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Everything posted by BadModder54
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As the title states, Conformal Decals from the mod of the same name will seemingly become invisible at random (decal part is still on vessel) and spam logs with this error: [EXC 12:42:03.188] NullReferenceException UnityEngine.Transform.get_localToWorldMatrix () (at <12e76cd50cc64cf19e759e981cb725af>:0) ConformalDecals.ProjectionTarget.Render (UnityEngine.Material decalMaterial, UnityEngine.MaterialPropertyBlock partMPB, UnityEngine.Camera camera) (at <c7d1a0c9487b4062a317571af44ddafb>:0) ConformalDecals.ModuleConformalDecal.Render (UnityEngine.Camera camera) (at <c7d1a0c9487b4062a317571af44ddafb>:0) UnityEngine.Camera.FireOnPreCull (UnityEngine.Camera cam) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) ---------------------------------------------------------------------------------------------------------- My full log is attached to this post, any help would be appreciated. This is a known, reoccurring issue on the mod's page on the forums and Github and I'd love to help fix it, otherwise I'll likely be replacing the mod entirely in my install so it becomes playable again. Thanks in advance! https://drive.google.com/file/d/1O37_fAJ66gpL0p0MJEmIA6l08dGzChZD/view?usp=sharing
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Did you ever find a fix for this? It still seems to be occurring with this error. - [EXC 18:11:53.827] NullReferenceException UnityEngine.Transform.get_localToWorldMatrix () (at <12e76cd50cc64cf19e759e981cb725af>:0) ConformalDecals.ProjectionTarget.Render (UnityEngine.Material decalMaterial, UnityEngine.MaterialPropertyBlock partMPB, UnityEngine.Camera camera) (at <fab6ac8db09e480099de4af61e268a50>:0) ConformalDecals.ModuleConformalDecal.Render (UnityEngine.Camera camera) (at <fab6ac8db09e480099de4af61e268a50>:0) UnityEngine.Camera.FireOnPreCull (UnityEngine.Camera cam) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
- 409 replies
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- decals
- totm july 2020
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Is there an up-to-date craft file anywhere for Mir? Apologies if I missed it.
- 22,526 replies
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- totm march 2020
- mod
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Has anyone gotten Kcalbeloh Parallax scatters to work with KSRSS? KSRSS requires that you delete some of the Parallax stock config files, but from what I can see, Kcalbeloh Parallax relies on those deleted files to not make... every planet's surface an abyss. Short of renaming every relevant file path, is there a patch to resolve this or has someone fixed it? Also, does the pack have volumetric clouds yet? Thanks!
- 550 replies
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- totm april 2023
- kopernicus
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
The only thing that worked for me if I remember correctly was deleting the Parallax configs for Ceres.- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I am happy to inform that I fixed this problem by simply deleting the lines for the wormholes referring to Jool. Somehow, that fixed everything... despite this planet pack not working on its own (???). I'm guessing one of the many reinstalls fixed KSRSS along the way. Anyway, thank you for accompanying me on this grand journey of the Good, The Bad, and the Bugly.- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I'm taking this install out back and shooting it. Thank you for your help though- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
That's done, planet pack still won't load though. I might just surrender on this one, since there doesn't seem to be an obvious cause. One last log for good measure. I might note that I've got the no volumetrics config added, since I don't have the paid version of EVE Redux. https://www.dropbox.com/scl/fi/0574v4noi3ywg1n2gu6xz/KSP.log?dl=0&rlkey=ru99soaxka4rfrjf9lzfbud11- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
This is from my newest run, having added KSRSS to an otherwise-working install. I can isolate again if needed. Seems to be some kind of error with Kopernicus and a star. KSRSS won't work by itself either. It's VERY likely this is an installation issue, I just don't know how I could have screwed that up. I've used the mod for a long time now, and I put the "KSRSS" folder into GameData like always. Did the file path change with the most recent update? The GitLab installation was always... janky for me from the start, but this is the first time it's just straight-up broken. Thank you again! https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0- 1,942 replies
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- totm mar 2022
- rss
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(and 3 more)
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
Funny. KSRSS isn't working/loading by itself with just the bare minimum dependencies, while the other planet pack does. Both break if installed together... which is funny because I've been playing with those two together for almost a year prior to attempting to update mods. But, oh well. I'll continue tinkering with it.- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I can confirm that KSRSS by itself still broke. I'm stumped. I'll keep looking into it. Thank you though!- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I've gotten the most recent KSRSS release off of Gitlab (updating for Eros specifically), yet the game refuses to load it. I've used KSRSS for years and have never encountered this issue. Logs are below, and any help would be appreciated! https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0- 1,942 replies
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- totm mar 2022
- rss
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
Has anyone else experienced MASSIVE framerate lag around Europa in low orbit? High orbit and landed are perfectly fine. I'm running the latest version of the game with all the visual mods. More info can be provided if this isn't a known issue. Also, the same kind of lag happens when timewarping on Pluto's surface. Thanks!- 1,942 replies
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- totm mar 2022
- rss
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That's a shame. I've already replaced this in my save file, but hopefully someone will adopt the mod and actually maintain it. Thanks for the reply anyway
- 72 replies
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- stockalike
- for all mankind
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I'm still encountering this issue, could anyone provide a potential temporary fix since it's been months since the last update? I would fix it myself, but I don't know code
- 72 replies
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- stockalike
- for all mankind
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Has anyone been able to get Realplume working with the BO-L5 boosters? They have the nice Waterfall effects when firing, but I miss my big tower o' exhaust with my STS launches! The Photon Corp. boosters have both Waterfall and Realplume, but not the BO-L5s. Any help would be appreciated!
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I've encountered a Nullreference error spam in my logs related to this mod's T-400 Truss Connection Mechanism connection ports. It's this repeatedly: NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.CheckDockContact (ModuleDockingNode m1, ModuleDockingNode m2, System.Single minDist, System.Single minFwdDot, System.Single minRollDot) (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FindNodeApproaches () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.<SetupFSM>b__142_1 () (at <4b449f2841f84227adfaad3149c8fdba>:0) KerbalFSM.FixedUpdateFSM () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) It stops immediately after I delete said truss connectors from my vessel, and these ports cannot be targeted and refuse to dock even when lined up perfectly, making my space station currently impossible to construct. I can provide complete logs if needed, thanks!
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I can't wait for a modern game engine to explore the Kerbal solar system for years to come!
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It does, the version on Gitlab does that is. Hope that helps!
- 550 replies
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- totm april 2023
- kopernicus
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You are a massive legend, and I thank you for your service to Kerbalkind!
- 550 replies
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- totm april 2023
- kopernicus
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Hi, just wanted to say that I absolutely LOVE this mod! But if I could make a small recommendation, could you consider adding support for the Final Frontier mod? It would be really cool to have ribbons for Kerbals that were brave enough to walk on exoplanets and such. Thank you!
- 550 replies
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- totm april 2023
- kopernicus
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[1.12.x] [Planet Pack] Minor Planets Expansion
BadModder54 replied to Exo's Lab's topic in KSP1 Mod Releases
Has anyone looked into making Parallax configs for MPE? If not, I may take a crack at it, though I know next to nothing about Parallax's inner workings.- 275 replies
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- totm dec 2021
- planet pack
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Title describes issue. Whenever a part (such as the Mk1 Command Module) that contains the DangIt! resource "Spare Parts" is in the scene, the framerate in the VAB (not in flight, as far as I've observed) drops in linear fashion with the amount of the culprit parts. I checked the Github repository for the mod and it's apparently been an open issue since 2021. Any help on how to fix this would be greatly appreciated, as it could help others enjoy this great mod. The logs from my last session are below, hope this can be resolved! KSP.log: https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0