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madindehead

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Everything posted by madindehead

  1. I have been digging a bit and I still can't find the exact mod that causes the problem. I think it's going to involve testing by deleting one mod at a time: starting with the UI mods Part packs really shouldn't affect it but they contribute the most to load time. BDB for example takes an age to load but I don't think it's the culprit. I'll try and run through it sometime in the next week... If anyone else is having a similar issue with being unable to select orbits it would be great. The rest of the work works perfectly it's just the orbit selection UI goes totally blank (see image below). I will keep at this. I'm determined to find what the problem is. The ability to test in orbit is really useful! I suppose I could launch it, then HyperEdit into orbit (does that even work in the sim) but it's a massive pain!
  2. Ah that's amazing. I'll be honest with you: I just loaded the BDB Saturn V with the launch pad to take a look at it and have a play. So I didn't even build it myself
  3. One thing I'm noticing, maybe I'm doing something wrong, but when trying to launch with BDB Saturn V MLP rocket, when I trigger the decouple for the first stage (the crane) nothing happens. The crane just ends up being in the way. It's meant to move right?
  4. It should work absolutely fine in 1.7.3. Just because a mod hasn't been updated for a game version doesn't mean that it doesn't work in that version. This is especially true for part packs. This was built for 1.7 I think - as I understand it mods tend to break when Squad changes something major with the base game or how CFG files are formatted. It helps to have a clean install of KSP for testing mods (loads quickly if you only have a few basic mods in there). If it works you can test it with your main game.
  5. This is incredible. Thanks for the hard work it has really paid off! The addition of a new basic launch stand and a static test fire rig is incredible I think the test fire rig made me the most excited. So cool to have that! (Just a note @AlphaMensae the test stand photos don't have the links when you click on them ). Are you saying that the SOCK launch stand is available on GitHub? Or you will be adding it soon in 2.1?
  6. For 2.x it would be great if RemoteTech could use RCS properly for unmanned craft. Although not sure how difficult that is!
  7. I came here looking for just that. Can't seem to find anything sadly ReStock textures for this would make it perfect.
  8. I didn't explain myself very well. If I don't want the reflections on SSTU how would I change that? Is that just disabling the reflections in the TU config options? I love the idea of the SSTU parts: not sure about all the reflections though (maybe it needs to grow on me) but I feel like it looks weird. I found a stock config for TU and it also feels weird right now to have all of those chrome parts
  9. Ace. Thanks for all of that info I will probably get used to the part list icons being different and then end up not noticing it One other thing: If I wanted to remove the TU support from SSTU, is it just a case of deleting the configs? What will that default do texture wise?
  10. I think it's partially mod related. I did some tests with no other mods and it does work in career mode. It's just something that's killing it in career mode - I can try removing some of the contract mods later and test it again.
  11. Fully upgraded to Level 3 There is possibly some interaction via JX2 Antenna's and Outer Planets Mod though. I know OPM increases base station range and I think JX2 can nerf it back down.
  12. I'm putting the quote with the screenshots in a spoiler because it's a big post. In the part list on the left the parts appear dimmed - they don't appear to have the reflections visible in the VAB/SPH like they do without using TexturesUnlimted. I'm running my game in DX9 currently (had read about DX11 issues other than textures which this fixes). Does this issue go away when running in DX11? Or is it just something we need to live with? I know it's a pretty minor thing, it's just taking some readjusting when looking at the parts. I'm finding it a little bit harder to see find what I'm looking for because I'm used to the stock reflections being there. What is it about Textures Unlimited that causes this to happen? Mainly curious on that aspect. I installed TexturesUnlimited so that I could use the James Webb telescope mod but could happily live without it (although I would love to use the mod). I have placed two images inside the spoiler tag which show what the parts list is like in the VAB without and without Textures Unlimited installed in 1.7.3 running on DX9: I'm pretty sure that reflections are enabled properly in game. Only setting I can find is the refresh time one and the one next to it (forgotten the name right now). One final thing to ask: Are there are extra or required config files needed for stock and mods? Or is everything included with the download?
  13. No problem. Will bear it in mind for future. I double checked this morning. Results are as follows. All brand new save games on existing install: Sandbox mode: KRASH allows orbit selection with my installed mods. Science mode: KRASH allows orbit selection with my installed mods. Career mode: KRASH does not allow orbit selection with my installed mods. Is this somehow related to a mod which works alongside contracts which is not enabled/interacting when not in career mode? Might help to track it down.
  14. Log file is posted. Where it says "Error log is here". If that link doesn't work, let me know. Maybe I should just post the link instead of hyperlinking it to keep it neat Update: I did some testing today. Made a new save game, sandbox mode and KRASH orbit selection works with all of my mods installed. I then tested it in a NEW career mode save, orbit selection breaks again.
  15. Still getting issues with this in 1.7.3 when trying to test in an orbit. It's mod related (just don't have a clue which one ). Error log is here. This seems to be a common error: NullReferenceException: Object reference not set to an instance of an object at KRASH.LaunchGUI.drawSelectorWindow (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 504) I know it works fine in 1.7.3 with no mods.
  16. The USI tools still work. Just because it's built against a different version doesn't automatically mean that a mod doesn't work.
  17. The EVA trick seemed to work best for me. Slight annoyance to dock and then EVA someone from the newly docked module but it worked once. I need to test it again to recreate it!
  18. I have insane frame drop when moving parts with the IR Editor Window. I found a little satellite with IR parts and just testing it in the VAB I see a frame drop from 130 FPS to around 6-20 FPS when moving the parts. Something else I wanted to ask: Are there any good videos of people building stuff with IR or any good craft files using IR parts? I can't find a lot out there and it's the one addon I have the least experience with. All the robotics stuff really.
  19. I had this issue earlier with my space station and my crew module. You can select "Allow Unrestricted Crew Transfers" in the CLS options to fix it for now. I need to check that the docking ports are setup correctly to allow CLS crew passable. Make sure the hatch is open and if you EVA someone and pop them back in you can then transfer crew properly without the above setting enabled. Weird bug.
  20. Was there a technical reason why UnBlur was removed? Was it causing problems? Or just too many people missing it? I'm curious as to why it was added and then removed a few versions later.
  21. Just because the game is updated doesn't mean that a mod needs an update to work with the latest version. It might be worth just keeping a totally clean install of the game for mod testing purposes. Let's you check really quickly if a mod works with the latest version.
  22. Thanks for that Any info on the RemoteTech whitelist requirements? I'm using it currently but not sure if I'm missing parts.
  23. Out of interest: When are you going to be reworking the art for the Kerbodyne S4 parts that were adding in Missing History? Just curious. Second thing: Does anyone have a list of the parts for RemoteTech which need to be whitelisted?
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