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KSP2 Release Notes
Posts posted by Clayel
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8 hours ago, linuxgurugamer said:
No logs, no support
Sorry I forgot:
https://drive.google.com/file/d/1DWiqHbtdFDB8drEJkXv0iPO2Yu4kOIz0/view?usp=share_link -
Hello, I'm having a problem with Hangar Extender, I have the mod installed and usually it works fine, but on my Galaxies Unbound save it does not show up at all. I've even reinstalled it, and the button still does not show up. Is it a problem with 1.12.4? Can anyone help?
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Does the KSP team plan to continue using twitter after all of the recent controversy surrounding it?
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On 11/20/2022 at 5:53 PM, Clayel said:
I honestly have no idea what could cause this, but it's very annoying. I don't think its the trajectories mod because I've disabled it at times and it still happens, and I have no clue what else it could be. This bug also severely lags my game out, reducing it to ~5 FPS ish. Can anyone help? I'll send my ksp log if I have to.
See clips below: (all unlisted)
The log for KSP is here, it's a different session but the bug is still appearing. (also, I've just found out that the paths keep flashing even when I pause the game, which is even more annoying)
https://drive.google.com/file/d/1dsG1qoBz2i3qNP57CGHFFEUvt_oVf8z-/view?usp=share_link -
7 hours ago, seedub said:
I am not using SMURFF or RO. LogData follows:
https://www.dropbox.com/s/3z9i575367iu1at/MMPatch.log?dl=0
https://www.dropbox.com/s/thvijfz124wnlo8/ModuleManager.log?dl=0
https://www.dropbox.com/s/uqmj81liau7vqg8/ModuleManager.ConfigCache?dl=0
I appreciate your help... I don't know how to dive this deep!
I've had a similar problem like this, you may want to uninstall "through the eyes of a kerbal" if you have it, it caused a lot of eva problems for me.
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I honestly have no idea what could cause this, but it's very annoying. I don't think its the trajectories mod because I've disabled it at times and it still happens, and I have no clue what else it could be. This bug also severely lags my game out, reducing it to ~5 FPS ish. Can anyone help? I'll send my ksp log if I have to.
See clips below: (all unlisted)
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Ello, just wanna that the "Erebus" engine has a subtype called "1.25", when it is actually 1.875.
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5 hours ago, linuxgurugamer said:
Update to the latest version of CKAN.
I really don't understand the problem you are having, CKAN doesn't crash, but older versions would have appeared to hang while it resolved all the internal dependencies when you tried to remove ZeroMiniAVC.
I did this yesterday, but every time I unchecked Zero MiniAVC from the "installed" category, the application would stop responding. It was only for this mod as well
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On 11/15/2022 at 6:29 PM, linuxgurugamer said:
Ummm, which mod? This thread talks about a number of mods.
If you are talking about ZeroMiniAVC, most likely CKAN is busy figuring out which other mods depend on it, because they will all need to be removed.
If you feel a need to remove it, then just do it manually
I'm working on a big change to ZeroMiniAVC, development thread is here:
Also, ZeroMiniAVC will eventually be broken out into it's own thread
It takes some finagling in order to remove Zero MiniAVC and stop ckan from crashing
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1 hour ago, Clayel said:
Just managed to uninstall the mod, I'll detail what I had to do in order to fix it for me.
First of all, I unchecked the "auto-installed" thing for Zero MiniAVC, and then quit ckan so it would save
Then I updated the "ShowFPS" mod, which was requiring an update and I think messing with something internally
Then I just unchecked the installed button for Zero MiniAVC, and it worked!
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17 hours ago, Zelda said:
I just wanted to mention that I downloaded this build, and the problem was resolved. Thanks so much!
Downloaded the latest version of ckan, and my client is still crashing when I try to uninstall Zero Mini AVC. Can anyone help?
EDIT: I've tried removing the Zero Mini AVC folder, and to no avail, it still crashes whenever I uncheck install on it.
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Anyone else having problems with ckan crashing when you click anything?
Crash log is here: https://pastebin.com/iWCPNMns
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2 hours ago, Rutabaga22 said:
Does this work with user loading screens?
Can you clarify what you mean?
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I'm directly at the north pole of Moho, yet I see no mohole. What is going on?
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Hello, I'd like to report a pretty major visual bug with this mod.
For Moho, its "dust cloud" that is added in AVP leads to a lot of interesting lighting bugs and weird glitches, and I'm wondering if it can be either revamped or removed. It makes nighttime on Moho even worse than it normally is in stock, and it makes cinematic videos of Moho look terrible because there is a weird boundary where the dust cloud begins and ends.
(it's fine in map view, I just wanted to show what it looks like from the outside)
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2 hours ago, Arrowstar said:
What's a reasonable amount of DV here?
5 - 6k? I'm unsure, I completed the mission in a different way anyway.
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On 11/6/2022 at 2:15 PM, Arrowstar said:
I would bet you could pretty easily do Eeloo to Moho with just a Jool gravity assist: Eeloo -> Jool -> Moho. Give that a try maybe?
With a reasonable amount of delta-v, yes. Not with 3.2 km/s however.
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1 hour ago, Arrowstar said:
This means that the solver could not find a feasible trajectory. Your problem is most likely one of two things. Either your departure window (upper and lower bounds) is too narrow or your trajectory is too complicated with too many way points and needs to be simplified. It's hard for me to tell with the image you provided unfortunately because I can't see the UI.
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In other news, with the upcoming release of KSP 2, I have been thinking about how I'm going to support it. I think, at least initially, all I'm going to work on is a new KSPTOTConnect plugin for KSP 2 that handles making the bodies.ini file and user upload of delta-v nodes. Any other functionality will have to be evaluated in the future to see if it's worth the time for me to get it into KSP 2. As always I'm open to suggestions and the like in this regard!
It's probably the second one, I had about 7 or 8 waypoints in a 20 year transfer window. What would you say is a good amount of waypoints for a complicated gravity assist route? (I was doing eeloo to moho but I couldn't find a good one after a lot of searching)
I also have a suggestion, you should allow a full stop of all runs in the multi-flyby maneuver seqeunce in case I notice that I put in something wrong and I have to manually stop all 50 runs before changing it.
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Trying to calculate a gravity assist chain from Eeloo to Moho and I keep getting stuff like this, can anyone help?
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9 hours ago, Stone Blue said:
Sounds lie you *might* be running out of RAM?
Hm, I think that's it. It seems like there's an issue with discord if another app is using too much ram that it just closes to resolve the issue. Thanks.
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Hi, I know KSP crashing on modded installs isn't too out of the blue, especially if you have a crap ton of mods like I do. However, I've discovered that almost every time KSP crashes, discord will crash as well. Is there anything I can do to my install to prevent discord from crashing, and does anyone even know why this happens?
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Is it possible you could add a button to each fuel tank, cargo bay, wing, and airplane cockpit that adds a heatshield on one side of the part? (with the added weight of the ablator ofc) This would make builds like the Space Shuttle and Starship much easier to reproduce.
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14 hours ago, darthgently said:
Here is a better explanation of how this bug occurs and is not related to the EER mod. From the EER mod forum page. Basically if the game crashes or is killed while in the editor and a save is occuring....
- Note in very rare circumstances the symmetry and angle snap keybindings might be lost. This would only occur if another mod triggers the game to save its settings while in the VAB/SPH, *and* the game subsequently crashes or is killed before exiting the building. If it happens, you can easily restore the keybindings (X and C by default) by hovering over the toolbar button and selecting the menu option "Reset Mode & Snap keys".
Thanks! This worked well.
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2 hours ago, Knight of St John said:
Yes, this has been always the case for restock textured rapiers.
I think I can probably fix this... but it's more a matter of finding time and motivation for me haha.
I will pay you a hefty sum of $0.00 to fix this bug.
[1.9.x] Hangar Extender Extended
in KSP1 Mod Releases
Posted
So sorry, here's the player log. (I know the original post was a few days ago but this issue still persists)
https://drive.google.com/file/d/1pnouLCRrjo1aKut6R6Qpjznane5g2j8s/view?usp=sharing
I'm playing on a modded backup of the game, not the game from steam, so I'm not sure if this is different than my modded game. (I did C:\Users\video\AppData\LocalLow\Squad\Kerbal Space Program)
I'll try hitting the asterisk key and seeing what that does.