Jump to content

JonnyOThan

Members
  • Posts

    1,308
  • Joined

  • Last visited

Everything posted by JonnyOThan

  1. Just checking, is this 1.8.x or 1.9? The KSP camera system changed in 1.9 so this is not terribly unexpected. It might go away if you force opengl mode. That does work (I've done it to make the mk1-3 pod use the ASET mk1-2 IVA). However if the external shape is at all different then stuff like windows might not line up. This might or might not be an issue for you. I would suggest making a modulemanager patch rather than editing the cfg files directly, so that you can freely update the other mod without having to continually re-apply your changes. The initial post in this thread has links to tons of IVA packages. Most of them are purely part mods and should be version-agnostic.
  2. OK, new run, new time, no pausing, single session!
  3. This is just a warning, it still works correctly. Textures in DXT3 format can’t be loaded at all. It shouldn’t prevent the part from working, it’ll just be untextured.
  4. I’m fairly certain that the last version released by MOARdV works just fine in 1.7.3. See the link to the original post in the OP. If it doesn’t work, I’ll take a look at your logs to see if it’s anything obvious. If there’s a lot of demand for this I’d consider it. But 1.8 is sooo much better than 1.7.3 performance-wise so I’d rather focus any efforts on getting mods onto the new version rather than the other way around.
  5. I don't seem to have access to the dropbox link.
  6. Find your KSP.log file next to the game executable, zip it up, upload it somewhere, and post the link here.
  7. Cool! I included a compatibility patch for NMB in my last release but if you fix it then it will be ideal for anyone not on 1.8 yet.
  8. I have an entry, but not sure if it strictly adheres to the rules (it was rejected by speedrun.com). Still I think you'd be interested in checking it out: A few caveats about this run: I did this over 3 play sessions on 3 consecutive days I occasionally paused the game and the timer because my kid kept getting out of bed At one point I used the debug menu to clear input locks so I could delete a maneuver node
  9. It should, as long as you use the updated RPM from here:
  10. The mk2 is a making history pod, and DE_IVAExtensions only includes the non-DLC pods. Try here for the MH ones:
  11. Ah, your ASET_Props are somehow installed to the wrong directory - it should be inside the ASET folder.
  12. BDAnimationModules is a separate mod, probably installed as a dependency from something else. And each time you change something you should post a new log file so we can see if it’s the same problem or a new one.
  13. I don't think that's correct...it looks like the stock RPM mk1pod IVA. Notably, the MFDs there are the RPM defaults and the ones that aren't working are the ASET/ALCOR ones. Your logs indicate the error: [RasterPropMonitor]: Failed loading font texture "ASET/ASET_Props/MFDs/Fonts/mainfont" - missing texture? [RasterPropMonitor]: INITIALIZATION ERROR, CHECK CONFIGURATION. DirectoryNotFoundException: Could not find a part of the path "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ASET\ASET_Props\MFDs\Fonts\fontDefinition.txt". So it seems like your ASET props are somehow not installed correctly. That file exists in the rar file here: https://spacedock.info/mod/1204/ASET Props . How did you go about installing the ASET props?
  14. Thanks. Doesn't look like it's what I thought it might be....but you do have a number of mods that interact with RPM. I'll try to reproduce the issue later on, but you might want to try removing some of these: NearFutureProps Astrogator DockingPortAlignmentIndicator Posting the log file from after you reproduce the issue might be more useful too, if something is going wrong in the code instead of part loading. Also, can you post a screenshot of what isn't working specifically? And which part specifically you're trying to use? There are a lot of cockpits named "mk"
  15. Zip them up and put them on a file sharing site like one of these: https://www.computerworld.com/article/3262636/top-10-file-sharing-options-dropbox-box-google-drive-onedrive-and-more.html
  16. Can you post a log file? I have a hunch but I'd need the logs to verify.
  17. Did you see HansAcker's post above? There are exceptions related to BDAnimationModules.
  18. That’s interesting, because there is definitely a crash inside RPM code when this happens. I had a sneaking suspicion that it might be a problem in the base game as well because I’ve seen weird behavior when docking with a claw and the internal camera, even without RPM installed. Does regular docking have any issues when in IVA with (or without) RPM?
  19. Confirmed: https://github.com/JonnyOThan/RasterPropMonitor/issues/11 Have you tested regular docking too?
  20. If you dig through the AirplanePlus thread you can find a number of IVAs people have made. Just search for "IVA" or "RPM" within the thread itself.
  21. Yep, my mistake...accidentally included a file that shouldn’t be there. Hopefully can get that cleaned up today. Sorry about the inconvenience!!!
  22. RPM v0.31.2 is now available: https://github.com/JonnyOThan/RasterPropMonitor/releases
  23. I just released RPM v0.31.2. You can get it here. Changes: CKAN is now officially supported. There are 2 CKAN packages, see the readme for details. Fix KOSPropMonitor not refreshing the screen properly Fix orbit display icon rendering Fix vessel recovery prop soft-locking the game in some circumstances Add missing vessel types to target menu Fix some debug-only errors Fix null reference exception on revert to editor Add compatibility patches for incorrectly configured mods (NMB and OPT specifically) Fix null reference exception when using internal light switch on incorrectly configured cockpits External camera pages default to skip missing cameras, so the ALCOR MFD landing page will start on ExtCam1 if it exists Move variable handler for plugins before builtins like it says in the docs Fix line drawing on NAV pages due to broken shader reference in scansat
  24. Yeah, I’ve been in contact with them on the kerbalism discord about this. Still trying to settle on the best method. It might end up requiring small code changes on both sides, so I wouldn’t hold my breath for a fix anytime soon.
×
×
  • Create New...