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Everything posted by Mark L
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[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Good job, hope it gets a fix. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Mark L replied to nightingale's topic in KSP1 Mod Releases
I'm getting the following error message when I load my save file and advises to post here for further information. I just click OK or Ignore and it seems to load without problems. Does anyone know what might be causing it? Exception occured while loading contract parameter 'HasBiologicalSample' in contract 'RP0.SoundingRocketAdvancedBio': System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: 'BioCapsule' is not a valid Part. at ContractConfigurator.ConfigNodeUtil.ParsePartValue (System.String partName) [0x00025] in <8d9727f1c7ce40b294e3f01494caf8da>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[T] (System.String key, System.String stringValue, System.Boolean allowExpression) [0x000f9] in <8d9727f1c7ce40b294e3f01494caf8da>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Boolean allowExpression) [0x001f0] in <8d9727f1c7ce40b294e3f01494caf8da>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, T defaultValue) [0x00012] in <8d9727f1c7ce40b294e3f01494caf8da>:0 at ContractConfigurator.Parameters.PartValidation.OnParameterLoad (ConfigNode node) [0x00079] in <8d9727f1c7ce40b294e3f01494caf8da>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (ConfigNode node) [0x000be] in <8d9727f1c7ce40b294e3f01494caf8da>:0- 5,206 replies
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I'm playing with RO-RP1 (all latest versions), latest version of KSP, and a stack of other mods. I removed the old version 1.8.1.15 of KK and CustomPreLaunchChecks I had mistakingly installed. After removing them and restarting my game, my funds per day has gone from a fairly high positive value (+319 per day) to a negative value (-1085 per day), basically breaking my game if I remove it. Re-installing (the old) KK and CustomPreLaunchChecks restores my game to normal use. Installing the newest version of KK 1.8.6 doesn't solve it, I still have negative funds per day, I have to re-install the old version to continue with +funds/day If I start a new game without KK, and load my current save file into there, it still shows negative fund values, so something in my save file caused by the old KK must be breaking it. I haven't even used KK yet to build anything but I'm stuck with it! Does anyone know what's going on, or how I remove it without losing my game save, please? Log file after loading my save into a newly created career https://www.dropbox.com/scl/fi/ob0wylrpiauiz1j4plwv9/Player.zip?rlkey=5we1loajq5rxkmsex3xjqo2ga&dl=0
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Mark L replied to Ger_space's topic in KSP1 Mod Releases
Edit: Ignore this post, just saw there's a newer version and thread for it. I'm playing with RO-RP1, latest version of KSP, and a stack of other mods. I removed KK and CustomPreLaunchChecks to try and pin down a random crash I'm having. After removing them and restarting my game, my funds per day has gone from a fairly high positive value (+319 per day) to a negative value (-1085 per day), basically breaking my game. Re-installing KK and CustomPreLaunchChecks restores my game to normal. If I start a new game without KK, and load my current save file into there, it still shows negative fund values, so something in my save file caused by KK is breaking it. I haven't even used KK yet to build anything but I'm stuck with it! Does anyone know what's going on or how I remove it without losing my game save, please? -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
That toggle doesn't seem to do anything, NaviG also reported the same thing a few posts back. -
RP-1 Realistic Progression One for KSP 1.12.3
Mark L replied to pap1723's topic in KSP1 Mod Releases
Well I thought it was the culprit, I'm not so sure now because my shortcuts are still sometimes gone, it just doesn't happen as much without Time Control. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah and like you, I can't disable SR in the options either, it still calculates in the VAB, so the only solution is to remove SR or Real Chute. -
[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] 4kSP Expanded
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Is there a 0.2.1.7 update for this? Every time I launch KSP, AVC tells me there's an update but takes me to the github page for v0.2.1.6. It started doing that 2 or 3 days ago. Thanks. -
These are excellent for getting started in RP1, it can be confusing at first. I'm just watching the first ones now. Thanks for making these videos.
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RP-1 Realistic Progression One for KSP 1.12.3
Mark L replied to pap1723's topic in KSP1 Mod Releases
Found the culprit, it seems to be a conflict between Time Control https://github.com/ntwest/TimeControl/ and RP0. Remove either and the issue is gone. -
RP-1 Realistic Progression One for KSP 1.12.3
Mark L replied to pap1723's topic in KSP1 Mod Releases
I'm having a problem where every time I go into the VAB my keyboard shortcuts are removed and I have to use EditorExtensionsRedux to reset them. As soon as I leave and re-enter the VAB, the same thing has happened again. As soon as I remove RP0 the problem has gone. Anyone have any ideas, it's driving me nuts? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mark L replied to stupid_chris's topic in KSP1 Mod Releases
Hi, I have a problem when Stage Recovery and Real Chutes are both installed together, causing lag/stuttering in the VAB. I've tested both in a stock install with the bare minimum mods installed, and there is no lag with either or both removed. The lag seems to be caused by something in RC, as shown by these messages from my log file. These messages repeat continuously and the log becomes huge. Any clue what might be going on please? Log file is here: https://www.dropbox.com/s/px7pnotsz1jnr1o/With Stage Recovery.log?dl=0 [RealChute]: Could not find the transform "canopy" in the library (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [RealChute]: Could not find the transform "canopy" in the library (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [RealChute]: Could not find the transform "canopy" in the library (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [RealChute]: Could not find the transform "canopy" in the library (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I also made a post about it on the Stage Recovery thread here: -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah, the other problem is though, that whenever I detach a part, such as, say a tank, and then re-attach it, it will lag like hell while the whole vessel is updating. So editing a ship becomes tedious and unplayable really. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
I tried it out once a couple of years ago in my stock career game and just decided I could do without, was trying to keep part mods to a minimum in stock. I'm just starting an RO/RSS career now and going all out on part mods haha. I only really need Real Chutes for scaling to smaller vessels anyway. I would use Tweakscale instead but it doesn't scale chutes -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Thanks for looking at it, much appreciated. I did notice those messages when I opened the console in-game. I might make a post on the RC thread to see what's going on there, I'll just have to make do without RC for now. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Yeah I tested it with a stock install to make sure it was nothing else. Only mods installed are Stage Recovery, FMRS, Recovery Controller, Real Chute, plus dependencies Click Through Blocker, ToolbarControl, SpaceTuxLibrary, and ModuleManager. Remove either SR or RealChute and the problem is gone. I've removed RC for now because it's not as important to me, but I would like to have both if possible. -
[1.12.x] StageRecovery - Recover Funds+ from Dropped Stages
Mark L replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, I have a problem that has also been mentioned in this thread. It's when Stage Recovery and Real Chutes are both installed together, causing lag/stuttering in the VAB. I've tested both in a stock install with the bare minimum mods installed, and there is no lag with either or both removed. Now I know that doesn't rule out Real Chutes as the culprit, but it's no longer being developed as far as I can see, so I wondered if linuxgurugamer could kindly look at the log file please to see what's going on? To test, I loaded a basic craft with both mods installed, switched to 8x symmetry, picked a stock radial chute, then right click to rotate the camera. I repeated this with a Real Chute radial chute. Only the Real Chute produces the lag. It also happens with the nose mounted type if you try to place a few at once. Then I performed the same test with Stage Recovery removed, no lag at all, either with the stock chute or the real chute. Loading speed of a more complex craft file, especially with lots of chutes (Stock or Real) is also severely impacted. Turning off Stage Recovery in settings seems to have no effect, it has to be completely removed from GameData. Increasing the auto calculation speed to 10 seconds just delays the time for the lag to start, but then seems to be worse when it actually starts. Logs and videos below. Log with SR: https://www.dropbox.com/s/px7pnotsz1jnr1o/With Stage Recovery.log?dl=0 Log without SR: https://www.dropbox.com/s/2rmetonpelnhlxk/No Stage Recovery.log?dl=0 Video - Lag in VAB with SR: https://www.dropbox.com/s/urv83ecg0fj3x95/VAB Lag With Stage Recovery.mkv?dl=0 Video - No Lag in VAB without SR: https://www.dropbox.com/s/onl3luzpm69alxj/VAB - No Stage Recovery.mkv?dl=0 Craft File Used For Test: https://www.dropbox.com/s/ass4fv2m6ls1h0l/Untitled Space Craft.craft?dl=0 -
Kerbal Space Program 1.12: "On Final Approach" Grand Discussion Thread
Mark L replied to UomoCapra's topic in KSP1 Discussion
I noticed the flag thing on the Mk1-3 pod. I keep losing sound on the main engines as well, could be a mod conflict so I'll need to test it properly without mods.- 321 replies
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- grand discussion thread
- on final approach
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[1.4] In game scientific calculator. Kalculator v0.2.3 2017/05/26
Mark L replied to agises's topic in KSP1 Mod Releases
Well it looks like the author is no longer around. I would try to fix this myself if I knew anything about coding. -
[1.4] In game scientific calculator. Kalculator v0.2.3 2017/05/26
Mark L replied to agises's topic in KSP1 Mod Releases
Hi, I know this thread is old but seems the best place to ask. I'm fairly new to KSP and have just found this mod. It's great, saves me alt tabbing out of game, and it's the only pure calculator mod I've found. Here's the question: I don't know if it's a bug or intentional but, it only seems to calculate the last two numbers I input. For example: If I type "1+2+3=" it gives me the answer 5 It only gives the right answer if I type "1+2=+3=" Do I really have to type the = sign after every input? That's a lot of = if your calculation gets long, and if you forget, then you have to start over. Just asking, otherwise I love it. Thanks.