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vossiewulf

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  1. FYI after grabbing the latest version, the problem is much improved but not gone. From the KSP.log: [LOG 21:00:43.078] [TweakScale] WARNING: **FATAL** Found a showstopper problem on KhiSP.SZ (KhiSP-SZ). [LOG 21:00:43.078] [TweakScale] ERROR: **FATAL** Part KhiSP.SZ (KhiSP-SZ) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [ERR 21:00:43.085] Cannot find config in file : _1875 [LOG 21:00:43.085] [TweakScale] INFO: NULL ConfigNode for Contares_RUS/Parts/ZIRP/ZIRP_L _1875/ZIRP_L_1875 (unholy characters on the name?). Trying partConfig instead! I can just nuke those parts so no rush to fix in my case at least.
  2. Redoing this post as I misread that to say that I had mixed versions of Contares mods. The NF Construction mod from Nertea is his latest download and claims to be 1.8.1 compatible.
  3. Looks like Hraban already fixed it, thanks for the help there. I'm going to try the new versions now. I'm going to try those as well, thanks. This is why I have a policy of not changing mods once a game starts. I have several career saves, each with the exact same set of mods that the game started with, so I can go back to them without issues. It's very tempting to add mods, but there are only two or maybe three mod developers who are sufficiently meticulous that I'd even consider adding one of their mods to a game, and even then so far I've resisted. I think it's the only way to keep a game safe. Thanks again for helping getting this fixed!
  4. Ok. so nothing I can do but uninstall Contares, sigh. I appreciate you doing the log-reading to confirm what is going on, hopefully he can release a fix soon.] I had grabbed the TweakScale Companion from CKAN, and have it installed. So if it's supposed to be doing something about some of these parts then something is wonky there as well. Wow, that's a megalithic bummer. I understand why, but at the end of that warning I was doing Ghostbusters... dogs and cats living together, MASS HYSTERIA
  5. Hraban, did you see my call to you in the Tweakscale thread? Lisias says there's a serious problem where your TS patches are double-patching parts.
  6. KSP models are almost all very simple, comparatively speaking. Anything you can figure out that allows you to do some basic modeling and animation will work as long as it outputs something Unity understands.
  7. This problem seems very well-known (I read most of the GH issue), I thought the cause(s) would be as well. KSP.log Output_txt.log Thanks for looking into it. I'm getting these as soon as I load the game, along with a warning that every atom in my body will explode at the speed of light if I don't fix them. The count is 36 and I was wrong, only half are Contares. The other half are Nertea's NF Construction, mostly the octo-girder parts. When I set up this game I pulled almost everything from CKAN, and only added a couple new items from those of the last game (1.71) that was working. But I guess new versions of mods mean new conflicts.
  8. I just set up a new 1.81 install, pretty heavily modded. I am getting the issue #34 problem on 36 parts, all of them (I think) from Contares sub-mods (mostly the Chinese vehicle parts). Is my only option to uninstall these? I'd really rather not, I like my standard library of Contares parts. @hraban since these seem to be his parts, or at least I think so. Your log doesn't show the parts' paths so it's harder to figure out who owns them. Hint hint please add the path: **FATAL** Part <path>/XXXX. [LOG 16:08:19.532] [TweakScale] WARNING: **FATAL** Found a showstopper problem on KSRO-SITVC-RCS (KSRO SITVC-RCS). [LOG 16:08:19.532] [TweakScale] ERROR: **FATAL** Part KSRO-SITVC-RCS (KSRO SITVC-RCS) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.532] [TweakScale] WARNING: **FATAL** Found a showstopper problem on KhiSP.SZ (KhiSP-SZ). [LOG 16:08:19.532] [TweakScale] ERROR: **FATAL** Part KhiSP.SZ (KhiSP-SZ) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.532] [TweakScale] WARNING: **FATAL** Found a showstopper problem on Parabol.KhiNa (Communication Dish). [LOG 16:08:19.532] [TweakScale] ERROR: **FATAL** Part Parabol.KhiNa (Communication Dish) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.532] [TweakScale] WARNING: **FATAL** Found a showstopper problem on A1-44.FIN (A1-44 VS). [LOG 16:08:19.532] [TweakScale] ERROR: **FATAL** Part A1-44.FIN (A1-44 VS) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.533] [TweakScale] WARNING: **FATAL** Found a showstopper problem on REX.FLAP (REX-FLAP). [LOG 16:08:19.533] [TweakScale] ERROR: **FATAL** Part REX.FLAP (REX-FLAP) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.533] [TweakScale] WARNING: **FATAL** Found a showstopper problem on CEMP187 (Engine Mounting Plate). [LOG 16:08:19.533] [TweakScale] ERROR: **FATAL** Part CEMP187 (Engine Mounting Plate) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.534] [TweakScale] WARNING: **FATAL** Found a showstopper problem on FalkeX-Nosecone (FalkeX Aerodynamic Nosecone). [LOG 16:08:19.534] [TweakScale] ERROR: **FATAL** Part FalkeX-Nosecone (FalkeX Aerodynamic Nosecone) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.534] [TweakScale] WARNING: **FATAL** Found a showstopper problem on U.Bremse (UL BRAKE). [LOG 16:08:19.534] [TweakScale] ERROR: **FATAL** Part U.Bremse (UL BRAKE) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.535] [TweakScale] WARNING: **FATAL** Found a showstopper problem on C.BUS.KOFFER (GEO-Bus). [LOG 16:08:19.535] [TweakScale] ERROR: **FATAL** Part C.BUS.KOFFER (GEO-Bus) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.535] [TweakScale] WARNING: **FATAL** Found a showstopper problem on BBBP-001 (BBBP-001). [LOG 16:08:19.535] [TweakScale] ERROR: **FATAL** Part BBBP-001 (BBBP-001) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.535] [TweakScale] WARNING: **FATAL** Found a showstopper problem on BBBP-002 (BBBP-002). [LOG 16:08:19.535] [TweakScale] ERROR: **FATAL** Part BBBP-002 (BBBP-002) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.536] [TweakScale] WARNING: **FATAL** Found a showstopper problem on DT-004 (DT-004). [LOG 16:08:19.536] [TweakScale] ERROR: **FATAL** Part DT-004 (DT-004) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.536] [TweakScale] WARNING: **FATAL** Found a showstopper problem on KERBUS1000 (KERBUS-1000). [LOG 16:08:19.536] [TweakScale] ERROR: **FATAL** Part KERBUS1000 (KERBUS-1000) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.536] [TweakScale] WARNING: **FATAL** Found a showstopper problem on BBBPrTANK (TKS MP-Tank light). [LOG 16:08:19.536] [TweakScale] ERROR: **FATAL** Part BBBPrTANK (TKS MP-Tank light) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.536] [TweakScale] WARNING: **FATAL** Found a showstopper problem on BBBPrTANKx2 (TKS MP-Tank light x2). [LOG 16:08:19.536] [TweakScale] ERROR: **FATAL** Part BBBPrTANKx2 (TKS MP-Tank light x2) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.538] [TweakScale] WARNING: **FATAL** Found a showstopper problem on Fin.RIVER (Fin RIVER). [LOG 16:08:19.538] [TweakScale] ERROR: **FATAL** Part Fin.RIVER (Fin RIVER) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.539] [TweakScale] WARNING: **FATAL** Found a showstopper problem on RK-Z-0110 (RK-Z-0110). [LOG 16:08:19.539] [TweakScale] ERROR: **FATAL** Part RK-Z-0110 (RK-Z-0110) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 16:08:19.539] [TweakScale] WARNING: **FATAL** Found a showstopper problem on TLV.FIN.C (UNION II TLV-VS). [LOG 16:08:19.539] [TweakScale] ERROR: **FATAL** Part TLV.FIN.C (UNION II TLV-VS) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0
  9. Thanks for the explanation, sounds like you have your plan nailed down Ok, that will work.
  10. Thanks for the quick reply Angel, and good, as I have 11 LDEF experiments on station plus one lab time generator along with the M.O.L.E. and have a mobile lab present to process the science so I don't take such a big penalty for not returning the LDEF experiments. My take on these is that it would be easiest with labs if you just clicked on an experiment slot and up came a menu of possible experiments you can do (doesn't the Doc Science do this or used to?) and you focus on making the user bring the right raw materials. Plants, research kits, cryogenics, - maybe break research kits into multiple flavors that are required for various types of experiments? I would make experiments designed to be returned to Kerbin totally separate, and not require an associated lab. Just some resources. When you try to make a lab required, as you've seen it starts to get very complicated from a UI standpoint and I think you need to simplify. Each experiment should be independently returnable like Station Science, I think you could do some cool things with making a few parts designed to return your new experiments so a player could have an array of these experiments attached to the station, and the player undocks them and flies them down each in turn as they complete, using a slick little return pod that you design with integrated heat shield, engine, fuel, and parachutes. That's my two cents.
  11. What exactly is the experiment carrier for the M.O.L.E. module? I remember having this figured out a long time ago, but I've launched a station with a M.O.L.E. and it says it has no experiments for its slots. Thanks again for your work, this is a single-launch space station with a crew of 11, with 304 days of hab time for each, and lots of science bits. It wouldn't be possible without Wild Blue parts.
  12. Somebody checked in the wrong code that they'd been noodling around with and since the changes are the kind that would require careful A/B testing of lots of parts, it makes it through QA. Regression suites can only have so many cases, and their QA group is probably pretty small.
  13. The problem with getting spun up about not meaningful data collection is it makes people stop listening, and then they're not listening when someone does try to collect something concerning. If you want to live in a world where no data about you can be collected, invent a time machine or go entirely off the grid. Otherwise, this is the modern world and it makes more sense to focus efforts and resistance on situations where someone is trying to collect something other than boring metadata.
  14. Forgetting to fix the staging on like 47 consecutive test launches of a vehicle. More than once. Chance of intercept is inversely proportional to the desire for one.
  15. I work in fintech and Yellow Ponies is the standard name a group of us use when referencing obscure currencies. Kerbal Yellow Ponies (KYP) works for me.
  16. The below will give you the launch window to any body in the system. From the space center view, open Astrogator, it'll be a button on the bottom right toolbar. It will show you the time to the next launch window for all bodies starting with the moons. Click on the fast forward icon next to whichever moon you're going to and it will take you quickly to said launch window. Click on launch pad, select your rocket and crew, launch. Wipe hands on pants. To install this (or any) mod, download the zip, open it, then copy the Astrogator folder. Go to <your path> Kerbal Space Program\GameData and copy the Astrogator folder into the GameData folder. Restart KSP and you should be able to access it from the toolbar.
  17. Hit alt-F12 to bring up the console. Click on the Cheats tab. There you can give yourself as many science points as you want with which you can buy the tech you need.
  18. When you explain an orbital mechanics scientist to a friend by saying remember Haley Joel Osment in Sixth Sense? Yeah she's like that but she goes I... see... parabolas...
  19. Yeah you're dating yourself there, and I am also by getting it
  20. Wait, I didn't authorize any PTO for LGG. I expect 24/7 relentless progress for my few dollars a month.
  21. It's more unusual to have a plane of any size that doesn't lurch back and forth down the runway like a drunken sailor. What helps is more wheels on the runway, so one try using bigger landing gear, and two the best method I've found for fixing this is to give them twin side by side nose gear. Yes it's extra mass, but it's better than crashing on takeoff. Also remember to disable/lock steering on the main gear, and it helps to set the nose gear steering limiter down for both low and high speeds.
  22. Copied from another post of mine a couple days ago: 1. When you arrive a few hundred meters away, use regular staging mode controls to point yourself at a spot that's say 50m out on a line from the docking port you intend to dock with. 2. Switch to docking mode and set it to Linear mode. Accelerate toward the starting spot you're aiming for. Do NOT give yourself any acceleration other than purely in the direction you're pointing. 3. When you get close to your intended starting point, accelerate in the reverse/retrograde direction and bring yourself to 0.0m/s relative velocity. 4. Switch to docking/rotational mode, and use RCS to line your craft up as close as possible to the axis of the docking port. 5. Right click on your docking port and select "control from here". 6. Pick which direction is "up", and rotate your craft to be at a zero degree alignment to that up direction, which should be aligned with your intended docking port as well. That way, from this point the up and down RCScontrols will move you up and down relative to the docking port, and side to side works the same. Makes it very easy to know which direction key you need to hit at any given time. 7. Right click on the target docking port and select "Set as Target". 8. If you lined yourself up correctly, on the navball your nose should be pointed very close to the target direction as shown on the navball. 9. From here, it doesn't matter what camera view you're using, as you don't really need to see. All you need to know is the relative speed you're moving, that you're pointed at the docking target, and the distance to the docking port. 10. Use the LINEAR up/down left/right RCS controls to get your nose pointed right at the docking port target. 11. Once aligned, accelerate toward the docking port. Doesn't matter how fast you go, just that you're only moving .2m/s -.3m/s when you get there. 12. Once you get close to the docking port, use the linear RCS controls to once again bring yourself to a dead stop. Use the same steps described above to refine your axis alignment and rotation until it's really really close to the same axis as the docking port. This will usually make your nose move away from the docking port target again, so once again use the linear RCS controls to move you back until your nose is pointed dead at the target. 13. Now accelerate toward the docking port again. Continue to use the linear RCS controls to keep your nose pointed at the center of the docking port. You can switch to fine control mode (capslock on the PC) which can make small adjustments easier. 14. Hit the docking port at .2m/s, if you're lined up right it will instantly dock. Below, docking a 2000 ton station resource arm and a 77-kerbal orbital bus, complete manual control, no docking mods used.
  23. You'll have to explain more and a video would help. Only problems I've seen with docked ships is if you have autostruts turned on and relatively big ships, docking or undocking can summon the kraken. Solution is to disable autostruts and install the Kerbal Joint Reinforcement mod.
  24. That's a good way to express your support, and if I felt like I could purchase it on day one without starting to play it, I would. But I'm the OG computer gamer, I wrote my first game about 40 years ago now on an Apple II with a tape drive, and have been through so many games mostly broken on release that I'm really good now with waiting a few weeks or months for other people to get it all fixed up for me.
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