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Synthesis

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Posts posted by Synthesis

  1. Like the title said, I'm wondering if anyone has gotten Interstellar Flight Inc.'s Life Support Mod working in 1.3.1--or at least not crashing the game on startup. Hopefully this isn't breaking any forums guidelines, as the creator Stavell, hasn't been on the forums since July (as far as I know), and the last post from the creator was in February. 

    I stopped playing KSP since June due to the 1.3.0 update crashing the game on startup with mods. If the choice is between 1) starting a career completely from scratch in order to play 1.3 (with...some unknown benefits, I'll confess) and 2) staying on 1.2.2 to actually keep my career, it's not a hard choice, but I would hate to be left behind nonetheless. IFILS was my preferred life support mod (thanks to the nice design of the parts and the simplicity and reliability of their use in game), and having to change all my saved designs is something I'm hoping I can avoid. 

  2. On 4/16/2017 at 11:37 AM, MaxwellsDemon said:

    (Side note:  It used to trouble me that the Soviets appeared to be so callous towards dogs... but I've learned more and know that it's not true.  On one launch failure, the dogs survived and apparently one of them was adopted by one of the Soviet engineers as a family pet and she lived 14 more years.  In another case, one of the Korabl-Sputnik tests, recovery crews arrived to find that local villagers were crowded around the 'cosmonaut' mannequin, who had ejected as Gagarin would later do, apparently trying to 'revive' the cosmonaut, while the dog was safe and sound in the capsule...  Korolev seems to have been very fond of Lisichka, who unfortunately perished in an accident; and of course there are still descendants of Strelka in America, because one of her puppies was given to President Kennedy, and she had puppies, etc...)

    And they were literally saving human lives (and as though it's somehow more righteous to kill them instead, smaller mammals like rats would've provided much less useful data on the conditions to be faced by the first cosmonauts). 

    As a dog owner myself, I can completely sympathize with the staff at Baikonur, whom frankly seemed a lot more sympathetic to the plight of stray dogs than the average person in 1957. 

  3. On 1/16/2017 at 5:13 PM, JediRangerkendor said:

    I completely agree on that. Never had a chance to use the packable rover, but it looked like an awesome mod. 

    Also, i too await the return of the Critter Crawler

    Yeah, it's a crying shame that ASET packable rover seems abandoned! 

    On 1/17/2017 at 4:07 PM, SpannerMonkey(smce) said:

    If somebody has a copy of one of these that is unadulterated/ not screwed with in some vague attempt to make it work I'd be very interested in getting hold of a copy

    If you still need it, I can give you my copy--if you're successful, you should consider taking a look at the ASET rover too...*not so subtle hint* 

  4. 18 hours ago, razark said:

    I just tried it out within the past couple of days and saw the same thing.

    I exited out of KSP and restarted, and the options appeared.  I think it was missing the config file when I first ran it, which it created before the second run.

    Try running KSP again and see if it works.  If not, check to see if you have a file called Historian.cfg in your KSP_install_directory\GameData\KSEA\Historian\Plugins\Plugindata directory.  If not, create the needed directory and file, and paste the following into it:

    
    KSEA_HISTORIAN_CONFIGURATION
    {
    	Version = 1.1.2
    	Layout = Default
    	EnableLauncherButton = True
    	EnableToolbarButton = True
    	AutoHideUI = True
    	CustomText = 
    	PersistentCustomText = False
    	PersistentConfigurationWindow = False
    	DefaultSpaceCenterName = 
    	TimeToRememberLastAction = 2000
    	KerbinDayNames = Akant;Brant;Casant;Dovant;Esant;Flant
    	KerbinMonthNames = Unnam;Dosnam;Trenam;Cuatnam;Cinqnam;Seinam;Sietnam;Ocnam;Nuevnam;Diznam;Oncnam;Docenam
    	RightClickAction = Suppress
    }

     

     

    Edit:

    Yeah, I just tested it out.  Removing the Historian.cfg file caused the options window to revert to the blank you described.  The program had created a new version of it when I exited.

    That did it--I had to actually copy your dialog into the CFG file, thank you very much! (And yes, I'm on 1.2.2--I was mistaken). 

  5. 24 minutes ago, MaxxQ said:

    Problem with 2.8.1: I lose all parts in the editor (VAB - didn't check SPH) except for the pods category.  ALL parts - stock, modded.  Pods, modded and stock, are fine.

    Problem persists either through manually installing (after direct direct download from Github), or using CKAN.

    Rolling back to 2.8.0.2 is fine.  I'll stick with this for now.

    No logs showed, so can't provide any.

    Ran into the same issue. Relieved that it's not just me. 

  6. So, I've been returning to KKS after a long absence (loved the early mod, but the duplicate pilot mod was fairly game-breaking for EVA and other operations).

    It's great to see that this has apparently been fixed. Can anyone attest to how this might affect your framerate? Presumably that's also related to the size of the ship (and perhaps the damaging you're inflicting on the ship). Since the formal support of 64-bit (a godsend) I've been getting much improved performance in-game (though not as well as I'd like it), so I've become more mindful of the fact. 

  7. On 12/11/2016 at 10:11 AM, Kerbas_ad_astra said:

    The legs use the pre-1.1 wheel modules and model setup, so it won't work without some model work.  (The config file needs editing as well, but that's easier.)

    Oh, that's good to know--I was wondering what the problem was. Hopefully someone will get on it, the Critter Crawler is easily my favorite rover-alternative (or possibly rover in general, since ASET's packable rover is MIA). 

  8. 3 hours ago, Bomoo said:

    @Synthesis

    My first thought would be that you haven't installed the latest Animated Decouplers, but if you do have that, I think the only thing for it is the labourious task of troubleshooting a clean version and adding back one mod at a time to see who the culprit is.

    Thank you for your answer--I wasn't sure if I had updated it (it's status is a little unclear at time). In any case, updating it didn't help--service module still shows up as having no decoupler in game, despite having the code in a CFG.

    On a separate note, the extremely bright level of lighting in the cockpit seems to be consequence of the "nosecone" over the command module--removing it doesn't change the level of light after launch. That may be due to Kopernicus or another lighting mod I have.

    For the moment, I guess I'll need to troubleshoot it--if 1.0.5's version works, I may go back to that too (I wasn't really looking forward to rebuilding all my SDHI-using designs, as you might guess). 

     

    EDIT: Oh boy, looks like the old version has problems too. Well, that'll light a fire under me. 

    EDIT EDIT: Haha, apparently both problems were due to alterations I made to the CFG on the heatshield--added decoupler ability. Well, at least it was easy to solve. Thanks anyway. 

  9. So this is a little bizarre, I don't think I've seen any mention of this: I've updated SDHI and am necessarily rebuilding all my service module-using vehicles, and I found that there's no option labeled 'decouple' under action groups in the full service module (not sure about the avionics ring separately). Running through some tests, I don't seem to get the option to do it either in-game--going through all the stages for just the module, the heatshield decouples (because I've modded it to do such), but that's how the service module detaches (which is obviously a bad thing in use). I'm not sure what would be causing this, since in the service module CFG there's clearly the module to decouple...anyone have any ideas? 

    Also, the interior of my Mk 1-2 command module is ridiculously bright, but I think that's an issue unrelated to SDHI. 

    EDIT: Or not. Just spawning the command module unadorned on the launch pad has it normally lit. So it may be some related part, yikes. 

  10. I didn't see any mention of it in the thread, so I'll go ahead and ask my two-part question:

    1) Has anyone else found out all their non-procedural launch subassemblies--as well as the ones packaged with the ones packaged with the mod download--no longer load? I have no idea what might be causing this beyond that some part in all the assemblies has been renamed (so they simply don't show up).  

    2) Are there any major differences between this and the KWRocketry that worked back in 1.0.5? I decided to use my old mod installation and found my assemblies loaded up fine. 

    Any help would be much appreciated. In the past, the interstage patch caused various problems with the engine and interstage mounting points (this was solved by disabling one of the community fixes, which I think in this release is disabled by default). This seems to be a different issue however. 

  11. On 11/3/2016 at 1:36 PM, Starwaster said:

    Clarification: I was referring to compatibility of Deadly Reentry features with features new to KSP 1.2. Deadly Reentry has never had aerodynamic failure. KSP 1.2 however, does. Presumably Ferram disables that.

    So basically what I was referring to is: I have a set of features that have always been in Deadly Reentry and now we have some similar new features native to KSP and I have to make decisions as to whether to remove some features from Deadly Reentry, disable their KSP counterparts or make modifications that allows them to work together without being overpowering together.

    (Kerbal fatalities from g-force damage will remain because it does not have a KSP native analogue)

    This probably is of no help, but I do want to thank you for actively outlining what you need to bring DR up to 1.2/1.2.1. I've held off on actually playing 1.2 because I'm still actively updating all my mods, and losing my existing saves (after 1.0.5 broke them) would probably push me into doing something reckless, so I'm content to wait and will be watching this thread closely. 

  12. Wow--I can't believe this got patched to work with 1.1.3 with the shader effects.

    Albert, Linux, and everyone else involved--thank you SO MUCH! This literally doubles the sense of immersiveness in my game. I'm ashamed that I didn't check this earlier for the update!

    Again, thanks so much for all your efforts. I'm going to resume my own to try and implement your awesome docking camera functionality to other docking ports (SDHI, etc.) in the meantime. 

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