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jake0042

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Everything posted by jake0042

  1. Thanks!! that worked, now to figure out where to spend all this newfound science
  2. Checking back again to see if anything has changed... for Iszmi biomes since I posted back in May. I am using CKAN to load my mods, so if biomes were fixed... they are not fixed in which ever repositories store the mod files used by CKAN. I also load KSPIE too so there are a LOT of dependencies that auto load from that (could something there be conflicting?) OR, Is there some simple fix I can do by changing something in my files? ... but will that get wiped out the next time CKAN updates? ****** Edit (addition): I followed the link to the repository from CKAN and clicked around until I found a work in Progress section and downloaded "Outer-Kerbin-WIP.zip" expanded it. Removed "Outer-Kerbin" folder from my GameData, copied in "Outer-Kerbin-WIP" folder. Watched as the splash screens loaded though each mod and got to the complete message. Then the sound started and the Loading... with rotating planets appears and never goes away. I noticed the the removed folder was put back. Deleted it again and removed the -WIP from the folder name. Same results now TWO "Outer-Kerbin" folders exist. Giving up, removing both, uninstalling with CKAN.. and reinstalling gets me back to the game loads but still with the broken biomes on Iszmi) How do I get the WIP files to work with CKAN?
  3. Checking back again to see if anything has changed... for Iszmi biomes since I posted back in May. I am using CKAN to load my mods, so if biomes were fixed... they are not fixed in which ever repositories store the mod files used by CKAN. I also load KSPIE too so there are a LOT of dependencies that auto load from that (could something there be conflicting?) OR, Is there some simple fix I can do by changing something in my files? ... but will that get wiped out the next time CKAN updates?
  4. Me too... I still kept Mechjeb2 in the CKAN Installed list and OK'd the message "Incompatible mods detected"... "These mods are incompatible with KSP 1.12.1:"... Mechjeb2 At least I could finally get a vessel on a path to Duna, by loading the mod version of Kerbal Alarm Clock. Using the porkchop display it plotted a perfect low DeltaV transfer- leaving in 4 days from Kerbin orbit (which the new 1.12 maneuver feature would not generate). Hopefully before too long a version will be loaded up so CKAN will pull in in and it wont throw that message. The incompatible version of Mechjeb2 executed the transfer orbit almost flawlessly (only had to do a minor correction burn. Rendezvous will be the next thing I try... still being dependent on Mechjeb for those. At least the time have played without mechjeb2, I learned to land pretty well now with out Smart A.S.S. help
  5. I have the exact same thing to report. (well at least the part about all the overlay colors showing biomes... all register as "The Frozen Lakes") I'm running 1.12 And, I just put 3 unmanned landers in orbit.
  6. That worked, Thanks! Are there other features of that config file that we loose by removing it?
  7. I had not linked it to the WarpPlugin folder, but this is exactly the issue I am having too with air intakes. Even making sure to set them to start opened, and sizing them to insane size only allows a plane to get another 100 meters down the runway before flame-out. Seems odd that tweaking them bigger does register as starting with more air. This is on a fresh install with only a fraction of the mods I had before the update (but including KSPIE). Here is a drop-box linked screen shot of a simple test: https://www.dropbox.com/s/y0m1h5puvn17uai/Screenshot 2019-06-02 15.41.25.png?dl=0
  8. SUCCESS! It is interesting though, when I downloaded from the link you provided... The file that came down was the same name as the one I had previously: EnvironmentalVisualEnhancements-1.4.2.2 (1).zip it automatically appended the "(1)". The Plugins folder shows a 5/18/2018 date (probably when I first downloaded), but the files within the ZIP have a 4/12/2018 date. Hmmm, but so do the files in the NEW downloaded zip. That is weird. Oh well, it works now. I'll try with the high res for a bit to see if it isn't too sluggish, but I'll be ready to drop down to medium res if it gets too annoying. THANKS for helping find the issue! (Perhaps I'll post a comment about this on the EVE page too incase others have this issue too)
  9. I did an uninstall from steam... Then an Install. When launching it I noticed that the mods were still there (it did not delete the files). Same issues. I did another uninstall (from the settings panel) but it still launched steam to do the uninstall. This time I moved the whole Kerbal Space Program folder to my desktop and renamed it with OLD... in front. THEN did another install. I launched the game and created a new sandbox to make sure it would run. Then I coped in the mods (I did NOT copy in the prior mod manager created files (ConfigCache, ConfigSHA, Physics, TechTree) just to make sure those did not have bad pointers. Then launched another NEW sandbox. I built a quick sat and put it into orbit... again the dark side is an inky black ball) https://www.dropbox.com/s/bqqh43r85zyr56f/output_log (After full reinstall).txt?dl=0 https://www.dropbox.com/s/h33mn8mkr9ijs0w/GameData Listing (After Full Reinstall).txt?dl=0 Is there a certain res I have to use if I have the highres textures?
  10. I am attempting to "Validate Integrity of Game Files" All mod folders except SQUAD I moved to a holding folder before trying that. It found 4 files to reacquire... But that still did not work, and it clobbered all my satellites so I could only attempt to see the dark side from the tracking station (it was still a inky black ball). The only vehicle left in my save game was a rover on the other side of Kerbin. The same errors appear in the log starting with: ADDON BINDER: Cannot resolve assembly: KSPUtil, Culture=neutral, PublicKeyToken=null I guess it will require a complete uninstall and re-install.
  11. I tried reinstalling and reverifying I had all the newest versions... still I get no city lights? Here are updated versions of the output_log.txt and I wrote a script to dump all the file details from my game data folder. https://www.dropbox.com/s/j6qrmxb7qeo2j7g/output_log.txt?dl=0 https://www.dropbox.com/s/rq72ded5boprwia/KSP Gamedata file list.txt?dl=0 Hopefully this will be enough to help troubleshoot the issue.
  12. I finally got dropbox working.... Here is the link to my output_log.txt: https://www.dropbox.com/s/j6qrmxb7qeo2j7g/output_log.txt?dl=0
  13. I found my output_log.txt I am waiting on a ticket with dropbox to be able to share the complete file... Here is a snip showing an error with city lights... Non platform assembly: C:\Games\Steam\steamapps\common\Kerbal Space Program\GameData\EnvironmentalVisualEnhancements\Plugins\CityLights.dll (this message is harmless) AssemblyLoader: Exception loading 'CityLights': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Any clues from just that much?
  14. After a lot of reading this forum I am still not able to get city lights (probably other effects also) to show with SVE Once I finally got ModuleManager.3.0.7.dll placed where it is supposed to be I really thought I found the problem... but still no city lights just an inky black dark side of Kerbin with some halo effect on the edges. I looked to verify with the view from the tracking station (but I read there is a bug with that, but maybe it was fixed), I would switch into "FLY" of a Comm Sat to look both in map mode and flying mode. When loading with Module Manager it did show it was generating patch files... (The extra files in the GameData folder I think show it is working) Here is my game data structure with the folders expanded to show files where I thought the were pertinent.... can someone see if they can spot the issue? Any help is greatly appreciated. Is there something else I need to show to help troubleshoot? I also have Squad, MechJeb2 and TriggerTech folders that I have not shown the files within them; ...\Kerbal Space Program\GameData\ ModuleManager.3.0.7.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree ...\EnvironmentalVisualEnhancements button.png EnvironmentalVisualEnhancements.version eveshaders.bundle License.txt ...\EnvironmentalVisualEnhancements\Plugins _BuildManager.dll Atmosphere.dll CelestialShadows.dll CityLights.dll EVEManager.dll PartFX.dll PQSManager.dll ShaderLoader.dll Terrain.dll TextureConfig.dll Utils.dll ...\EnvironmentalVisualEnhancements\Shaders Compiled-CloudShadow.shader Compiled-CloudVolumeParticle.shader Compiled-OceanBack.shader Compiled-PartIVA.shader Compiled-PlanetShadow.shader Compiled-SphereAtmosphere.shader Compiled-SphereCloud.shader Compiled-SphereCloud.shader Compiled-SpherePlanet.shader Compiled-SpherePlanetCityLights.shader Compiled-SpherePlanetLighting.shader Compiled-SphereTerrain.shader Compiled-SphereTerrainCityLights.shader Compiled-SphereTerrainLighting.shader ParsedCombinations-CloudVolumeParticle.shader ...\scatterer scatterer.dll ...\scatterer\config config.cfg planetsList.cfg ...\Scatterer\Planets (with subfolders for Duna through Laythe with files in them too) ...\Scatterer\Sunflares (with subfolder for Sun with files) Sun.cfg ...\StockVisualEnhancements StockVisualEnhancements.version\ ...\SVE_Configs EVE_AtmoSmoother.cfg EVE_Atmospheres.cfg EVE_Eclipse.cfg EVE_OPMAtmospheres.cfg EVE_PQS.cfg OPMClouds.cfg Scatterer_EVEShadows.cfg SVE_CityLights.cfg SVE_Clouds.cfg SVE_JoolRings.cfg ...\SVE_Scatterer planetsList.cfg Scatterer_Settings.cfg ...Planets\ (Folders for Duna through Urlum) the Kervbin folder has atmo.cfg and a Atmo folder with 3 files (inscatter.half, irradiance.half, transmittance.half) ...\StockVisualEnhancements\Textures (with 24 files and 1 partical folder with 4 files)
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