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starfall22

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Everything posted by starfall22

  1. Will do. thanks for everything. I will take a sleep too. Ive been at it for 9 hours now
  2. Gotchya, got the zerominiAVC, so it will fire on next launch. As for my game, shall i add the tourism expanded back or? Does everything look adequate or do we need to do something else?
  3. Anywho, here is the interstellar install run log https://drive.google.com/file/d/1g6Km2V1l-CNUQM4LbJcgeFOwXjqrFx3a/view?usp=sharing and here is the one after warp and interstellar extended https://drive.google.com/file/d/1HaJeorK6zy_T334oPfcetH5M_FRgIeNU/view?usp=sharing
  4. uff... could have mentioned that 2 minutes ago... i already reinstalled the WarpPlugin and the rest, i only made a log with IFS before, now im launching with, well, everything. Also, id like to note, those downloads contained some folders that were not present in my gamedata... to be on the safe side, i included those. Since they are packaged together, i assumed they might be a dependancy and... maybe ckan is to blame for not installing those. Then again, i am a newbie so i dont know. Hope this wont make things go bonkers. Edit: Also, how does the log work? Does it flush the log on every launch or? Since i had to restart the last launch because partvolume detected new parts and needed to restart the game to include those. Also, i didnt exactly install everything yet. The turism contracts or what it was, is still out of the folder. Edit again: Also, do i allow MiniAVC to allow the addons to check for updates? apparently it is asking my permission for that. More edits: The game is also now telling me to use earlier KSP version cause lots of the mods dont support 1.12.5, i suspect i can ignore that, mostly... for now.
  5. umm, question. The zip file contains communityresroucepack, communitytechtree, interstellarfuelswitch, modulemanagerwatchdog, patchmanager, tweakscale, 666_modulemanagerwatchdog.dll, 999_scale_redist.dll and modulemanager.4.1.4.dll I have yet to install anything manually, do i just copy the interstellarfuelswitch folder or everything in the zip and overwrite?
  6. hehe he heee... umm... im not sure my game was ever working "fine" after mods. It was just, working. Nothing ever did break or bork but i never did look at the logs because i didnt have a reason to. Would be awesome if i could get my rig to run without things being choked to death though. I assume i shall remove those manually as well. Ill be back with a new log in a few. Welp, here is the log https://drive.google.com/file/d/1fkHrAJsk4TrbYpoA0l7j75mDcIm9DvjY/view?usp=sharing
  7. funny thing about that, i have community resources pack installed, im pretty sure its one of the dependencies. You woulnt happen to have a discord channel would you? Im not sure if its really a good idea to dedicate a large portion of a page on us working on why my game is having issues
  8. Well, that actually stopped the issues, at first glance everything seems fine, i checked the tracking station to see if any planets are out of whack or anything and they seem to be going about their business as they normally would on a new game. here is the log https://drive.google.com/file/d/1YjyS63tULpZkH-bv5gzbnYz8Mibk7xq_/view?usp=sharing But the log file is HUUUGE! i didnt do anything else but check the tracking station, briefly. This actually gave me hope
  9. oh sorry, i had to go to toilet i didnt think you would be on it so fast, or i took longer than i thought... ill get right on it
  10. MacOS??? O.O no no, im on windows 10, i dont even use macs. So the last time i fired up the game fine, lets see... i moved the KSP installation folder to c: drive (SSD one) and moved any leftover folders to the new location as well. Since i was having issues that the planets were misaligned (solar panels were pointing to deep space instead of kerbol, kerbin atmosphere started at around 20k etc, and KSC has the serious blues, i decided to just wipe the mods. So i made modlist.ckan so that i could reinstall mods from it easily and that i woulnt forget anything. Also, moved some cfg-s so i wouldnt have to configure a few things again. Since that didnt work, i uninstalled the game and the mods and deleted the folder, and reinstalled everything from scratch... that is, KSP > CKAN > all the mods for the modlist.ckan, i also left the GU config unchanged so it would use its basic solar system placement instead of having a galaxy core. To which Kopernicus started to cry that i should not load my games cause there was an issue with loading and the solar systems might be unstable and stuff. When i tried to make a new game, i got stuck on loading to KSC, never loading in. After that i did another total clean install without any saves or anything left, no cfg-s... NOTHING... CLEAN FRESH INSTALL. then i ONLY changed the settings that had been running fine for weeks in KIS and GU and Kopernicus, the engineer distance values, Solar asteroid rings distabled (having them enabled makes the game unplayable due to lag since each asteroid is considered and handled as a ship by the game) and in Kopernicus i changed the asteroid gen system to stock so it would use the games own mechanics on spawning asteroids and comets. Also, lowered some quality settings in kopernicus to increase performance, like shadow distance and the like. Now when i tried to launch the game, the same issue persisted, kopernicus still claimed there was issue with planets. to Which i did ANOTHER clean install, this time, i installed KSP and launched the game before anything else to see if it runs without mods, and well, it did load in without issues. However as soon as i installed the mods, THIS happened. The game claimed Recall was not found, and after loading in to main menu i was greeted by a list of errors, errors that i have yet even seen to which i just closed the game and came here hoping that maybe you or someone could possibly make heads or tails of what possessed my computer.
  11. Mamma mia, what have i done... all i wanted to do was to move my installation to my SSD on c: drive to maybe boost the game performance a little *cry*
  12. I Assure you, i do have KSP Recall installed. This occured after a clean reinstall of all my mods to a fresh install of a game. You can find the log file at https://drive.google.com/file/d/14kYm3Uiv-UI2Ic800wUdoXzktdDohZhW/view?usp=sharing I would also like to mention, for the record, this is my third time reinstalling on a clean installation of KSP, with mods that worked fine 3 days ago. All the mods are the same and are installed from ckan modlist that i saved prior to deleting the whole game off of my PC. Now i am unable to even start a new game because problems keep popping up, and i have no idea from where or why. Most mods run on their installed default settings as they did when i ran them before, except a few that have a few values changed, like KIS engineer grabbing distance and Kopernicus being set to use stock asteroid system.
  13. It would seem like the 2.4.6.19 works, the things are the size they should be. However, messing around with the mods has made Kerbin atmosphere... umm, blue. Im not playing with kerbals anymore, im playing with smurfs I dont know what caused that nor how to fix it. A pity but at least my stuff dont explode upon loading them Also, i was wondering, is there a mod that eases physics during loading, kind of like the position tool from the cheat menu. It has ease physics option, but when i load a game that has a craft that is close to a planet and is moving, it goes all crazy and hits the ground at the speed of orbit around the sun. Its not tweakscale issue, but i was wondering if you know anything about that. It would be really awesome if i could actually load my autosaves without the risk of things exploding due to the games weird physics handling.
  14. hmrh, now im trying to figure out if i actually had any parts that were scaled. What happens to a craft if i rename the tweakscale part and it does have "tweaked" things on it?
  15. so tweakscale does the correct thing, by making the strutcube the size its supposed to be? I found those lines in my logs as well that stuck out. This happened to everything that had one of those strutcubes on it. I think my rocket that was on the mun had one of its decouplers turn into a stargate as well. Anyways, the sad part is that pretty much everything in my game has one or more of those on it. Any way to fix this? Should i go through my save file and look for those values and manually change them. Since right now, if i load anything in, i get fireworks. And pieces doing mach 10+ off the surface. uff, that would be alot to change though i guess. But i only have like, 5 relays, 1 rocket that has the issue, and 2 rovers. There really shoulnt be more than 20-30 of those values in the save. Im just not exactly sure what their values should be. The strutcube apparently has to be 0.3125...
  16. actually the problem appeared after updating from the old tweakscale to your version. What makes it act this way, i have no clue. Anyways, here is the file for all the stuff gamedata (not the mods, just the dll-s cfg-s and configcache with the rest of the module manager things.) along with the log the size of godzilla. https://drive.google.com/file/d/1Nkqu4oWxRHvsfhfJKj1w8WKtUxps_OW_/view?usp=sharing Ah, here is the save after the update (persistant) and the quicksave1 is from before the update... idk, if they can be of any use. https://drive.google.com/file/d/1zHbLAZnX93vCW9Wh6rb3w8I__FmhwMKE/view?usp=sharing
  17. Funny, i updated my tweakscale from the older version... Pellinors, and i have the same issue. Though your mod did warn me of some gamebreaking things being detected, after which i removed all tweakscale, fuel switch and interstellar extended, or whatever those were, and reinstalled everything. Hoping that would possibly fix things. Since the log file was the size of one of those gigantic trusses, i abandoned the thought of pasting it into pastebin and ask here about it. Anyways, launching the game without the notification this time, i checked on the things, they were still HUGE... Funny how one of my satellites ended up being a giant frame weighing 32 000 tons, with the main pieces of the satellite safely inside in the middle of the thing. So anyways, im reinstalling my whole modlist right now, but on the off chance that this doesnt work, i guess what i wanted to say is that... I HAVE THE SAME ISSUE!!! Im not sure what the log file would give but its too big to be pasted to pastebin. If you want to see my logs, im afraid you are going to have to reccomend me a substitute where i could paste a txt file with the size of... 9 MEGABYTES??? dear god. I remember times when there were games that took less room Well, anyways... if you know of a place, let me know and ill upload it. If you wish i can send you my save files as well. This bug still did explode my rover and rocket on the mun The latter has debris flying away from the mun on escape trajectory Just for the heck of it, here is what my satellite looked like, just to get the visual idea I nosed through some of the logs presented... i think this is something that is interesting... the numbers the truss is changed TO seems correct, but why was it saved as 50.000 before? Anyways, any ideas how to fix this? Cause tweakscale does it to any save from any time. Something in this update process got messed up big, so the 40 saves that i have are no good, cause the issues persist with the fresh install and i am unsure if i can restore my mod folder to previous state. As i dont think i should eventry , since using the old version was not a good idea to begin with. [WRN 03:14:01.300] [KSPCF:ModuleIndexingMismatch] Part "trussPiece1x" configuration has changed. Synchronizing persisted modules... [LOG 03:14:01.300] [TweakScale] WARNING: Upgrading ScaleType! Craft 4288766914 had the part trussPiece1x:FFDD6052 scaling changed from (TweakScale: default=100.000, current=50.000) to (stack: default=0.625, current=0.313) [LOG 03:14:01.300] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [WRN 03:14:01.325] [KSPCF:ModuleIndexingMismatch] Module "AttachedOnEditor" at index [3] doesn't exist in the persisted part, a new instance will be created [WRN 03:14:01.328] [KSPCF:ModuleIndexingMismatch] Part "roverWheel1" configuration has changed. Synchronizing persisted modules... [LOG 03:14:01.329] [TweakScale] WARNING: Upgrading ScaleType! Craft 4288764160 had the part roverWheel1:FFDD6010 scaling changed from (TweakScale: default=100.000, current=100.000) to (free: default=100.000, current=100.000)
  18. So i ran into this issue with the pylons. Apparently they are supposed to attach to the ground, kind of like stamp-o-tron, except they have power in them too. Now the thing is, that it attaches to the ground all nice and tight but when i load the game or such, its no longer attached. So i always get this nice mini heart attack when i see my structures (that are supposed to be firmly fixed to the ground) fall to the ground. Now generally i woulnt care much but with KSP, you can never be certain that the next time i load in, the damn thing wont explode because of this. Any recommendations?
  19. I usually use H to attach/detach things... G is for grabbing things, H is to attach and detach. You dont even need to use x, since that uses the tool held in right hand, which is the same as H if you have a wrench or a powerdrill.
  20. Unfortunately, it will not work with a wrench cause it cannot be placed on the ground, apparently.
  21. Okay, how do i move an item, like the wrench or any other equippable item to KIS inventory from the stock inventory? The grab hotkey doesnt work for it, nor just trying to drag it from the stock inventory of a kerbal or a container... if i pick it up the normal way from stock inventory, i cant place it in KIS. Pullin my hair out over this
  22. Thank you for the quick reply, i guess ill have to double check them... I did install most of the contract "submods"
  23. Yeah, this is great. Installed the pack, went to check the missions... Do some science... cant accept cause ive already done my first launch. What kind of stupid requirement is this for a mission? Must have not performed first launch? How am i supposed to accept this task? How do i get rid of it? How do i do missions that require this to be completed? Does this need to be completed? If not, will it affect what other missions i get? Is your mod ONLY for new games? Because this mission just hangs there at the top of the list. Also, i saw some other missions that had similar requirements, like land on the mun (must have not landed on it before) or orbit celestial body (must not have orbited that celestial body before). Or am i looking at the wrong thing? Should i be lookin at available missions and completely ignore the "All" tab? The is just soo many questions this brings... Also, for some strange reason, all the missions only give money rewards now... no science from missions. Is this intentional? The only missions that appear to give science are the vanilla ones.
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