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MartyrKomplx

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  1. Oh man. What a complete brain fart I had. I was too busy installing/uninstalling for the error, I didn't think to actually look at the log except in passing because it just said "This is usually harmless" But ... after looking, it's always right around the time MiniAVC is called. So I tried finding/renaming all the MiniAVC.dll in GameData and it stopped giving me the warning (at least so far, 4 of 4 clean game launches on a modlist that was 100% throwing the warning). I'll be launching the game more times to verify. Then I need to figure out why my game crashes when changing scenes to the launchpad, 99% sure it's not related to this Fixes mod though. I'm sorry my brain fart wasted your time like that, but thanks for reminding me and snapping me out of that loop.
  2. So, I've been away from KSP for a few months and started putting together a new modlist for a fresh start. KSP Community Fixes is the first one on the list. My problem is that randomly I'll get a KSPCF warning for a plugin failing to load: Microsoft.GeneratedCode in 'Dynamic' I can't seem to narrow down what other mod might be causing it, or if it's even caused by a mod at all. I get it randomly/sporadically. On the exact same modlist, I might get it once out of every four or five start-ups and then I'll start getting it on every start-up and then back to one out of every ten to fifteen. So just adding/removing mods to narrow down is downright difficult, if not potentially impossible due to the inconsistent nature of it. Hopefully, someone here has an idea what's causing it, or a better way to find incompatibilities for this warning; or maybe the warning doesn't really affect gameplay for the most part?
  3. For users of both this and Komplexity, I offer a basic compatibility fix (I'll be posting here and in their thread for maximum reach). It's designed for the profile that follows "stock" KSC Facility upgrades instead of the KCT upgrades. As it is now, KCT was designed for only a maximum of Level 3 for the buildings, Komplexity increases that to Level 10. KCT formulas use the actual facility level, instead of a percentage of the maximum level. This can potentially break balance when playing the preset that follows KSC facility upgrades instead of the KCT upgrade system. To make both mods play nicer together, in the formulas area, you need to change any occurrence of the following: [L] ..into.. (([L]/3)-(([L]%3)/3)) [R] ..into.. (([R]/3)-(([R]%3)/3)) This will match up VAB/SPH and R&D Levels 1-3, levels 4-6, and levels 7-9 as KCT Level 1, 2, and 3 respectively. When you finalize the facility to level 10, you get a bonus Level 4 for KCT. Additionally, the upgrades to the next "KCT level" corresponds to the visual upgrades of the facility, except that there's no visual upgrade for level 10 (KCT level 4).
  4. For users of both this and Kerbal Construction Time, I offer a basic compatibility fix (I'll be posting here and and their thread for maximum reach). It's designed for the profile that follows "stock" KSC Facility upgrades instead of the KCT upgrades. As it is now, KCT was designed for only a maximum of Level 3 for the buildings, Komplexity increases that to Level 10. KCT formulas use the actual facility level, instead of a percentage of the maximum level. This can potentially break balance when playing the preset that follows KSC facility upgrades instead of the KCT upgrade system. To make both mods play nicer together, in the formulas area, you need to change any occurrence of the following: [L] ..into.. (([L]/3)-(([L]%3)/3)) [R] ..into.. (([R]/3)-(([R]%3)/3)) This will match up VAB/SPH and R&D Levels 1-3, levels 4-6, and levels 7-9 as KCT Level 1, 2, and 3 respectively. When you finalize the facility to level 10, you get a bonus Level 4 for KCT. Additionally, the upgrades to the next "KCT level" corresponds to the visual upgrades of the facility, except that there's no visual upgrade for level 10 (KCT level 4).
  5. You're my hero, man. I've been struggling so hard trying to justify one mod over the other. I love what your fixes do, but I've always dreamed of a proper yet simple orbital shipyard. No more Alt+F12-ing my highly non-aerodynamic designs into orbit. I gotta buy you a Coffee or something for this.
  6. Regarding the incompatibility between Community Fixes and SCON (SimpleConstruction) and EPL (Extraplanetary Launchpads), it's been said over on the github issues tracker that the issue stems from the ConfigNodePerf patch, and that by disabling the patch the issue isn't there. Would disabling that patch cause bigger issues with the rest of KSPCF such as conflicts with other patches? or would it just mean my game won't be as optimized as it could be? I don't see a true/false setting in the settings.cfg file, so if I were to disable it, how would I do that? I've tried simply adding "ConfigNodePerf = False" to the file, but it doesn't seem to affect the issue. Does the patch have a different name than described in the readme? I'm asking here, because I don't want to clog the issues tracker with questions that don't help resolve the issue.
  7. For anyone checking the (currently) last page to see if this mod works on the latest KSP (1.12.2 as of writing): I didn't have any problems with the Main Menu buttons like the poster above me. However, physics will freak out if doing (stock) EVA construction. I haven't tried KIS/KAS yet, since this is actually first venture into EVA construction of any kind. In my case, I'm testing in the Scenario "Station One" and the moment I move even just a battery to a new location, my Station starts accelerating away from Kerbin for no reason, and SAS cannot control anything. I would undock a part, and it would just "fall" toward Kerbin, so it only seems to affect the controlled craft. Discovered this whilst slowly adding mods and using that scenario to optimize performance vs features/visuals on my not-quite-potato of a "mini-PC". Screen Video of the bug, for anyone interested: https://youtu.be/nhUMnGN18xU
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