Azic Minar
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
I had, thanks! -
When in doubt, copy/back up files to a different spot on your computer. That said, you can delete that duplicate from one file or the other, just not both. As long as you back up, you are golden (most of the time because the kracken could seek vengeance)
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@Lisias You are two steps from writing code that can stop the death spins by pressing a side bar button
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[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
When reading through the logs of my install, I found that KSP froze trying to create drag cubes on a few parts, which is why I asked in case it was the drag cube for that part you mentioned. This means we have one less possible culprit. I am by no means talking bad about Kopernicus Continued. They are doing the best they can with such a monster of code and I wish that I knew more to help everyone. -
[1.9.1+] OPT Legacy 3.1.2 | Reconfig 3.4 [Apr 20, 2021]
Azic Minar replied to JadeOfMaar's topic in KSP1 Mod Releases
Is it on trying to draw the drag cube? Also, do you have Kopernicus continued? -
I did more tests and Kopernicus runs just fine in the original steam instillation, but not in my slimmed down install. Which the slimmed down is just copy , paste, and unnecessary mods deleted for a faster install. But I can crash KSP with this config: Now the same config (Minus a separate one for Duna since its not getting moved) works just find and I see I need to mess with the meanAnomallyAtEpoch a little to get Ike and Dres to be opposite. Here: Log that cuts off right at the crash https://www.audunis.com/wp-content/uploads/2020/07/KSP7122020.zip
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Yes. Didn't realize that was a firespitter plug in and I pulled that from my testbed mod folder
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Is there a way to force support on an item that has buoyancy? Like inflatable floats. I found out after hard writing the support in that its getting removed. I've not mastered inserting features into parts yet, though working with kopernicus is teaching me that know-how @TranceaddicT @Lisias also, thank both of you
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Ye, I think it qas BDB now that you mention it, but I'm also not home to check that
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That makes sense. I've noticed that with some models, you can't just create a new part file to reference them. They seam to reject it and only the original one works.
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Go going through and removing extra spaces and dots and dashes should help?
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I had the first build of Kopernicus Continued working on .1.10 with GPP GEP OPM Outer Kerbin and a bunch of other planet mods. I can confirm where earlier in the thread its a mater of atmospheric curves needing to be rewritten for them as well as some settings updatings. What I can say is that last night I seriously borked my game to where I had to revalidate files. So I copied my game to a new folder after validating and now nothing in Kop is working. At first I thought it was because I updated moduel manager to 4.1.4, but that seams to not be the case when I reverted back. After a few more trials, I'm at a loss as to why it won't load any Kopernicus related mods after working for so long, so I downloaded the dev branch for 1.10 to try again. Unless the issue is trying to do: Now I haven't tried my original mod that just moves Laythe and minmus around, not Kerbin as well. Though I'm thinking its this. I'll have a KSP log if this doesn't load correctly this time. @R-T-B New test with your newest dev of Kop hangs up on WBI Solar Trusses. Still seeing if I can figure this out before I lob up some files
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In debunking my great game bork, I found out that a lot of parts have unholy characters when tweakscale is looking at them. What are unholy characters so that I can remove them? I also notice that support is removed when parts have buoyancy. I must be missing the right issues to read up on in the github repository. Though the negative mass issue makes me wonder if that can be written into a mod as an in flight activation
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CC is amazing, but yikes, that's something I've not noticed and I love the mod.
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Welcome! Now to just finish working out the bugs in my own mods. Gravity is funky!
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Now I am not as skilled as @Lisias in trouble shooting things, but did you remember to fully delete KNES and Tweakscale folders before copying in the new versions? I have a very similar install without those warnings, and that's the only thing I can think of unless I'm missing something obvious ...
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Do you have KSP Recall installed? Also, what version are you on? KSPR shouldn't be needed on 1.10, but something got borked on 1.8 through 1.9.1. Now That said, if you are on 1.8-1.9x, get KSP Recall if you don't already have it and make sure you have fully updated TS by deleting the old TS folder before you drop the newest version into your gamedata folder. Let us know if that works!
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I'd wager about 1/3 of the time this gets fixed by fully deleting your old Tweakscale folder before copying in the new update. That said, if you do some poking, you can find where your part is getting double patched from and remove the extra patch. Sometimes there is one in the mod folder and in the tweakscale folder! This is why I fully delete old mods before installing the new version. Since I started that, I have not seen TweakRogueDuplicate any more. Remember to back up your saves!
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@HDSpanky As someone who writes new parts based upon old for his own save, I have to agree that you do not want to keep patches or new configs on the folders of other mods. @Lisias has a great recommendation. I offer the counter of having your own folder for your special mods so that you don't accidentally delete them. For that matter, I've written one to move Laythe to where Minmus is and Minmus is now in orbit around Laythye. But my ramblings aside, I reiterate, use either Lisias or my method of where to store your patches. Also, learn how to use correctly. Huge headache savers. Also, adding a % in front of a string that alters a variable will force its change. For your install and save saftey, I implore that you back everything up and copy your install to a new location and run from that location while you use your new configs until you are sure everything is QA'd to the Large Magellanic Cloud and back before you risk your main install. Even then, keep a back up. Post edit:
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[1.8.1 - 1.12.1] Tidally Locked Kerbin [v1.0.3] [3 August 2020]
Azic Minar replied to OhioBob's topic in KSP1 Mod Releases
I should have been clear that I don't disagree with you, that I was merely stating why people are using Kop on 1.10 -
[1.8.1 - 1.12.1] Tidally Locked Kerbin [v1.0.3] [3 August 2020]
Azic Minar replied to OhioBob's topic in KSP1 Mod Releases
@OhioBob The recompile done by the new maintainer doesn't have the version lockout like the original creator did. This one does seam stable in both 1.9.1 and 1.10 so far -
From following this thread and a few others, like @JadeOfMaar and @OhioBob, I've learned a good bit about how KSP works. Enough to understand half of my problems and be dangerous to my own save. Though I still need to ask for help from time to time!
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[1.8.1 - 1.12.1] Tidally Locked Kerbin [v1.0.3] [3 August 2020]
Azic Minar replied to OhioBob's topic in KSP1 Mod Releases
@OhioBob Dude, that rocks. Thanks! -
Thanks, that explained a lot! And thank you for your hard work!
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