JoE Smash
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KSP2 Release Notes
Posts posted by JoE Smash
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3 minutes ago, Ger_space said:
There are ways to do that, but it's not allowed under the license he (Alpha Ash) used.
Art assets are often under AAR ( all rights reserved) license, because it's too easy to use them elsewhere.
My skills in 3d modeling are pretty basic only and I don't have the patience for it to create good looking assets.
Oh I see...well that sucks too then....
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2 hours ago, Ger_space said:
The problem is: I never made these bases, I only got the permission to distribute them when I took over kerbal konstructs.
I don't have the original 3d assets and now some statics need to be repaired, what I cannot do.
Oh....well that sucks.
I still don't understand how modding works and why all this stuff is one way like this....
With all our technology we still haven't invented a program to somehow reverse engineer these things....
I didn't realize this wasn't originally your mod, it makes sense though.....pretty much every mod is being continued at this point is because the modder who made it quit playing....
It's unfortunate that so many who quit didn't make the original assets available before quitting. That in itself seems like a jerk maneuver....
This seems to happen quite a lot though. Even so like I said, you would think at some point someone would invent a way to reverse the whole process from whatever is available....so that starting over from scratch wasn't the only real choice....
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For me lately the ocean has been pitch black at night outside the KSC.
I know scatterer is the mod causing this.
Galileo claims it is intended, but I don't recall this being the case before 1.4.5.
I think scatterer is in need of an update...
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What do you do to do what?
Orbit the Mun? Go back to Kerbin?
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Chemicals are used with the MKS mod which is an Umbra Space Industries mod....
That mod should come with "Kontainers."
If you want non-USI containers to hold weird things like "Chemicals" then I would uninstall Interstellar Fuel Switch and Core....then go in and manually delete them if you used CKAN....because they still might be in there....lol.
Then install configurable containers....not just the core.
Then go back and install interstellar fuel switch core if you needed that as a dependancy for another mod....
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17 hours ago, Ger_space said:
Use Kerbin-side remastered for quality launchsites
This mod will only provide the tools ( for compatibility and license reasons)
There is no technical limit that restricts this mod to Kerbin, but until recently there was no way to build something on other planets in a non cheating way.
Even then the launch should a rocket built on duna cost the same like one build on Kerbin?
I thought kerbin side remastered was done by someone else.... and it only has a few bases....
I prefer yours due to the number of pre-made bases on Kerbin....
I like your secret bases, like the Area 51 base too....
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I would love any quality launch sites added to the mod in general....
To be honest I'm not very good at using this mod, lol....but I do use this and Kerbin Side for the extra launch sites....
You can technically put them on the other planets too right? Or am I wrong about that?
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All your mods look like the correct version, so I don't know why you are getting a mono error....
I have a thread about frequent crashing here too. I solved it by copying xinput1_3.dll from my Windows/system32 folder to the KerbalSpaceProgram/KSP_x64_data/plugins folder. And renaming/deleting/moving the xinput1_3.dll already in there.
You can see if that helps if you are still crashing after switching to running KSP_x64.exe....
I couldn't tell from reading if you solved this or not....I'm confused by the posts in this thread....lol.
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What happeneds if you increase the spring strength and the dampers?
The gear is definitely buggy and shouldn't be bouncing like that. I didn't know if you could minimize it though by messing with the spring and damper settings.
I would say that's a lot of weight for the fixed gear. Those are for small aircraft....like a Cessna. Like one MK1 fuelselage section....not three, or three the Mark 0 ones not three of the Mark 1 ones....
With a craft that size you should be using the light retractable landing gear or bigger....
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If you mean there is like a stutter or pause every so many seconds I have found turning "highlight FX" off in the game settings makes that go away for some reason....
If you mean the game is super slow in general I have found putting your NVIDIA graphics settings to default has fixed that, at least for me....
Lastly I just read something about AVAST making the game load slow. I didn't even realize I had AVAST on my computer. I don't even remember installing it. Sometimes it comes bundled with other software. Unfortunately it doesn't seem to have an uninstall program included with it. When I Googled it there is an uninstaller specifically to remove it that you can download, but you have to run the uninstaller in safe mode....which I just did today, lol.
Sometimes Antivirus software in general can make games run slower. Especially if they happen to run constantly in the background. Sometimes you have to remove said programs if they are causing issues....
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2 hours ago, Karatorian said:
Thanks for the feedback. I generally only buy games with explicit Linux support, since that's the best indicator that the devs might actually care about Linux.
Sad that that isn't the case here.
Oh it's the same with the windows controls too...
I use the windows version of that mod to use a controller as well....
I believe either in this tech support or the modded one someone was having issues with a controller on the windows version. I linked the same mod for him...
I also have a thread going myself in modded technical support, because I recently discovered my crashing was due to the xinput1_3.dll installed with the 64bit version of the game in KSP_X64_DATA/plugins is the 32bit version of xinput1_3.dll....not the 64bit version
Copying the 64bit version of xinput1_3.dll from my Windows/System32 folder to the plugins folder I listed above and deleting the 32bit xinput1_3.dll already in there solved my constant crashing...
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I have a 980M and my game slows dramatically if I mess with certain settings in the Nvidia control panel.
I don't know exactly which setting causes it, because there are like 20 or so things you can change in the Nvidia control panel. Since it takes like 15-20 minutes for my game to start, I'm not about to change one setting at a time to determine which one basically wrecks the FPS....but it's one of them.
I suggest you switch all the settings back to default if you think you might of tweaked something. Default for me made everything go back to normal for FPS.
Also if you set up special settings just for KSP with the program settings tab in the nvidia control panel, set that back to default too....
I suggest you only tweak the game's graphics with the in game settings. Trying to improve upon the game's graphics by using the NVIDIA control panel to override the graphics settings seems to wreck the FPS.
At least for me it did....
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1 hour ago, linuxgurugamer said:
Nope. Those are all Realchute exceptions, I suggest you go to that thead for help
I did.
Should I tell him about not being able to save a preset with the ballutes?
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Thank God for @JadeOfMaar!
I knew those pics of these parts looked familiar....
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Oh I figured out that the MSP3000 is, it's that Material Science bin that looks like a Radial Mystery Goo container.....it uses the same model as a cubicoctostrut I guess....
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https://www.dropbox.com/s/c1cquugsxp37h7f/Realchuteexceptions.rar?dl=0
Hey @stupid_chris,
I had a huge swath of exceptions in my KSP log and Output log towards the end in reference to Real Chutes....
I don't understand anything in logs or what to do about it, so I'm passing it on to you.....because it said something about your mod, lol....
It goes on and on like this for quite some time. I wasn't using a cubicoctostrut on my vessel, so I don't know what THAT means. I was using several Real Chute radial chutes and the Ducky Inline Ballute by Linuxgurugamer.....so I told him too...
Spoiler(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MSP3000/model/Squad/Parts/Structural/strutCubicOcto/model(Clone)/cubestrut"
(Filename: Line: 0)BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MSP3000/model/Squad/Parts/Structural/strutCubicOcto/model(Clone)/cubestrut"
(Filename: Line: 0)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object
at RealChute.ProceduralChute.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)Oh I figured out that the MSP3000 is, it's that Material Science bin that looks like a Radial Mystery Goo container.....it uses the same model as a cubicoctostrut I guess....
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Hey @linuxgurugamer,
I noticed I have a huge swath of this in my KSP log in reference to Real Chutes. Of course I have no idea what it means.
I do know you can't save a preset settings file in Real Chute for Inline Ballutes and I had the Ducky one on this vessel.
I wasn't even using a cubicoctostrut on this vessel this exception was repeated hundreds and hundreds of times.....
https://www.dropbox.com/s/c1cquugsxp37h7f/Realchuteexceptions.rar?dl=0
The exceptions are towards the bottom in both files....any idea what is going on?
Spoiler[EXC 23:32:59.760] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[WRN 23:32:59.774] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MSP3000/model/Squad/Parts/Structural/strutCubicOcto/model(Clone)/cubestrut"
[WRN 23:32:59.774] BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MSP3000/model/Squad/Parts/Structural/strutCubicOcto/model(Clone)/cubestrut"
[EXC 23:32:59.777] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.792] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.809] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.826] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.843] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.858] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.875] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.891] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.908] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.925] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.940] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.958] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.975] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:32:59.991] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:33:00.009] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:33:00.024] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:33:00.040] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:33:00.058] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:33:00.075] NullReferenceException: Object reference not set to an instance of an object
RealChute.ProceduralChute.Update ()
[EXC 23:33:00.092] NullReferenceException: Object reference not set to an instance of an object -
12 hours ago, Lisias said:
Obligatory image reference :
But yet it's a viable solution. Install the mod, save the ship, uninstall the mod.
Basically. ...
Or just limit yourself and have the ship stuck in the terrain for all time....
Vessel mover would be much simpler to use to move the ship. Watch the video in the thread.
Hyperedit can be as complicated as editing the save file, if you don't know what coordinates to put in.
With vessel mover you can't move the vessel to space or to a different planet, but you don't need coordinates to move something...
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5 hours ago, Mad Rocket Scientist said:
IIRC, everything Cupcake makes is stock. It looks like Texture Replacer Replaced was used to remove the EVA suit helmets. But the zodiac is made out of either a wing panel or a rovemate, with radial ore containers as the inflatable walls, two ant engines for exhaust effects, and some other rocket engine for propulsion. infinite fuel is almost certainly used.
Oh...I see.....
Well it was cool looking...
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What mods do you need/how do you build that black Zodiac raft thingie, with the atmospheric analyzer for a motor?
I don't understand how it goes....
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Clicked on several links....they all go to pages that no longer exist....
Can the OP be cleaned up?
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29 minutes ago, linuxgurugamer said:
Was this a new game, or an existing one?
New game...
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44 minutes ago, linuxgurugamer said:
This is very strange. Have you changed anything recently (modwise)?
The error is happening because the government isn't set, but it obviously was because you've been playing the game.
So, two things:
- First, try restarting and see if that fixes it
- If it doesn't, then please send me the save file
Lol, we posted at the same time...
It magically fixed itself after I reinstalled the mod and restarted the game.
When I loaded the game this time it let me pick a government....
So it's all good...
I read a description of a mod somewhere that said something like you have to start the game twice for the mod to function properly....I couldn't remember if this was the mod that said to do that or not.
If it doesn't say that for this mod, maybe you should put that as a troubleshooting step...lol.
I'm not even surprised when stuff like this happens with this game anymore...it's just how it is....
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And reinstalling it magically fixed everything....interesting....
kopernicus conflict
in KSP1 Technical Support (PC, modded installs)
Posted
I would go to the thread for that mod and report that there....