

Krydax
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KSP2 Release Notes
Posts posted by Krydax
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I am encountering an odd bug. I add a stayputnik, I add a flea SRB below it. I scale down the flea. By simply changing the "variant" to orange or whatever, the whole SRB moves up. Each time I change the variant, the SRB moves up again.
I'm not entirely certain if it's tweakscale, b9 part switch, or KSP recall, but I just started a new save and am running into this issue whenever trying to change variants of tweakscaled parts. I'm certain it has something to do with the part wanting to "stay attached", but it's like two mods are trying to do the same thing and so the part gets moved twice as much as it should (or something, idk).
Any ideas? Is this a known thing? I have an entire mod soup, but it's the same type of mod soup I've used before and not seen this issue, so I presume it's one of the three mods I mentioned earlier having some odd interaction.
I have Tweakscale 2.4.7.4 installed, as well as tweakscale companion (the uberpaket).
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4 hours ago, linuxgurugamer said:
I_do_have a Patreon, if you are feeling generous
Haha nice
I'll definitely look into it! If anyone has "earned" donations... you're one of them. The work you do for the modding community has always amazed me. You're like the glue that holds everything together. I'm hopeful that the KSP2 modding community will have more vibrancy and popularity and thus more modders like you, so you won't need to carry such a heavy load.
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Just for what it's worth. Kronometer in JNSQ happened to be the issue I had, and LGG pointed me towards a more unofficial patch that seems to have fixed things.
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5 hours ago, linuxgurugamer said:
Your problem is JNSQ. Delete the Kronometer from JNSQ, it's broken in 1.12
See this post for a patch:
Holy cow you are a saint among men!
Not only did that work, but now I also have the added benefit of station keeping, precise manuever, and docking port alignment indicator now all working (they weren't before)!!!!! Thank you thank you!
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On 8/11/2021 at 2:59 PM, linuxgurugamer said:
I did, but when I saw the log file, I realized the problem.
Unfortunately... It didn't work. I manually deleted toolbar controller folder from gamedata, along with deleting all the toolbarcontroller downloads in the CKAN cache (in user/appdata/local), and used the reinstall button on toolbar controller in ckan (since it still thought it was installed), it went and downloaded the newest version and installed it. And I'm still getting unresponsive main menu buttons.
KSP log:
https://www.dropbox.com/s/cbl673yc4zvvdis/KSP.log?dl=0
Player Log:
https://www.dropbox.com/s/xv64ce714zm47zh/Player.log?dl=0
Sorry to be such a hassle! Thank you for your wizard interpretation of these log files... It's 99.9% gibberish to me!
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5 hours ago, linuxgurugamer said:
Just so you know, the problem is an extra DLL file, caused by the previous update. It's still there in the directory. When you do a reinstall without manually deleting the directory, it's left behind. By deleting the directory and then doing the reinstall, only the correct one will be there
Ohhh okay. Thanks for that clarification. There is a reinstall button in CKAN which I assumed is what you were getting at. I'll try that out later when I'm at my computer and report back
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33 minutes ago, linuxgurugamer said:
Reinstall both toolbar, & zerominiavc, and if it still ahppens, then a Player.log, please
Okay I rightclick + reinstalled zero mini avc, toolbar, toolbar controller, and ksp avc, just for good measure. Still got the same issues. Menu buttons do nothing. Have to force quit the game cause the quit button doesn't even work haha.
Player.log
https://www.dropbox.com/s/mbelb9cv9tqi7rs/Player.log?dl=0
ksp.log
https://www.dropbox.com/s/p81lsxdlniqklqb/KSP.log?dl=0
Thanks!
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I'm having the same issue that Xt007 was (I think) where the main menu is completely unresponsive. I also don't have the huge popup anymore that shows how all my mods aren't designed to work with 1.12.2
But the game was working fine as of a few days back (not sure, maybe 5-7 days since I played last? Can't remember), but fired it up tonight and the main menu buttons just don't do anything. Tried clearing input locks via alt+f12 and no dice.
All mods installed via CKAN with maaaaybe one or two exceptions. (and I forced a reinstall of toolbar controller via ckan as well). And all mods are fully updated
Log file:
https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0
avc log:
https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0
Thanks in advance for any and all help and wisdom!
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2 hours ago, Morse said:
Ok, there is this line in the logs:
[ERR 12:08:17.224] ADDON BINDER: Cannot resolve assembly: PreciseManeuver.Unity, Culture=neutral, PublicKeyToken=null
That means something is wrong with the unity assembly. I guess some rebuilding is required. But then again, it works for some people, so maybe there is some other problem. The bad news is, that to fix it I need a proper dev environment, which I won't have for some time (I just moved to another country).
Dang. No worries though. Just gotta settle for not having your mod for a while I guess
Congrats on moving!
Is this the kind of thing another player who has a bit of coding experience could look into (not me)? Or do you have certain licenses that would prevent that? -
Hello all,
I was wondering if someone who knows a bit more about log files could help me with why PreciseManeuver is currently not working and throwing exceptions every frame of the game. Other players are apparently seeing success with this mod in 1.12, so it's not simply a 1.12 issue. Something about my particular set of mods or configs is causing PM to poop out.
Thanks in advance!
Log file:
https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0
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11 hours ago, CrzyIrishmanBob said:
I love your tech tree. I played with it in the past before eventually abandoning the game for a few months. Recently I started playing again, this time with Unkerballed Start on JNSQ since it directly supports KW. But it doesn't compare to the progression from your mod imo.
That being said, I'm gonna have to abandon the JNSQ career because the lack of early contracts make it nearly impossible to upgrade the buildings and progress with part purchases. I noticed a JNSQ contract pack was on your list of ideas to play around with. I would love to work with you on developing that. I don't really use the forums much outside of reading mod threads so I don't know if I should PM you about this or not. Sorry if this is derailing to the thread.
Also, I'm excited to hear about continued development on this mod. I'm very willing to help with testing when you get to that stage. Thanks for your work!
have you tried career evolution? It added a lot of helpful contracts for me (playing with unkerballed start as well) that got me enough funding to move forward!
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On 7/19/2021 at 10:14 AM, Morse said:
I never launched 1.12, so no idea how this works there. Also, I'm not sure I'll have time for an update in the next ~couple of months. But I can look into logs, maybe there is something simple there.
IDK it just won't appear. I have it installed via CKAN along with many other mods. Here's the log file. It throws an exception in the log file literally every frame from precisemaneuver. So clearly something has broken. Just not sure what. https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0
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17 hours ago, Dominiquini said:
I don't know! Try to press 'P' in the MapView, with some maneuver node present (is the shortcut to open/close the windows)!
You could try 'Precise Node'!
They do almost the same thing!
They really don't
Being able to "snap to ap/pe" is a HUGE functionality, along with hitting the "circularize" button. Precise node lets you MANUALLY edit the node fairly well, but it doesn't have the quality of life buttons (like even the inclination turning buttons) that precise maneuver does.
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It's just... not there....
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20 hours ago, Dominiquini said:
This mod don't use "Toolbar Controller"! What is that mod that provide the windows "Toolbar Button Visibility"?
Anyway, did you install using CKAN? Because here it works just fine!
Yep. Installed via CKAN. And it's Blizzy's toolbar that gives the toolbar button visibility. Some mods use blizzy's and some use the stock toolbar. Toolbar controller is made by linuxgurugamer to be able to select where mods can go on which toolbar. It shouldn't be messing with preciemanuever.
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I do not have the button nor does the display pop up when I create a manuever node on 1.12 https://imgur.com/a/CP4hz3M
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6 hours ago, Alpha188 said:
Thank you for the reply.
I loaded up the same savegame (no new mods) to reproduce the issue and recover the logs, but... the issue is no more. It seems to have fixed it by itself, I am note sure why. @Krydax maybe it is also fixed for you? I thionk you should check.
If you'd still like the logs I can upload them anyway. Thank you again
I'll have to check tomorrow, won't be able to check today. Thanks for the heads up!
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IDK I didn't know what changed in 1.12 I've been away for quite a while now, I just thought I would report the bug!
I think this isn't the mod I thought it was, as I was remembering one that simply reduced torque as you continued rotating in a single direction, and then it would slowly regenerate once you stopped rotating in that direction, and that was it. It didn't track all the axes and regenerate based on reverse direction or anything.
Thanks for the response!
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Making Less History, at least for me, is causing the recurrence of a bug that's apparently been around since 1.11:
I really like the making less history mod, but is there any way that it can be fixed so it doesn't cause the extra SAS modes bug? I'm planning on using it as-is, and just not letting myself use modes I shouldn't have, but it's definitely a bug!
Thanks,
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Yep. That fixed it. Making Less History mod created this issue. Unfortunate. I actually like the mod enough that I'll continue playing with it, and just use self control to choose not to use any SAS modes that shouldn't be available to me.
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13 minutes ago, OHara said:
This has been a problem with KSP since version 1.11.
The bug goes away if you buy and install Making History
but other than that, no-one has reported any solution (other than stubbornly refusing to use the SAS options that should not be there)
I got news for ya.... I already have it. Do you think, then, it could be the "making less history" mod? I really like that mod... It saves me loadtime and ram. But it disables some elements of making history and maybe that's why I'm seeing this bug? I'll test it out and get back to you.
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27 minutes ago, peridoot said:
hmmm looking at the gamedata i cant find a mod that will cause this to my knowldege
do any of the mods directly affect how probecores work?
what about tech nodes?
I'd have thought maybe so. But that still doesn't do any explaining on why sandbox DOESNT have the issue and Career does. If anything you think it would be the other way around. Unless somehow unlocking a tech node FIXES the problem, and that's what's happening in sandbox. And removing probes before core, which would be the most likely thing to mess with probes, didn't fix it.
I also cheated some science in, unlocked command pods, and lvl 1 Jeb is even giving all the SAS controls, so it's not just a probe core thing -
25 minutes ago, peridoot said:
whats your diffculity settings?
screen shot of your game data folder?
Not sure how difficulty settings are relevant. The sandbox game i just left on default normal settings and the SAS control stuff worked correctly, but the career game left on default settings has all the sas options enabled. So the difficulty settings for both of those pictures were exactly the same.
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The RW window seems to be having a bug.
Not sure why it's just the tiny window with an x. Maybe has something to do with 1.12? Not sure.
Also, my available torque isn't "regenerating" over time. I thought it was supposed to come back slowly?
EDIT: Actually it seems like the whole thing is bugged. If I launch a probe into space and then just use roll in a single direction for a while, the available roll torque goes down, but if I then introduce a bit of pitch or yaw, all the numbers go haywire as the craft spins around crazily (no stability assist on). So like, it's regenerating torque not from actually applying reaction wheels, but from simply spinning, which I'm quite sure is not the intended behavior.
[KSP >= 1.3.0] TweakScale - Under Lisias' Management - 2.4.8.8 - 2024-1117
in KSP1 Mod Releases
Posted
Aha. Thank you for confirming! At least it's known. Guess I'll just deal with it for now
Thanks for all your hard work!