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draqsko

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  1. Unfortunately I don't except on a couple old SSDs that I'd have to hook up first to get the info from and I can't remember if I cut and pasted or just copy and pasted stuff. Blew away everything not needed on this box after I had updated to 1.11. Had to build a new computer because my GPU died on my FX build and just started building my Ryzen build since I couldn't find a replacement for the older CPU. No point in using an RX 590 on an FX-8350, the 280X was already bottlenecking at the CPU in some cases. Edit: Oh and the R2D2 thing must've been funny. It does kind of look like it huh? *ponders building a black R2 unit for a Mun colony with robotic parts*
  2. Thanks for the nod @zer0Kerbal even though it really wasn't much that I did. I loved that little thing until KSP updates left it behind and @CobaltWolf made an actual Corona reentry capsule. I should note that unless you changed the buoyancy, it may have issues with floating on water. I know in 2.5x rescale it would sink like a piece of lead. That's something I choose not to fix though because it was more realistic with how Corona was actually built (it had a salt plug that would dissolve in the ocean if airborne recovery failed so the Russians wouldn't be able to get it and see how good our spy birds were).
  3. Shhh, just make the parts, don't worry what we do with them. Besides, it's your fault because of the old MOL airlock and Gemini docking collars: Gotta make it at least somewhat aerodynamic.
  4. This is the same error that I was seeing before the logs overwrote themselves after I rolled back. You can see in the timestamp it's roughly every 20 ms, same thing I experienced.
  5. May be a compatibility issue with the latest version of KER 1.1.8.4 and KSP 1.11.2, but I didn't test it fully on just a stock plus DLC install only so it could be a mod interaction. After updating to KER 1.1.8.4, all the thermal readouts went kaput. My own little HUD window just showed up like it does for the landing or maneuver when in the editor while on the pad (ie there's no information there so it doesn't really create a window but you can see the top left corner still) and nothing short of rolling back the version to 1.1.8.3 could fix it. Not sure why it did that because I have nothing that would touch Core Heat or Part Heat, even System Heat works alongside it rather than replacing it yet, and it was obvious that temperatures were still increasing because graphically I got the red glow and temp bars in the game but KER had nothing for a readout, nor anything about that in the log file which is the really weird part. The other issue I observed was the Rendezvous window disappearing after selecting a body that I technically didn't have orbital information for but could still select from the list. I have Research Bodies installed and forgot I choose a difficulty option for the test save that leaves Duna undiscovered, although MJ and KER would still be able to read their orbital parameters, previously. Forgot to copy the log file before I fixed my install, but IIRC the error was unable to get relative inclination that was completely breaking the window and making it disappear. It wasn't really disappearing but not being drawn in the first place as there were hundreds of that error being spammed in the log file. Basically every time it would poll to create the window, it would fail and post a log entry. And since you couldn't change the target without a window there, it would be stuck endlessly repeating that until you loaded a different craft, or reverted to a time before you decided to select a target. Not even sure that it's strictly caused by RB since I didn't have any other craft at the time to test if it occurred with selecting another object besides a planet with an "unknown" orbit. If you need any other information that might help with finding the cause, please drop a reply, otherwise I've largely fixed it for myself by reverting back a version and it makes little sense to worry about 1.12 compatibility right now when most of my mods aren't even updated yet so I'm not updating yet. If and when that happens, I'll grab some copies of the logs if I experience the same issue again. Like I said, could be a mod interaction but it's not worth the time and effort right now to tease out.
  6. Quick and dirty way to search for gross errors happening, open the KSP.log file and search for EXC, ERR, or WRN using case sensitivity. Those are all the log codes for exceptions, errors or warnings and something causing an issue is bound to throw out something as long as it has a chance to log it before crashing. Some times even the last entry can give an indication on a crash, as MM loads by alphabetical order which is why some parts of BDB have z's appended to the beginning of the name, to get it to load after everything else has patched but without using the FINAL tag in MM.
  7. That would be the version I'm currently using, for 1.8.1. Was easy enough to change the config and it wouldn't have happened in 1.7.3 since that was the version before that Remote Tech config was added. I can't even begin to describe everything that was broken, SPU showing up, Internal data transmitters were wiped completely even ones added by patch or existing in the part config file, USI tools was completely hosed. Yeah bad things can happen when you load a dll compiled with a different version (and it think it's a different .NET as well). I was already going for broke at that point anyways so I figured what the hell, maybe it's my lucky day. It's never my lucky day.
  8. What can I say, I'm old. Actually was on 1.7.3 for so long because I had a stable setup and BDB hadn't released until winter hit. Didn't catch a break with snow this year, fired up ckan and seen the new release. Everything looked good until I started building Vanguard and realized the issue with SAF. Then I did the crazy thing and tried to use the packaged versions. Then everything went upside down and figured a clean install would be faster than trying to fix anything. Spent most of the week on that given all the install a few mods, boot it up make sure nothing broke, rinse and repeat... for 202 mods. I do find all the ways you can break something though. I had module SPU start showing up on some parts, and I don't even have RT installed.
  9. Question 1: Yes, they are turned 90 degrees on the pitch axis but otherwise functional. And CKAN installed B9PS version 2.11.1 and SAF version 1.5.1 for BDB version 1.7.1 on KSP version 1.7.3. Basically it installed the correct versions of each directly rather than the packaged versions from BDB. Question 2: The packaged release: https://github.com/CobaltWolf/Bluedog-Design-Bureau/releases/tag/v1.7.1, if you download the zip from there, open it and look, you'll see it has B9PS version 2.17.0 and SAF version 1.11.0. Bad things happen with those in 1.7.3 but they work in 1.8.1.
  10. Didn't expect a CKAN update, as I said it'll pull the right DLLs for 1.7.3 so it doesn't break anything else. But the Git release will break updates if they download and install right from GitHub. It's labeled as 1.7.3 there and it is not compatible with 1.7.3 because it will break more than just BDB. Not even sure how it broke things but after trying to use the packaged versions of B9 and SAF in 1.7.3 I noticed all internal data transmitters were missing. So yeah, don't do that.
  11. Yeah I mean the current release though. Am already on 1.8.1 and will probably move to 1.9.1 in a little bit. Need to spend a weekend blowing up some rockets because I spent a couple days figuring out how I broke my install going from 1.7.3 to 1.8.1. Not to mention the packaged DLLs for B9 (2.17) and SAF (1.11) won't work properly in 1.7.3 since they are compiled for 1.8.1. CKAN will install the right versions for 1.7.3 but SAF doesn't work properly, so you can't use the new fairing bases. But if someone tries the package off GitHub, it's going to break a whole lot of stuff because B9 and SAF both don't work properly at all. That's what I was reporting that builds with those two DLLs aren't quite working in 1.7.3, with a little less coffee in me than now. Otherwise I've got it running in 1.8.1 with 202 mods installed, and everything else seems fine.
  12. So I finally got everything working again. @CobaltWolf While the parts as a whole work in 1.7.3, SAF is broken in that version, unless Procedural Fairings is somehow affecting it in that version (only mod I can think of that would have any affect out of those I've installed, but I have the exact same mods in 1.8.1 and it's fine). The fairing bits are rotated 90 degrees, forgot to get a screen grab of it, but basically to tubed halves are turned on the pitch axis, they otherwise work normally. Just trying to update B9 and and SAF up to 1.8 versions would of course break things in other ways; half the fairing was there, half wasn't, in VAB and flight; but that was to be expected. So I'm not sure if you want to restrict the versions to after 1.8.1 for BDB packaged with SAF. But I can say this, it works with almost everything in 1.8.1. Because I really don't stop to think if I shouldn't, only if I can. I did have it up to 73k but it took a long time to load, we're only at 65k-ish now. Edit: Oops, I have more than that actually. I think I need help.
  13. @CobaltWolf Just figured I'd pop in after updating my KSP install recently and just noticed Corona parts. Yay I can finally put to rest that old Sample Return Capsule from 1.2.2 I've kept hobbling along on a wing and prayer since 1.4. Don't let anyone tell you different, you're the best. Love all the new parts even though I gotta rebuild everything.
  14. Thanks, I'll report anything more I find there. Might not be able to fix it myself (my coding experience is limited to BasicA and vB and even that has been 10 years ago) but I know how to go bug hunting and enjoy poking at things I probably shouldn't. Oh and you should change your profile to include Necromancer in there somewhere, you've resurrected more mods I use from the dead than anyone else I can think of. =D
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