it from the VAB), but without actually properly built the spacecraft in KCT. Nothing major, as I can just destroy the craft from the tracking station. It seems though that somehow the scenarios of 'simulated' and 'real' get mixed up.
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Another, even better idea would be: Instead of punishing the player randomly for things that were not his fault (i.d. random failures), reward him for improving the parts instead. Generation 1 of parts starts off with 20% worse stats than stock (e.g. worse mass, worse ISP, less movement range on fins, higher tank leakage, more electricity consumption). Each generation improves the stats by e.g. 2% so that at generation 10 you have perfectly working stock designs. This way it is fun and rewarding to improve the reliability rating and at least you can properly plan for and counteract failure. Consumes too much fuel / too much fuel leakage on generation 2 still? Maybe bring more than you would typically need. Right now the situation is: Too unreliable generation 2 booster? Just bring spare boosters. Oh look - one of my reliability rated 9 boosters has failed and the rated 9 spare booster have both failed in the same (!) launch. Maybe the tenth generation will finally be able to just launch without failing uncontrollably.
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[1.4.X] Taerobee - Stockalike X-1 and More [27/01/2017]
FasterThanFlourite replied to Beale's topic in KSP1 Mod Releases
Still working in 1.5.1. I really do like the mod. A great sounding rocket, which actually fits in with the KSP color theme and a V2 look-alike which looks as if it were stock-alike. Great job! -
I can confirm the same audio isssue which WuphonsReach reported. Furthermore I just want to share my experience with Oh Scrap!: In general I think having failures in KSP can make the game so much more exciting, as you can never be quite sure as to whether this launch is going to go the same way the last one did. Making the best out of a bad situation contributes to a lot of fun in KSP. However, with random failures the line to frustration is very thin. I tried this mod now twice, because I really liked its idea and the reliability based failure model. There has been some great amount of thought and work put into this mod, hats off. But ingame I found the failures were much, much to frequent and thus instead of providing some exciting, unexpected challenge here and there, I just wasn't having any fun anymore. Mostly that is because when you start a new career in KSP, you will be going through new parts quickly and each part needs to be tested around 5-6 times before you can do a proper launch. Even worse, the failure rate for the same type of SRBs seems abnormally high. Every time I had around 4 - 6 SRBs of the same type attached to a rocket, in 9/10 times one would inevitably fail during launch / ignition, even though all of them had a reliability rating of 8 - 9. And that is where I decided this mod is simply too frustrating in its current state, if you decide to play career. Would it be possible to release a seperate version of this mod, which - similarly to Dang It! - starts off with a high reliability, but then degrades continously. Each part is rated for X safe uses or X safe hours (afterwards the reliability goes down rapidly) and that rating goes up with each generation. That would mean parts for longer missions would still needed to be tested for increased long-term reliabilty, but then you wouldn't need to test every single new part in career dozens of times before you can actually use it for that one single mission which the contract requires. That would actually be fun and not frustrating in career. It would allow you to use new parts for contracts, without having to test them a dozens times beforehand.
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The strange case of KSP burn out
FasterThanFlourite replied to Rosco P. Coltrane's topic in KSP1 Discussion
If you are experiencing KSP burnout, you simply need to fly at a lower altitude . -
[1.3.0] Malah's Quick mods [2017.05.31]
FasterThanFlourite replied to Malah's topic in KSP1 Mod Releases
Your Quick modlets are absolutely essential for KSP, Malah! While using QuickGoTo on 1.2.2 I've had a bug occor: When changing from the SPH to the VAB, it does load into the VAB. However, the mission flag is not mine, the previously edited vehicle is not there and worst of all: I can't click any buttons at all. Thus I have to forcefully quit KSP and restart it again, where everything is working fine again. Considering KSP takes 5 to load, this bug feels rather severe. -
Sun-flare issues
FasterThanFlourite replied to Fulgora's topic in KSP1 Technical Support (PC, modded installs)
Thank you! This solved the problem for me as well. -
[1.12.x] Dang It! Continued
FasterThanFlourite replied to linuxgurugamer's topic in KSP1 Mod Releases
I've had the same problem with the instantly leaking snacks! parts. Do you know why that happens, linuxgurugamer? -
First of all, I want to thank you for the copious amount of useful mods you provide! You mentioned you do not want to bring back the mini packs of SXT until you are satisfied with SXT Continued itself. Do you think you could maybe make some of those mini packs available unofficially? I'm especially keen on the airbags module.
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I'm at my wits end, I really need help. For a week now I've tried to find a solution for this issue. Whether I'm at 1.2.2 (SVE high res on a stock game) with the installation guide Galileo posted a few pages back, or whether I am at 1.3.0 with either CKAN or a manualinstall as described on the first page, my sunflare / sun seems very grainy to me and very far from the briliance of other screenshots. 1.2.2: Or 1.3.0: If you view it in fullscreen, everything seems crisp, only the sun looks very low-pixel. I'm playing at 2560 x 1440 and AA, light count and shadow cascades cranked up to maximum. What causes this?