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OrbitalManeuvers

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Everything posted by OrbitalManeuvers

  1. https://github.com/KSP-RO/Kerbal-Konstructs/wiki Cool - thanks for the info on parallax !
  2. KK+OSSNTR only gives you the ability to have those statics in world - neither of those actually places any. Have a look at KSCExtended for more info. You can also use the KK editor to place them yourself. Also, how is the parallax stuff working for you on JNSQ?
  3. I can see a few: - you're missing ModularFlightIntegrator (kop dep) - you have multiple module managers so it's loading the wrong one. delete all but the latest so you have only one - the folder CapeKanaveral is unfamiliar to me. For KSRSS, you want TruthfulGnome's cape that ends up with a folder called KatnissCapeCanaveral - I don't think the Cape mod is compatible with KSCExtended, but you won't need it if you also get either the modern or the retro pads from Truthful's version
  4. There's a bunch ... AlternateXLR81Textures, MethaloxEngines, MethaloxRL10, RedstoneAlternateTextures ... probably anything that has a texture in it. These all need to start with the path Bluedog_DB_Extras\
  5. I have a couple suggestions for you. First, you need to get rid of everything called MiniAVC in your install. You have more than one copy installed, so you'll either want to use Explorer to find them all, or install ZeroMiniAVC (which seems gratuitous - you can just delete the DLLs) Also, since you crashed right as (or right after) loading volumetric cloud textures, you might want to make sure you've followed those install instructions carefully, and make sure your Eve and Scatter are the right versions.
  6. Nice, I didn't see any other obvious install issues. I don't really know much about the B9 error, but your log is way cleaner. Hopefully someone else can help pin down the specific error. Personally, I'm side-eyeing IFS just because I hear so many people talk about incompatibilities with it, but I don't have an experience with it myself.
  7. I can offer you a little help. So this folder here: Benjee10_MMSEV-master is installed incorrectly. This needs to be deleted, and you need to get the latest copy and install it correctly. The folder name inside GameData should be "Benjee10_MMSEV" (you can't just rename your existing folder - you have the wrong folder contents). Make sure you get the latest release version, then find the GameData folder in the zip file, and it's the contents of that embedded folder that you copy to your KSP GameData folder. Welp, I just look further and you have several folders installed incorrectly. Here's another rule of thumb: no mod folder names will have version numbers in them (true ~99% of the time). So your habtech, your historical suits, IVA_ASET*, Kerbalistic docking -- these are all installed incorrectly, likely for the same reason as above. Most people who see your log are going to say "USE CKAN." I don't use it personally, but installing mods by hand requires a lot of very careful reading and file comparing. But yeah your log is 500MB, and me over here with 100 mods, my log file is usually 15-20MB. Edit: make sure you also replace your copy of ACK (Benjee10_Orion). Even though the folder looks right, the megabytes of "bindpose" errors might be coming from an outdated copy of ACK.
  8. if you've read the warnings inside each of the files, and you know which ones you still want, they can live literally anywhere under GameData. As a suggestion for organization I would recommend creating a folder inside GameData called KSRSSExtras, and placing the ones you want in there.
  9. whoops - posted before reading closely. womp. People with the fin issues - has anyone uploaded a log file?
  10. I had that same error when trying to unzip the 32k moon zip, also from ballisticfox, when using Windows 10 shell. I installed 7zip and that worked.
  11. Yeah that was super general cleanup - I wouldn't really expect it to have changed your initial situation, but that would have been nice If you wanna upload a fresh copy of your ksp.log again, that would be great - since it won't have those issues in it, and should be a little cleaner and hopefully easier to find the real issue!
  12. One thing you could do before LGG shows up, is fix these. None of these folders in GameData are correct. There shouldn't ever be a folder in here with version numbers in the name. You probably need to dig deeper until you find the GameData folder inside these zip files, and then it's the contents there that get copied to your GameData folder. (Don't forget to nuke these folders). Also, I can tell you it takes a LOT of work to get 300 mods to live together with no conflicts. IXS-Warship-for-Blueshift-1.0.7.1 MiningExpansion-1.1.6 Mk2Expansion-1.9.1.4 Mk3Expansion-1.6.1.4
  13. Hi - I'm finding that instantiating either ELA-1 or ELA-2 begins a flood of nullref exceptions that don't stop until the instance is destroyed. Does this not happen for you? If not, it would seem there's a conflict with another of my mods, but given the text of the exceptions, I don't even have a guess. I've also tried this on two different machines, both with version 1.1.1 and 1.2 of the mod - no differences. Do you have any ideas/thoughts? Thanks! Images: Log file: https://drive.google.com/file/d/1R4or0ez1g9V6--_E8y6crwuDMEqwIctd/view?usp=sharing Just for convenience, here's the initial exceptions:
  14. Ohh, whoops then I've misunderstood what Extras\AtlasSurfaceAttach\AtlasSurfaceAttach.cfg does ... likely because I've never used it. Changing attachRules values seemed plausible.
  15. I've just sync'd with Github this morning, and as with the first time I tried these configs, everything is still underground/underwater. Here's some pictures and a link to my log file. I'll add some notes below, too ... This is Kourou, and the Kourou group loaded into the editor. The group center is well underwater at 0 altitude. Here's Vandenburg. All sites have the same issue for me. And here's Vandenburg group in the editor, and raised up a bunch: Any idea what might be happening on my system? My log file is here. This is a pretty minimal install, just solar system, some visual, some QoL. I should also mention that a) I do not have KSCSwitcher installed. b) The space center is positioned correctly at the Cape. https://drive.google.com/drive/folders/1QCUK4V1FaOYMtC_bvQqEvPOcwMUjs8Il?usp=sharing Just raising the altitude of the groups doesn't really fix things, though - the decals are still not right - but I thought I'd start here with these images and see if you had any ideas. I noticed your github has a note about things being underwater - but you have screenshots, so I was hoping that was maybe fixed. Thanks for working on this!
  16. This is literally 500 mods. Nothing will work with 500 mods. You also have things like AtmosphericBeats, which is for KSRSS, but no KSRSS. Imho, your best bet is to start over. This is what I do: the solar system first + visuals, and test. Then add other things that are more systemic, like life support, resources, test more. Then QoL mods like KER, etc. Then finally parts mods verrrry slowly, like 1 or two at a time - since this is where conflicts will really start showing up. Also with about 100 carefully picked mods (TONS of part mods), and playing for an hour, my ksp.log file is about 12-15MB. 20+MB would signal to me that something is really wrong. Yours is 277MB.
  17. Using EngineIgnitor for a few months ruined me forever - I can't un-know that the sustainer has a single ignition, making PVG a must. Now I'm stuck and still use PVG even when I don't have engineIgnitor installed. *accepts nerd award* I've also noticed on my system that leaving the skirt on for too long compounds the shallow ascent issue, but getting rid of it a little earlier adjusts the angle upwards around the same time as that 2nd pitch phase. I'm not sure why Jso picked 4g, and I can't recall if Zorg has said anything about it, but for me 4g is a little too late with PVG. I think I'm about 30 seconds earlier with 3.7g.
  18. Here's what works for me. Engines are -5 variants. Booster skirt auto @ 3.7g, PVG 120k Pe, no Q limiting. launching from the Cape so 28deg. For me the booster skirt separates at about 35k, surface vel ~1190km/s. The tower goes shortly after skirt sep, ~ 40km. At that point my TTA is about 1:30. Highest Ap shown is about 126km. I hit 120x120km in appx 4:22, with appx 432m/s remaining. I would definitely try 120km or 130km and see if that improves things for you. PVG is very sensitive to certain parameters with certain builds, and I think 80km is too low for it to perform well.
  19. Shockingly, I think I can help here. I believe it works like this: Standard Abort action will execute Abort1A if below 3000m altitude, otherwise it'll execute Abort1B. 1A activates both the escape and pitch engines, and 1B activates only the escape engine.
  20. Familiar with this mod, but didn't know they're replacing decoupler sounds. Interesting. It is, however, a bit overkill for what I want. I'm not too interested in a complete revamp of the soundscape, more just replacing/reducing the ridiculously loud launch clamps. In the clip I've linked below, right at :07 seconds, there are 5 F1 engines at full power about to lift the entire Saturn V stack off the pad. There is no hardware on the pad that could even remotely compete with the amount of acoustic energy produced by the engines ... yet the ker-chunk is pretty much just as loud as all 5 engines. Sadness. When I get time I'll take a look at RSE and see if I can maybe borrow something from there. Thanks for the recommendation!
  21. For me, existing craft built before this mod was installed require both enabling staging, and disabling the now-staged RCS thrusters by hand. But for new craft, for me, the RCS thrusters attach disabled in the first place, with staging enabled.
  22. i don't think this will fix your B9 errors but the folder StarstroSpaceSystems-main is not correct. You want its child folder StarstroSpaceSystems in GameData.
  23. pardon the intrusion, but this is almost certainly the correct diagnosis. you have almost every parts mod made in the last 10 years, you have multiple planet packs, multiple recolors, etc. Every one of these has a pretty significant memory footprint. The solution I use (since I need to try every part created by modders) is multiple installs. I group parts mods together into themes. So I have a basic install with all my QoL mods, the solar system as I want it, the visual mods I want, and I start with that as a base, copy it, and then add part mods in sort of a themed grouping. That's just how I do it. Anyway, I've used this mod before and the chutes do work - but I wasn't taxing my system anywhere near how you are. Just a thought from a random user. Good luck!
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