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JoE Smash

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Everything posted by JoE Smash

  1. It said this towards the end of my KSP log, when I opened the State Funding menu with the button, and clicked on the sub-tabs....
  2. I'm using Kopernicus now, but not for Solar System changing reasons...it is for some Visual Mod.... I'm using JadeofMaarr's Sunflare mod now though....not sure if that "renamed the sun" or something....I'm using the UrsaMinor Flare or something.... https://www.dropbox.com/s/fgdzmaxiw5mxy03/StatefundingProblem.rar?dl=0
  3. Hey @linuxgurugamer, My State Funding broke.... The button is there, and when I click on it the Sub-tabs are all there for each performance section that you get rated on....but everything is blank.... When I started a new game, it didn't ask me to pick a group to belong to.... I thought maybe you got rid of the choices, but I realize now something is wrong.... I'm going to try deleting and reinstalling it.... I suppose you want logs....
  4. You can use -force-opengl or -force-glcore for the correct effect. You were missing a hyphen. Doing this can chop off the top half of the top row of the parts in the VAB/SPH. It can make the part images not load at all if you -force-d3d11, unless you download some fix for it....I forget where the fix is located off the top of my head.
  5. There is a fix for using DX11....there is a file you can download to fix it somewhere but the top half of the first row is still cut off with the fix. Using -force-glcore or -force-opengl will usually have a similar effect to forcing directx 11, but doesn't require you to find the fix I spoke of...
  6. This mod might help, and it's easier than trying to edit your save.... https://forum.kerbalspaceprogram.com/index.php?/topic/144421-14x-vesselmover-continued-v173-may-14-2018-crew-selection/
  7. I have a fix involving xinput1_3.dll.... It's in the modded technical support but it may help you based on your error log alone... In the event it DOES solve your problem please reply in my thread about it... I'm looking for feedback about the fix actually helping people other than me...
  8. There's a mod that might help... https://forum.kerbalspaceprogram.com/index.php?/topic/175359-14-afbw-revived-joystick-controller-mod/
  9. There's a mod that might help... Make sure you download the Linux version of the mod and follow the installation instructions in the original post....
  10. Yeah I have a ton of xinput files... Xinput1_1.dll, xinput1_2.dll, xinput1_3.dll, xinput1_4.dll, xinput1_5.dll and the xinput9_whatever.dll you mentioned.... I actually updated my solution to moving the file from Windows to the appropriate KSP Plugins folder. Obviously your version of the game is still looking for it, but it isn't present so it is defaulting to a totally different version of xinput. I wonder what would occur if you copied the version you DO have to KSP_x64_Data/plugins and renamed the xinput1_3.dll there to some other name....what your log would then say instead.... If that broke the game you could always revert the change. I'm just curious at this point....as a scientist.... KSP is looking for xinput1_3.dll by default because that is what the developers included with the installation of the game. The problem is they included a 32bit file in a 64bit installation folder....with several other dlls that are all 64bit
  11. @martyns1234, how did you solve the crashing? By messing with xinput1_3.dll?
  12. Well we need more information to help...like what Operating system are you using? Windows? Linux? MacOS? 64bit or 32bit? What version number of the game are you running and are you running the game in 32bit or 64bit? How much RAM? What graphics card? Running the game with directx 9 which is the default, or are you forcing directx 11 or OpenGL with short cut parameters? Some logs would be useful like the KSP log and the Output log and the error log. You need to zip those and upload them to Dropbox or something like dropbox and share the link to it here....
  13. Well the game is up to 1.4.5 now and Kopernicus works with 1.4.5....so upgrade more then if you don't know how to roll back. Then update Kopernicus to 1.4.5-4
  14. Well you are not listing "the stuff you use." If the ship in question was using a nuclear engine and you added mods by Nertea like Kerbal Atomics, Nertea totally changes the fuels used by some engines. The totally different fuels that are added have different volumes and ISPs for the engines.... That's actually why I don't use Kerbal Atomics.... Included with that mod is a Liquid Fuel cfg file somewhere which you can relocate to the "patches" folder for that mod so the engines only use liquid fuel like stock nuclear engines instead of using Liquid Hydrogen or whatever they are switched to....(I forget specifically what exact fuel everything gets switched to by default). I would go to the thread for that mod for specifics.... I prefer the Lightbulb Atomic engine included in Recycled Parts:
  15. I don't use rigid attachments, but I do use auto struts....but I have never seen this before. Are you using other "strut" mods on top of using autostruts in game? I ask because you are also trying to attach EVA struts too? I'm wondering if you are "overdoing" it. Autostruts are usually more than sufficient to keep a ship together.... You are not also using Kerbal Joint Reinforcement and/or Quantum struts on top of auto struts in game are you? I believe those strut mods were developed before in game autostruts were included. I'm not sure they are necessary if you are already autostrutting in the game. Also try autostruts WITHOUT also using rigid attachments.... Rigid attachments can make the joint between two parts brittle and more prone to breakage.... Again I would try JUST auto strutting....to like the grandparent part for general ship stability...
  16. The antenna you are using looks like a dish but it is not a relay antenna. It is a direct antenna....the strongest stock direct antenna in the game. They probably made it look like a dish relay antenna because it is so strong. Unfortunately it is still just a direct antenna....so it can't relay through other antennas....
  17. I did research about what this file is actually for, because when I first discovered the issue I had no idea what was going on at all. It is a file that is involved in controller support for Xbox game pad controllers, which are now supported for many PC games.... I often use an Xbox or PS4 controller through Steam to play games with....including flying a plane in KSP. For KSP there is an "advanced fly by wire" mod currently being kept alive by Linuxgurugamer: I am not sure why you don't have the file in question already on your computer.... I do know that I play A LOT of PC games and I often use a gamepad, so I probably ended up with the file on my computer as the result of an older Steam game requiring me to install an old Directx 9 redistributable.....which probably installed many old directx files that I was missing for backwards compatibility with old games....or something along those lines.... I know newer versions of Windows now updates DirectX through the Windows Update feature. Windows hasn't released a distributable copy of DirectX in like a decade. The most recent copy of DirectX that is free to download and install is one from June of 2010 I believe. If you Google that you will probably find it....I did....
  18. I'm not a leak expert. I was just watching my RAM in the task manager slowly fill up over time while using EVE (and only EVE....no other mods) for clouds with directx11 and it not happening with OpenGL. It slowly filled up even with the game "paused" with the ESC menu open. For visual mods that use EVE for clouds (which appears to be all of them) the more complex the cloud layer configs, the faster the RAM gets eaten while in directx11 mode. So basically if you want a visual mod with clouds and you don't want to excessively leak RAM, I recommend openGL.
  19. @JPGSP, did you come to this thread because you play KSP in 64bit mode and you are having regular crashes? If so, what solved it for me was copying a copy of xinput1_3.dll from my Windows/system32 folder to the KerbalSpaceProgram/KSP_x64_Data/Plugins folder and deleting or renaming or relocating the copy of xinput1_3.dll that was already in that folder.....because it is a 32bit copy of the dll. The one you are borrowing from your Windows folder is 64bit and the propper dll if you are playing the 64bit version of the game by using the KSP_x64.exe to launch KSP into 64bit mode.... The regular installation of the game seems to install itself with the wrong version of that file for the 64bit version of the game....
  20. Hey man, long time no talkie. Well that makes sense (the part above about memory addresses). Yeah I think I probably meant terrain scatter. That's what controls the amount of trees or whatever appears on the ground in each biome.... I never came back to the thread after that lol. I believe I pinpointed the leak to using EVE with forcing dx11. I don't have it with EVE when using openGL though.... The problem now is different modders only supporting DirectX or OpenGL with their mods all willie nilly. Galileo is aware of DirectX causing weird lines and issues with his mods and he refuses to fix it. He says he won't support DirectX with his mods unless the game in general moves to only support DirectX 11. I made Waz aware of the EVE leak and that so far has resulted in a blurb about it in his OP for EVE. Don't know if he's going to fix it or anything. The BDArmory mod, which I don't use because I don't play this to shoot at kerbal ships with guns, has a problem with OpenGL. JLRepo who is a modder AND a dev says to use DX11 with his telescope mods....Tarsier Space Technologies or whatever. I do use that one, so I guess I don't get to have cool reflective mirrors on the James Webb because I ALSO would like clouds in my game and Galileo will only support openGL thus far.... I guess until everyone can get on the same page and support both types of graphics even if doing that is more work, then you have to pick and choose what you can have in your game....
  21. I've looked at the water settings via the scatterer menu by hitting alt-F11 but unfortunately I have no idea which value changes the water color.....or what to change it to... Why would you change real reflections off if I want the moon and stars to reflect light onto the water?
  22. That won't fix the water....that makes everything brighter. You can do that in the settings now... I just want the water to be dark blue at night like it is stock....
  23. Downloaded Thanks for adding more antennas to the base game.....even if you borrowed them from Evil RemoteTech!
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