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Hangdog

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Everything posted by Hangdog

  1. crashed again, in the SPH just while looking inside a craft. No crash report created.
  2. interesting.... deleted. The two most recent.. the crash report there I was just passively watching a craft orbiting Eve. The day before, crashed while testing a new plane design during takeoff. The FPS dropped to zero, the app crashed a few seconds later. The plane had barely left the runway. Usually after awhile. heh. I am running this in Windows 10 but running on a souped up 2010 Mac Pro with dual Xeon 5690s and a Vega 56 and 96G of ram... I was running it on the Mac side, but CKAN broke when I upgraded to Big Sur. No 32-bit support for Mono. So I switched everything over to the Windows side. Had been working OK. I did recently add some mods, but nothing in the crash reports seems to point at them. Could back some out just to try. I did the steam file verify and it found a few to redownload... not sure what.
  3. Random crashes referring to unityplayer.dll and SymGetSymFromAddr64, 'Attempt to access invalid address' Log files in Google Drive
  4. Are you referring to the text mode UI that runs in the terminal window? It is not quite the same feature set...
  5. Any hope of a modern replacement for Mono on Macs? I finally went to Big Sur on my Mac Pro, only to discover Mono is 32-bit and stopped working. I basically had to go install KSP on my Windows partition just to be able to continue using this indispensable tool...
  6. Does the save folder change in 1.12 mess up KerbalX? I wasn't able to upload, it said I hadn't saved the craft even though I had.
  7. Ooh. similar issue - when you are transmitting data, and you run out of battery, every time it restarts, it plays a loud obnoxious sound. Same one?
  8. I just edited a craft I uploaded. I tried to change which pic was the thumbnail, and it doesn't 'stick'. It still sticks to being the first pic chose when I uploaded, even if I change it at the top of the edit page. Here's the craft.
  9. Mostly not working for me in 1.10.1. It is occasionally visible, but mostly seems to be painted on the interface under the background colors of the nav ball. Z-layering issue?
  10. I have an issue where older designs from the Steam Workshop or KerbalX show older part names. The designs load fine in the SPH/VAB, but when I try to launch them, I get a complaint that the crafts have experimental parts, and they won't get moved to the pad.. An example, the Mk1 Liquid Fuel Fuselage seems to have been replaced by another part: DTE LF-400 Liquid Fuel Tank. Likewise the Mk2 Rocket Fuel Fuselage Short seems to prefer to be called Mk2 Liquid Fuel Short. There are no parts pruned by Janitor's, and it is a pain to manually swap in the substitute part, as the assembly is sometimes tweaked by moving or rotating the parts. I do have a variety of part mods added, could one of them have renamed these older parts? Or could this just be a change in new versions? How can I tell?
  11. The message I get is: HeapAdder, initial mem: 188520, minMem: 125528, final mem: 125984 I have 48G on a Mac. Running 1.10.1 For the .cfg file, I added the 4G amount and the 8G amount, to make 12G. Is this helping? Is it actually taking memory away?
  12. Is KerbalX API version checking being fooled by 1.10? Just loaded the update, and got a pop up about updating the KXAPI to 1.0.0... I thot we were already on 1.2.0...
  13. I realize this thread is out of date, but any hope of an update to recognize changes in the file structure for 1.9? The entire vessel sections are not opened.
  14. This rover had been on duna since 1.7. Took a peek at it yesterday in 1.9.1 and noticed something odd: I tried to edit the save file but only managed to tilt it 30º. I assumed the rotation values are in radians in the save file... I'm on mac 10.13, steam, 1.9.1 with a few mods, but none that I know of that fiddle with this part...
  15. Put 1.22 shader folder in, still getting flicker. Could it be related to the black shadow rim on the globe? I have that too. Or could it be an EVE or config thing? If I alter an EVE setting, like main cloud altitude, I get a console error, UnityException: Unable to parse "_MainTex" in "settings"
  16. Heap Adder not increasing FPS for me. Which scatterer shadow setting? Here is current config: Scatterer_config { autosavePlanetSettingsOnSceneChange = False disableAmbientLight = True integrateWithEVEClouds = True overrideNearClipPlane = False nearClipPlane = 0.209999993 useOceanShaders = True shadowsOnOcean = True oceanSkyReflections = True oceanRefraction = True oceanCaustics = True oceanPixelLights = False fullLensFlareReplacement = True sunlightExtinction = True underwaterLightDimming = True showMenuOnStart = True useEclipses = True useRingShadows = True terrainShadows = False shadowNormalBias = 0.72 shadowBias = 0.5 shadowsDistance = 100000 m_fourierGridSize = 128 RSSMode = False }
  17. Still have strange flicker. Also clouds from the ground are big pixlely. From the ground, boxy halos on the clouds, from orbit, flashing polygons: (latest builds, Mac, EVE and scatterer. Looks fine from a distance, just an issue in LKO. I have tried the Nvidia build and the regular. I have a GTX 980, not a 1080...)
  18. Appreciate the effort to restore the beauty of these mods... Looks nice again. Did find one hiccup. Didn't get this the first run, but saw this-- much flickering of polygons in the clouds: https://imgur.com/XQW8Ks1 MacOS 10.13.6, so OpenGL (why can't I post this via the Insert image from URL?)
  19. Can this work with mouse/keyboard so I can just use a PS4 dual shock for flying planes? So the analog stick smooths out inputs and acts more like a 'stick' and not just emulating keypresses? But use the keyboard for other interface things like SAS, time warp, etc? I'm on a Mac.
  20. Do the changes to the Unity engine mess this up? I get a frame rate of about 5 fps with this installed, and about 22 without. No other visual mods.
  21. Is the SVE_Clouds.cfg file and its contents case-sensitive? I recently had to redownload and rebuild my mods (issue with something else), and when I set it all back up, I had no clouds on Kerbin. The part of the file that defines the clouds: _MainTex { value = StockVisualEnhancements/Textures/kerbin1 } _DetailTex { value = StockVisualEnhancements/Textures/DetailLow } _UVNoiseTex { value = StockVisualEnhancements/Textures/uvnoise1 } the file referred for Kerbin is in lower case. The actual texture file is Kerbin1.dds I was tweaking a variety of things at the time, but I think capitalizing it was necessary to get clouds... I changed it and it worked.
  22. Same issue here, and just narrowed it down to this. You guys beat me to it. Maps not able to load, rotating right-drag around the active craft instead rotated the craft (and the distant planets, oddly, from the Distant Object Enhancement mod). Also a waypoint flag in white centered on the craft. Going back to 1.6.3 for now, thanks for hard work and efforts to improve. I had let CKAN do the updates.
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