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Krazy1
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Everything posted by Krazy1
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OK thanks for confirming that. I nuked it, redownloaded, played several hours stock+DLC in a new career. Seems OK - no messages on screen but Steam still says there's 2 corrupted files. I'm not going to worry about it. I made a KSP copy with CKAN on a second older SSD. I have thought my main drive was having issues before but never clear so I doubt it will matter. Hope it's not much slower. I'll start putting mods back on but I'll be strict about version compatibility in CKAN. I may just abandon my other career. I switched to moderate difficulty. Transferring fuel with the claw seems silly and the economics is a little more challenging. Plan B...
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Off topic: My saga continues. I pulled out all mods, started a new career, and still got an error in the editor that I don't remember seeing before: I'm looking for a big hammer.
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History: I started debugging my modded install here: Then discussed on the TweakScale thread. I removed all mods, intending to get a good baseline to create a non-Steam managed copy for modding. So I removed all mods with CKAN. Now with zero mods, with DLC, it's still NFG. I started a fresh career game. I made and flew a couple ships without issue. Then 24 minutes into my career, in the editor, I was repositioning a Goo can on a Mk1 pod and got this error in game and in the KSP.log spammed: [ERR 02:40:20.457] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "GooExperiment/model/GooExperiment/Capsule001" [ERR 02:40:20.459] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "GooExperiment/model/GooExperiment/Collider" I've never seen this before. Any ideas? I'm really not trusting anything at this point. Files: KSP log Player log Steam still shows 1 file corrupted after playing, as always. Today (after rebooting) I launched KSP again and could not reproduce the error.
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This one will be interesting. The center tank is 10m dia. https://kerbalx.com/Krazy1/Cupola-Lander-2
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Thanks for all the info @kcs123, @Lisias Wow yeah if mods are actually changing the core files, it's hard to know what's good, bad or ugly. I'm on Win10. I'll have to look into options to make a KSP copy like ReFS. I see CKAN has options to manage instances and make a clone. My 240G drive is 90% full. I'll try to get a stable stock install working. How can anybody play stock anyway. Like career mode without KAC. Insane. I've got some work to do. So what might happen if I load a savegame with craft that use modded parts like TS? Obviously I'm going to make backup copies but I'm curious what sort of Kraken vortex might open up.
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Hi Lisias. I hate to bother you with my problems while you're deep into your TS 2.5 efforts but my KSP is going to hell. I have dozens of corrupted files when I check local files with Steam. I started a help thread here: The log files are in the last post. If you have "nothing else to do"
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Steam found 52 corrupted game files >(
Krazy1 replied to Krazy1's topic in KSP1 Technical Support (PC, modded installs)
Thanks Boyster. I deleted the Steam cache like you suggested. The cloud content is still there but I doubt that's it. Maybe it's the mods... but where to start. I I do have mods that do not state v1.10 compatibility. Even KAC doesn't claim it is. I just checked the local files with Steam again after getting some new null reference exceptions and I had 45 files corrupted. Does anybody actually get 0 file errors? I always get at least 1 bad - pretty sure even with stock too. Here's the game files. I don't know how to see the list of corrupted files Steam found. CKAN mod list KSP log Player log Thanks for looking. -
Steam found 52 corrupted game files >(
Krazy1 replied to Krazy1's topic in KSP1 Technical Support (PC, modded installs)
I already had cloud backup off a few months back. It has 950 MB used/ 0 available. Thanks. -
I've been having various errors that I thought were mod related but now I'm not sure because Steam says I had 52 corrupted files! Steam pic I just got the 2 DLC downloaded through Steam a couple weeks ago and have not run the Steam local file check since then. Before this, I have always seen at least 1 corrupted file after opening/ closing KSP. The most I've seen before is 8. I've run all kinds of disk and memory checks before and found nothing. I'm not having any problems outside KSP. I verified 5 other games and only found 1 bad file. Has anybody else experienced this? Anything I can reasonably do except run the file check constantly?
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Krazy1 replied to DMagic's topic in KSP1 Mod Releases
Nice crew transfer button in Portrait Stats. I briefly tried it on v1.10.1 and it seems to work. Many people wanted that button: Thanks -
Transfer button on Kerbal portraits
Krazy1 replied to Krazy1's topic in KSP1 Suggestions & Development Discussion
https://www.youtube.com/watch?v=GoyOJe7h-_o I tested it on one big ship in 1.10.1. Has the button just like I wanted and much more. Check it out. Portrait Stats on CKAN. -
Thanks for all your work on the new release. About my crash above, I removed all the sexy stuff: AVP, EVE and Scatterer. Just loaded and saw a TS sanity check warning: issue #13. It seems to run OK so far. Don't lose too much sleep on TS man.
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Thanks for the analysis Lisias! I restarted and it's running at least - it didn't bork my savegame or anything. I pulled out Pilot Assistant already and it cleared some errors but not all. Probably as you say, it's not the root cause. I will pull out Scatterer and put Pilot Assistant back in. Removing Scatterer also removes AVP in CKAN. Too bad that's implicated because it looks very nice! I'm holding on to Simple Fuel Switch for now. I didn't see any problems when I started using it long before any visual mods. And I believe it's not even used on any craft that were in physics range, if that matters. I'll update later.
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Hi @zolotiyeruki I just had KSP crash instantly to the desktop - never saw that before. I've been ignoring null reference errors that usually occur when time warp is stopped: Exception handling event onTimeWarpRateChanged in class AsstVesselModule:System.NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour.IsObjectMonoBehaviour(UnityEngine.Object) at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) [0x00012] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at PilotAssistant.FlightModules.PilotAssistant.StartCoroutine (System.Collections.IEnumerator routine) [0x00001] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at PilotAssistant.FlightModules.PilotAssistant.VertModeChanged (PilotAssistant.FlightModules.VertMode newMode, System.Boolean active, System.Boolean setTarget) [0x00049] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at PilotAssistant.FlightModules.PilotAssistant.WarpHandler () [0x00033] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at PilotAssistant.FlightModules.AsstVesselModule.WarpHandler () [0x00001] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at EventVoid.Fire () [0x00127] in <c1858a3f77504bd1aaa946fdccf84670>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour.IsObjectMonoBehaviour(UnityEngine.Object) at UnityEngine.MonoBehaviour.StartCoroutine (System.Collections.IEnumerator routine) [0x00012] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at PilotAssistant.FlightModules.PilotAssistant.StartCoroutine (System.Collections.IEnumerator routine) [0x00001] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at PilotAssistant.FlightModules.PilotAssistant.VertModeChanged (PilotAssistant.FlightModules.VertMode newMode, System.Boolean active, System.Boolean setTarget) [0x00049] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at PilotAssistant.FlightModules.PilotAssistant.WarpHandler () [0x00033] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at PilotAssistant.FlightModules.AsstVesselModule.WarpHandler () [0x00001] in <c2097b1bb69442bd8d59c8bb28227d23>:0 at EventVoid.Fire () [0x00127] in <c1858a3f77504bd1aaa946fdccf84670>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean, Boolean) TimeWarp:setRate(Int32, Boolean, Boolean, Boolean, Boolean) TimeWarp:Update() (Filename: <5aeafee3fea24f37abd1315553f2cfa6> Line: 0) Here's the log. https://www.dropbox.com/s/khl9g7t80bll9te/Player.log?dl=0 I was flying "Kombine" and just entered physics range of "Mun station" when it crashed. I wasn't using Pilot Assistant (in space). Also posted this same thing on TweakScale thread due to obvious warning spam from that.
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Hi @Lisias I just had KSP crash instantly to the desktop - never saw that before. I doubt it's TweakScale but I see warning spam in the player log: [TweakScale] WARNING: TweakScale was externally deactivated on module on part... https://www.dropbox.com/s/khl9g7t80bll9te/Player.log?dl=0 I was flying "Kombine" and just entered physics range of "Mun station". I've been ignoring errors from Pilot Assistant so I'll premove that and post there too.
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Transferring crew in a large ship/ station would be much easier if there was a "transfer" button on the Kerbals' portraits in addition to "view" and "EVA" buttons. Upper left corner of the portrait looks like a good spot. Or put all 3 in a right click menu.
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SRB's won't work?
Krazy1 replied to Steller dude 63's topic in KSP1 Technical Support (PC, modded installs)
Solid Rocket Booster https://en.wikipedia.org/wiki/Space_Shuttle_Solid_Rocket_Booster -
SRB's won't work?
Krazy1 replied to Steller dude 63's topic in KSP1 Technical Support (PC, modded installs)
Not sure what's happening with the SRBs. Obviously check your staging - the editor tends to mess with your staging if you make any design changes. You can change staging in game too - just drag and drop. And it likes to change your crew too. Yeah KSP is not well optimized IMO. It still has a memory management problem and it only uses a fraction the CPU capability. I have had huge ships/ stations > 700 parts that run very slow and they start to get unresponsive. Honestly, there's no such thing a a fast HDD. And 5400 RPM is not fast at all. 7200 was normal for a desktop and 10,000 RPM is actually "fast". SSDs are faster. Heard bad things? I've had several HDDs break but never an SSD (so far). But that will only help your load times, not framerate. The dev's claiming KSP runs on 4 GB is just BS. I had 6 GB and it was so bad after playing an hour. Now I have 12 and it's much better, but it still slows down after playing a few hours, especially with ships >400 parts and career saves with many ships. With 8 GB, I'd try this first: That should help stop the memory from filling up. Another option is to start using TweakScale (or Procedural Parts) to reduce your part count. -
Agree... this is awful. After all these versions where it's working, they managed to break it in V1.10. And didn't fix it in 1.10.1. Tips... in my experience, it seems like a race condition. When the PAW is opened for the first tank, you can take your time. As soon as you open the second PAW, it seems to help if you are ninja fast at starting the transfer. You have under 1 second to click in / out. It seems to provide a statistically significant improvement in the chance of working, but I cannot guarantee it. Obviously, this does not help for many-to-one or one-to-many tank transfers (where you pin many PAWs open). Otherwise I suggest using TAC Fuel Balancer. It does seem to work normally in v1.10. I did not try hovering the mouse over the resource panel yet.
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Kerbal lore foretells of a great battle of the gods. Eve and Moho will engage in the most epic battle of all. Moho's speed will allow him to evade Eve's attacks, but he is no match for her purpleness. The Kerbals, after long being oppressed by the wicked giant, will intervene. The most courageous and stupid of the Kerbals mount a daring mission to steal a huge load of her precious ore as a distraction. As Eve is about to crush the bandits, Moho strikes and ignites Eve's explodium blood. She burns brighter than the sun for a week and the Kerbals rejoice in her anguish. This contract was my first Eve contract and first outside Kerbin SOI. I had no idea when I accepted it about Eve's high gravity and pressure. Full album, showing the development story, with captions: https://imgur.com/a/QRmHdyg Craft posted: https://kerbalx.com/Krazy1/Ragnarock-4-final
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@KlapauciusI didn't notice any flexing like that. Guys I'm pretty busy with now with this "real life" stuff and also diverged building giant Tweakscale rockets. If you feel inclined to try to improve my plane and use it for the challenge, I've got no problem with that. As long as you donate all proceeds to charity.
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I actually found a different approach that didn't need this part for my build. Thanks for the details. I understand not wanting to break the whole Kerbalverse. I appreciate the efforts. I'm just trying to keep TS reasonably honest to physics. Some people say it's OP so they don't allow it in challenges, so I want to avoid giving them ammunition. Looking forward to the 2.5 release. I need to upload some big rockets I made with TS. They run so much better with lower part count than stock. Nice and smooth with 100 parts and a green clock. I'm working on one that's 6 kt and only 2 fuel tanks
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2.4.3.21 bug report: ADTP-2-3 mass scaling is not "reasonable". Most stock fuel tanks have a 1/9 empty/ full mass ratio. Scaling does generally maintain the same mass ratio for every other tank I tried (several, not all). However, ADTP-2-3 is following a squared law for empty mass scaling and should be cubic like the other tanks. I'm using Editor Extension Redux wheel-click popup menu to display the masses. stock "3.75m" ADTP-2-3: 1875 / 16,875 kg...1/9 ratio 2x 7.5m ADTP-2-3: 7,500 / 127,500 kg... 1/17 ratio
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[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Another request - I wish it would load fuel levels saved with the craft. When I load a craft that has reduced fuel, it just overwrites whatever is saved with the craft with whatever the FIU GUI setting happens to be. That's bad because I often optimize the levels for chemical/ LVN SSTO rockets by reducing LF for Kerbin launch. If I simply fill all the tanks for launch, it won't get to orbit because the LVNs don't have enough thrust to haul all the LF at full capacity. -
[1.12.x] Fill It Up - Adjust Fuel Levels in VAB/SPH
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Strange. Sometimes it blocks craft part selection, sometimes not. Happened more than once. Last time, it blocked click though properly for KER and KAC windows but not for FIU. Trying to reproduce. I have been ignoring some errors. It might be happening after a red null reference exception message in VAB- not sure. player.log Win10; KSP 1.10.1.2939 mod list from CKAN, all up to date: