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Posts posted by JH4C
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@Beale, getting a lot of errors in the log regarding decouplers: http://www.jh4c.com/ksp/b9.KSP.log.zip for reference, many repeats of "[ERR 14:41:26.220] Cannot find fx group of that name for decoupler" (timestamps vary, ofc.)
Also, a deprecated part's throwing up a build error:
[LOG 14:41:25.982] PartLoader: Compiling Part 'TantaresLV/Parts/PROTON/xxDeprecatedALV_LFO_A/ALV_LFO_A' [ERR 14:41:25.982] PartCompiler: Cannot clone model 'TantaresLV/Parts/ALV/Proton_2_LFO_1' as model does not exist [ERR 14:41:25.982] PartCompiler: Model was not compiled correctly [ERR 14:41:25.982] PartCompiler: Cannot compile model [ERR 14:41:25.982] PartCompiler: Cannot compile part
Presumably, being deprecated this isn't going to affect many people, but I thought it worth mentioning in case I'm mistaken.
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1 hour ago, CanOmer said:
Does it work with 1.5?
Why not try it and let us know?
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1 hour ago, Tonas1997 said:
Which version of Orbital Decay should I get for KSP 1.3.1? The releases page is kinda confusing
This mod as maintained by Papa_Joe has only been compiled/released for 1.4.x. For a 1.3.1 compatible version, you'll need to do some digging; refer to this thread's OP for a link to the previous thread for this mod (before it was adopted) and work back from the final page to see if there are any available links. No guarantees though!
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5 hours ago, MikeO89 said:
Does this need to be updated for 1.5?
What happened when you tried to load it? Being a parts pack without any .dll plugins there's unlikely to be any serious issues; this soon after patch day, you'd be doing yourself and others a greater service by trying it for yourself and reporting back on whether or not they work, rather than assuming they need fixing. All the mod maintainers have plenty to do at the moment.
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Hm. Got some bug reports for you @SuicidalInsanity:
B9's throwing a fit over M3X_AdapterSegment - the truncated saddle tank adapters; it Fatal Errors on load:
And this is the section of the Log it told me to look at:
[LOG 13:18:14.685] PartLoader: Compiling Part 'Mk3Expansion/Parts/Structural/FuselageExtension/cargoadapter/M3X_AdapterSegment' [WRN 13:18:14.694] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. [ERR 13:18:14.695] Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Duplicated subtype names found on ModuleB9PartSwitch on part M3X.AdapterSegment: Adapter at B9PartSwitch.ModuleB9PartSwitch.OnLoadPrefab (.ConfigNode node) [0x00000] in <filename unknown>:0 at B9PartSwitch.CustomPartModule.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
I think it's complaining about the re-use of the same localised string when referring to two of the three available transforms? I edited these files to remove the duplication and it loaded without error afterwards.
Full log here: https://www.jh4c.com/ksp/b9.KSP.log.zip
There's also another error related to M3X coming up in the log, regarding the Structural Tube: it attempts to load a model named Truss but no such part exists:
[LOG 13:18:14.771] PartLoader: Compiling Part 'Mk3Expansion/Parts/Structural/StructuralTube/part/M3X_StructuralTube' [ERR 13:18:14.772] PartCompiler: Cannot clone model 'Mk3Expansion/Parts/Structural/StructuralTube/Truss' as model does not exist
From the .cfg:
MODEL { model = Mk3Expansion/Parts/Structural/StructuralTube/Truss texture = Mk1Structural, Squad/Parts/Structural/mk1Parts/Mk1Structural }
Despite this error, the part loads and is useable, complete with truss.
Another showstopper occurred in the SPH when trying to use the XHub:
The part's own .cfg includes definitions for LF and Oxidiser; the supplementary patch M3X_FuelTankSwitch.cfg adds the switching definitions for Structural, LF, and LFO, but the XHub entry is duplicated within M3X_FuelTankSwitch.cfg. As there is also an identical switch config block for the THub, but none for the LHub, I've assumed that this is a copied element that hasn't been adjusted after pasting; changing one of the XHub definitions to work on the LHub instead fixes the issue and adds utility. The LHub's got the same problem in the localisation file, at least in the en-us one, where it's duplicated from the XHub without the public part name being changed.
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Oh, last thing: there's a test version of the Firestorm engine in addition to the full version. There's no conflict between them in-game, but I'm not sure if you meant to include it.
I don't know how to make PRs on GitHub or else I would submit the fixes I found, but I also feel it's safer if you make the changes how you want them, seeing as you're the author and all.
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9 hours ago, SuicidalInsanity said:
Conversion from from Interstellar FuelSwitch to B9 Part Switch
I love you. Installing!
ETA: Quick note, I noticed the readme file still contains a link to the IFS licence, but not the B9 one. No biggie.
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10 minutes ago, Beetlecat said:
I *do* like being able to take the helmet off my Kerbals from time to time, though
EVA Follower has that option. Nice & simple.
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44 minutes ago, Jesusthebird said:
@TranceaddicT Your workflow seems to make sense up until the final output being 2700. Because the part requires 6750 ec to deploy. I had the right number output originally but only by dividing in the first phase which is why im a bit confused since the syntax for deployed mass and deployed mass modifier are the same. Why divide in one area and multiply in the other?? Hmm
I'm more confused by why you're saying you're doing division at all when the entire quoted section only includes multiplication:
11 hours ago, Jesusthebird said:The part in question weighs in the editor- 4.5t and the EC required to deploy is 6750
now I can only assume weight is calculated by kg and not tons. So..
4500kg/0.4 = 11,250kg
11,250*0.6 = 6750 EC required
Why have you written it out this way, when the code snippet shows that to be a multiplication, just as TranceaddicT has based their work on:
2 hours ago, TranceaddicT said:DeployedMass = #$mass$
@mass *= 0.4If you want the result of this equation to give 11,250kg then the part's original DeployedMass would have to be 28,125kg, not 4,500kg.
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Looks like fun, I'm going to have to give these a testdrive!
@Kaleu, don't forget to add your licensing terms to the OP.
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@Snark just FYI, you've bundled the previous version of ModuleManager (3.0.7) instead of the 1.5 updated version (3.1.0)
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12 hours ago, AlonzoTG said:
I'm mostly mad at Squad right now for just dumping this on us without really advertising a release date <snip> Give the mod authors 2-3 weeks on this one
I've never known a game that had such well telegraphed updates; they've been saying the patch is under development for a couple of months, and while they didn't give an exact date we've known it was coming this month since this time last month. Disruption happens, and is bound to, but it's not in anyone's interests to make the process more fraught than it actually is.
12 hours ago, AlonzoTG said:Running the game out of tree hasn't worked since 1.4 because of all the "phone home" functions Take Two added.
What "phone home" functions? The call to RedShell? Just block it in your firewall. The only other outgoing connection the game makes is to Unity, and neither of these are required to succeed for the game to launch. Source: I have 96 hours of playtime recorded in Steam, but have spent closer to ten times as long actually in-game.
Anyway, this is veering wildly off-topic...
I've never experienced the kinds of delays some people are having when they switch experiment sites. Weird.
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ToolbarController and Click-Through Blocker are given I think, as so many others rely on them now...
To be able to build ships, I've become heavily reliant on Janitor's Closet, EEX, Stage Recovery, PAD, and CorrectCoL; they give me the information and tools I need to get everything in the right places. I'd like varied parts packs to become "official" of course but as we're so often telling other people, they tend to keep working across patch releases unless there's exceptional circumstances.
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2 hours ago, aluc24 said:
@nightingale, what are the requirements to get the Mun Rock Arches contract? I've already visited all Monoliths, as well as landed on Minmus, but the contract never appears.
A quick read through the .cfg file for that mission suggests you may need to deploy a SCANsat and scan the area to reveal the arches to KSC's mission planners.
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3 hours ago, Shadowmage said:
Expose per-wheel-collider 'collider type', to allow use of 'sphere colliders' in places where they would be appropriate.
Oooh... You mean it may one day be possible to make a Rover?
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7 hours ago, Shadowmage said:
Anything that I do will actually use Textures Unlimited for its replacement shaders, which is much better for performance than TR/TRR -- it adds all the shiny, at almost no overhead (and actually much -better- graphics than TR/TRR, if you are into that sort of thing). The only downside is that it does not really support DX9 (rather Unity doesn't really support DX9), so some functions are unavailable or incorrect when using the older API -- so in order to make full use of it, one needs to use either DX11 or OpenGL mode.
Likely will be using TU either way, as it is the provider of even the legacy shaders. So in the end -- there will be no performance difference between 'shiny' and 'old' textures -- TU will be present either way, its just a 'pick your preference' thing.
Ah cool, I was misunderstanding - easy to do with so many similar Texture-named mods I'm on a Mac so I'm OpenGL, so I shall investigate TU post-haste!
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One of the key things to remember here is that parts attached to craft retain their configuration from that moment in time, so if a part has something within it renamed (maybe the model or more likely the texture) then that info will be out of date on the part in your .craft file or save file. Basically it doesn't matter what the .cfg file is called, if the other files have been re-ordered or sorted into folders (something becoming increasingly common with the larger parts mods) then your save and .craft files will continue to point to the wrong place and hence will not be able to load.
You've a few options here:
- write and execute a batch script to go through all your existing files and either strip or rebuild the affected parts. Doesn't matter what OS you're on, the command line tools to achieve this should be available for free if they don't come pre-installed.
- recreate the file/folder structure (better) and/or download & install the 1.2.2 version of the mod (potential for serious snafu) to put the missing files back where they came from or so help me...
- do as you've already said, and load/edit/resave every offending .craft. If you have anything already in flight then that's a problem that will of course solve itself, but not prettily.
Methods for uploading your log files are explained in this thread in Add-On Releases:
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I don't suppose anyone's made a patch so the tanks can be used without IFS?
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14 hours ago, Shadowmage said:
As someone who is very unlikely to install TR/TRR, I'd be more than happy with that Legacy look on any new parts packs. The repulsor looks new and shiny enough to reflect its experimental technology status while still fitting the Stock aesthetic that, honestly, I quite like. Nice work!
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For mod-specific enquiries such as this you really can't go wrong with asking in the mod's own thread, because that's where all the people who'd actually know the answers are most likely to see the question.
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If RP-0 isn't your thing, try RSS. Or BARIS. Or GAP. Or Sounding Rockets. There's probably a dozen different flavours of tech tree and progression that are semi-current, and another dozen that are a bit out of date but could maybe inspire/guide you to make something that suits your needs.
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10 hours ago, bcink said:
Beautiful! Truly that is a fantastic bit of work.
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50 minutes ago, ToastyOats said:
Out of curiosity are there multiple saucer crashes on kerbin or are they interplanetary?
https://wiki.kerbalspaceprogram.com/wiki/List_of_easter_eggs
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4 hours ago, Dutchbook said:
I think there is a bug with one of your Soyuz-FG boosters, it just explodes when the Soyuz-MS fairing decouples from its stage.
Couldn't get a log file, sorry
In the absence of a log, a .craft file would be a good start, as well as a list of addons required to build it - or better yet, if you can make another craft that only uses stock and Tantares parts that still experiences the same RUD tendencies, it would probably help as much or maybe more than a log.
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I'm sure it doesn't help that there's (at least?) two forks of Texture Replacer as well... Does this issue happen with both, or just one? Is there a way to tell?
Considering how stock textures have to maintain multiples of 2 in each dimension, I'd be more inclined to consider this a fault with TR.
[1.12.x] BetterBurnTime v1.10: Provides extra burn-time indicators on the navball for suicide burns & target rendezvous.
in KSP1 Mod Releases
Posted
If I'm reading everything correctly, it's only out by a second... Factor in MJ's habit of doing the last couple of seconds at reduced thrust, which the stock game cannot anticipate, and I'd consider that pretty close.