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Krazy1

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Everything posted by Krazy1

  1. Yeah, it's a new part so I wouldn't be too surprised if it had some completely new bug.
  2. I've had lots of explosions in EVA construction but never this. Are you on 1.12.2? 1.11 was really bad.
  3. I made a giant klaw ship to push class E asteroids... and I found a whale. 4230 t. This ship has a 7.5m klaw... and it's just so small. #notGilly
  4. Grabbed a golden class C asteroid at the edge of Kerbin SOI. I need to push it to the Mun and it's at 72 deg. inclination.
  5. That works for Katlib.dll. Leave it in KXAPI and remove from CraftManager. When I mentioned renaming the file before I meant the extension, like "name.dll.ignore"
  6. I installed Craft Manger with CKAN and it automatically installs KXAPI mod as a dependency. They're both straight from CKAN. I renamed the KatLib.dll to txt in KXAPI and then TweakScale gave a Houston error at launch. So I undid that and renamed the Katlib.dll under Craft Manager. That didn't give any launch errors. Maybe this is why I had some random Craft Manager problems. I suppose I'm not the only one if I had a normal install.
  7. FYI With the update, I'm seeing this on Craft Manager now...
  8. KerbalX is still running and I believe that's thanks to him. Someone's paying the bill.
  9. Just FYI, I saw some errors in my log. I only looked because I was getting EXC spam on something else (ModuleDockingNode. I believe they're unrelated). This was during rendezvous and docking. KSP log
  10. Yes. Thanks for testing! Atmosphere... transparency... raycast... OK but I'm not sure if I got the idea to you There are 2 issues: Planets showing through the atmosphere (you're thinking about that) Planets show directly though the sun. Like this Github issue #2 does not mention this. I'm not sure if these would need different solutions. I think the sun has an atmosphere...? so same solution maybe?
  11. I like the improved skybox dimming... at least it seems like the planets and brighter stars don't dim as much as the skybox when panning the view. But you were talkin about more improvements. Was it changed already or am I krazy? I had the game hang when trying to recover a ship after splashing down. I didn't see anything obvious in the logs and now I overwrote them-oops. I relaunched and then recovered it normally. I'm only mentioning it in case a trend develops... last thing I did was update this mod version. \o/ For github issue 2, I also showed a pic of Jool showing through the sun. Not sure if you missed that or figured addressing the atmosphere would also fix that.
  12. Welp, after 3 attempts at recovering my 700+ ton SSTO booster I landed it... except the 10 m Mammoth exploded from overheating. Oh well, still recovered 650 k funds.
  13. haha do you know how many times I hovered the mouse all over the sky saying "is that Minmus? nope. Uh... this one? no..." And then I'd hover somewhere random over the ground and see "Eeloo". But personally I'd rather turn off the name-on-mouse-over but have the <ALT>+RMB name toggle still active. Right now the mouse over has to be on for the <ALT>+RMB name toggle to work. This would avoid having names pop up over planets or ships. (I was going to request a click-through blocker, but with independent control of these, I personally wouldn't use the mouse-over.) There's a problem with it too. It's showing the <ALT>+RMB names at 2 places in the sky 180 degrees apart. One place is correct, one place is phantom.
  14. Nice little rover. Some day I will make it to Duna. I don't know how I noticed this but you have 2x Communotron 16-S antennae and those specific ones are not combinable. It's odd but Wiki explains. I finally got my asteroid pushing ship to orbit. The booster is 731 t in orbit with < 1% fuel left to deorbit. I doubt there are enough parachutes on it though... I'll find out the hard way. The ship is 700 t with 8.8 km/s with a 7.5m klaw.
  15. It's wrong while warping and there's another bug in normal time for low, shallow approaches where the suicide burn starts after the impact time. I reported this long ago but here's another screenshot.
  16. Uhhh Houston... we have bubble gum for docking ports... They're 5 m docking ports from SpaceY tweakscaled up to 7.5 m. I'm trying a 10 m SpaceY fairing now. UPDATE: The fairing helped get it to 70 km... but then I deployed it and everything exploded. So I tried it on the launch pad. This led to my very first KSP video! It's ridiculous. Fairing test goes worse than possible Yeah
  17. Found another error message. KSP 1.12.2. I was landed on Minmus, in EVA construction mode and removed a tank and dropped it on the ground. [LOG 15:03:06.537] [FL-T200 Fuel Tank]: landed - waiting for ground contact to resume physics... [ERR 15:03:06.538] Module ModuleSimpleFuelSwitch threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at SimpleFuelSwitch.ModuleSimpleFuelSwitch.OnStart (PartModule+StartState state) [0x0000d] in <83adba40348745b29af7ae28ff479c61>:0 at Part.ModulesOnStart () [0x00120] in <cd473063d3a2482f8d93d388d0c95035>:0 The error shows up in orange text in-game. The tank was empty and was set to default LFO. Doesn't seem to be a functional issue though. I can try to reproduce it if you want.
  18. All tanks? I guess it's a fuel switch. Looks like you have Interstellar Fuel Switch and B9PartSwitch. Not sure - I'm not using those. With Simple Fuel Switch I need to switch fuel type first and then scale it or it gives stock quantity. This may be a clue: [WRN 10:41:57.786] [Part]: PartModule ModuleSwitchableTank at fuelTank, index 6: index exceeds module count as defined in cfg. Looking for ModuleSwitchableTank in other indices... [WRN 10:41:57.786] ...no ModuleSwitchableTank module found on part definition. Skipping... [LOG 10:41:57.787] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.807] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.827] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.846] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.868] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.891] Luna I loaded!
  19. Maybe they're benign, maybe not. If you ignore too many and it does crash it's very hard to troubleshoot. In this case it was logging this exception dozens of times a second. The KSP or player log will fill up to hundreds of MB and it will crash. I've seen it happen with other mods before. @blackrack any idea about the exception spam?
  20. Yes it did. Here's a old request... not critical but nice to fix. I suppose it won't be easy though.
  21. OK. Well, the "Invalid Name!" message is misleading. The cloud layer with that name has simply been loaded already. Suggest changing it to "Loaded" Opaque Eve clouds makes landing much more difficult... New issue: I got exception spam in the Tracking Station when I clicked the EVE icon. I exited quickly so KSP didn't crash, but that's usually what happens when the log gets big enough. [EXC 19:07:14.014] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <9577ac7a62ef43179789031239ba8798>:0) Utils.GUIHelper.DrawObjectSelector[T] (ConfigNode sourceNode, System.Int32& selectedObjIndex, System.String& objString, UnityEngine.Vector2& objListPos, UnityEngine.Rect placementBase, UnityEngine.Rect& placement, ConfigNode+Value filter) (at <6b55104f24e84d7fa591c88360adf8ba>:0) EVEManager.GenericEVEManager`1[T].DrawGUI (UnityEngine.Rect placementBase, UnityEngine.Rect placement) (at <74fbd85e6b8b4fc697081bc975e35fd8>:0) EVEManager.GlobalEVEManager.DrawMainWindow (System.Int32 windowID) (at <74fbd85e6b8b4fc697081bc975e35fd8>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP log
  22. Just figured everyone "should" have the same issue with Eve. It's the stock config and I didn't change anything. KSP log Kerbin good: Eve not good:
  23. You can ignore all of these. Many mods do this and several devs have told me they're just a nuisance message. You should go to the EVE Redux forum - this one is obsolete.
  24. Ok I loaded the stock EVE config with CKAN and now it works... very nice. Except for Eve. It's just a solid purple sphere. No land, clouds, oceans... nothing. I'm having deva vu. I tried this mod a year ago and had the same problem. Nobody fixed this I guess? I'll check old posts. Update: I can't find any old post about this Eve problem. Anybody know how to fix it?
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