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smunisto

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Everything posted by smunisto

  1. I did a clean uninstall and reinstall of all mods dependent on CTB and Toolbar controller and the issue seems to have disappeared. I suspect it might have been something leftover from StageRecovery, as it turns out - I did not install it via CKAN at the time of report and whatever was leftover probably caused the issue. Regarding TACLS - I doubt it was involved, as without CTB it did work fine. Thank you for your time, I think it was all solved!
  2. Hello @linuxgurugamer! Happy to see you are such a good "parent" to so many wonderful mods from years past that older players like me miss and like to use! Recently returned to KSP and installed a few mods. I did use CTB back in 1.10, I believe and remember I never encountered any issues. On 1.11.1 though, CTB causes some of the buttons to become non-responsive - in VAB, in the SPH, etc. Cannot click Launch and Save, Load a vessel works only sometimes after angry clicking. The Parts, Action groups, Inventory, Crew buttons work though. The issue seems to "spread" from the SPH and VAB and if I manage to exit them back to the KSC scene, Loading or Saving popup menu buttons also become non-responsive. Clicking any of the aforementioned non-responsive UI elements results in an immediate nullref, as seen in the screenshot below. Here's a list of mods, as output by CKAN(after my issues started I switched from my preferred manual method of mod installs to CKAN, just to confirm I am not installing an old version of some mod or a dependency by chance).: KSP: 1.11.1.3066 Windows 64bit Problem: As described above Mods installed: AntennaSleep (AntennaSleep 1.1) BetterBurnTime (BetterBurnTime 1.10) BetterCrewAssignment (BetterCrewAssignment 1.4.1) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Resource Pack (CommunityResourcePack 1.4.2) Docking Cam (DockingCamKURS 1.3.8.1) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Kabrams Sun Flare Orange Medium (KabramsSunFlaresPack-Orange-Medium 001) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Making History (MakingHistory-DLC 1.11.0) RealChute Parachute Systems (RealChute v1.4.8.2) scatterer (Scatterer 3:v0.0723) Scatterer Default Config (Scatterer-config 3:v0.0723) Stock Waterfall Effects (StockWaterfallEffects 0.2.0) TAC Life Support (TACLS) (TACLS 1:V0.17.0.0) TextureReplacer (TextureReplacer v4.3.1) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.10.0.0) Waterfall Core (Waterfall 0.6.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Reproduction steps: Switch scene from KSC to VAB/SPH. Attempt to Launch/Save/Load. Result: https://imgur.com/a/S5GyCTQ And nothing happens. Logs: https://bg3.biz/s/7FyF84XNiRrCXtm - mmpatch.log https://bg3.biz/s/7FyF84XNiRrCXtm - modulemanager.log https://bg3.biz/s/fESSAs3wtyzX77Q - Player.log
  3. Same issue as at @Cheesecake Returned from an extended break, clean install of KSP, added some mods manually - Scatterer had no oceans. Disabling oceans from the in-game config and restarting the game "returns" the water. Full clean game reinstall, mods via CKAN this time - same issue and same way to resolve it - just disable the oceans from the in-game config. Perhaps it is a mod incompatibility? Here's some logs: player.log Mods installed in current install: AntennaSleep (AntennaSleep 1.1) BetterBurnTime (BetterBurnTime 1.10) BetterCrewAssignment (BetterCrewAssignment 1.4.1) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.15) Community Resource Pack (CommunityResourcePack 1.4.2) Editor Extensions Redux (EditorExtensionsRedux 3.4.2) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.2.1) Kabrams Sun Flare Orange Medium (KabramsSunFlaresPack-Orange-Medium 001) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.8.3) Making History (MakingHistory-DLC 1.11.0) RealChute Parachute Systems (RealChute v1.4.8.2) scatterer (Scatterer 3:v0.0723) Scatterer Default Config (Scatterer-config 3:v0.0723) TAC Life Support (TACLS) (TACLS 1:V0.17.0.0) TextureReplacer (TextureReplacer v4.3.1) Toolbar (Toolbar 1:1.8.0.5) Toolbar Controller (ToolbarController 1:0.1.9.4) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
  4. Now if only @linuxgurugamer was feeling like adopting this one too
  5. [1.1.1] Kerbal Engineer Redux 1.1.1.0 (2016-04-29) This is the thread's title. How do you think? This is just an advice - read the thread first. Then, if no answers are given, ask. There is a dev version which works for 1.2. Find it some posts back.
  6. I am wondering - both RealPlume and SmokeScreen are included in the install and required for RPS to work. Okay. But when I open the SmokeScreen settings, no matter to what value I set the Maximum particles - it shows "active particles" 0, even though I check it in the middle of an engine firing. The smoketrails for all of my engines past 100 m/s seem to go to those annoying spaced out smoke puffs. I remember, almost ages ago HotRockets looked like that by default, but when I switched to RPS, I was astonished by the density and quality of the smoke effect. Now, it seems like I have reverted back to HotRockets I will reinstall the latest version of RPS tonight, I have a doubt that I may have screwed something up, because I got smokescreen separately currently and may have deleted something that I was not supposed to. But until then, any advice, based on my vague description of the "issue" I am having? Mind you, maybe that is the normal behaviour of the mod and just my memories of 1.1 are getting all fuzzy and wrong already.
  7. I know that usually with the way KSP works, when a mod offers the option of "replace stock button in applauncher", it should be seen as an experimental feature. Nevertheless I decided to try it out in the latest version of CW....aaaand it's gone. Scene changes seem to revert the button to the stock Contract app and my CW mod button is gone from the app launcher (which in itself was the desired result). I will reinstall, but...can something be done about that or it is better for me to just stick with the CW app button, without overwriting?
  8. First docking took me about 19 mins(have it on clip in Youtube). Now I find no difficulty at all with docking, in any shape or form. I'd say 2/10. It's all muscle memory for the RCS controls, gentle touches, knowing the limits of the craft you are using (you can't propel a 10 ton craft towards a docking port at 15 m/s, 300 m away and expect to be able to stop in time with 0.01 TWR). Actually I struggle to wrap around my mind around what I found so hard about docking the first time.
  9. It seems just the new implementation of the Alert function does this. xScience used to support DMagic experiments. No idea what happened, but would be nice if we get back the click functionality for them.
  10. Yes, Davon and Routine mission manager's real successor(or competition). The most useful thing to have if you are a long-term player is bringing things into at least LKO automatically. Do you support mission time? As in - Will the vessel only be spawned in orbit when the recorded mission elapsed TTO expires or is it instant?
  11. I think after this post you can skip the . in any sentence you write from now until eternity.
  12. Toadicus, your mod was the first time I felt inspired to do something even remotely modding-like. I think the best you can do is redo the stock system. I don't know if this will be done via a cfg or a dll implementation, but there are some quality of life options some of us would like to keep using from AntennaRange. I have not downloaded the pre-release 1.2 version, but this is what I would like to see in 1.2: 1. No "fuzzy-ness". Below the horizon means below the horizon. 2. Limit probe control of any kind without connection to the KSC. 3. More antennas. I still want my +Origami config That being said, at least decoding how the now "stock" system works and giving the tools to mod it, would be amazing. I wouldn't be surprised if they used the exact same values and formulas. It has actually been confirmed that the "complex" ranging uses the formula AR uses - square root of the ranges of the two antennas. I would be happy if you maintain some sort of "collaboration" with stock, even if it just by "adding" to its options. Thank you for your work.
  13. I came here to confirm that the problem seems to be exactly DRE. I am providing 2 output logs - one without it and other one with it. Without DRE With DRE
  14. I noticed that too, but didn't attribute it to the Revamp. Is it the reason?
  15. I was wondering the same thing, since I bought it on March 24, 2013....but I guess the answer is no as well.
  16. Are we talking only issues or lost functionality as well? Because if it's the latter, you could add the missing subscriptions, since there is an astonishing silence, which has taken hold over the admins over it and any possible read-only backup version of the old forums, where people can go to salvage their subscriptions. Having more than 130 subscribed threads, it is kind of hard to remember all of them.
  17. Now we are diplomatically left to fend for ourselves with regard to the multitudes of users who lost hours of browsing time compiling their subscription thread collection.
  18. Well, all is well and good, who wants to help me retrieve my ~140 subscribed mod threads? Some of which were for mods that haven't been updated since 0.18, but I used their dl links and maintained the mods for myself. If you ever do a transfer to a new platform(not even the choice of one - poor, imo), make sure all is working. And what, only the mods and admins have access to a read-only copy of the forums? Noone from the community populating it? Not a good move. Give people an option to access the old forums and salvage what you could not do, Squad. Then at least people have a chance to do something on their own, since you didn't manage to do it.
  19. How about Hot Rockets? If you use it - did you use the latest configs and dll? Did you try deleting the KW config from the HotRockets directory?
  20. If so, then the solution is to NOT alt-tab out of the game while the savegame is loading. If the OP's issue is indeed the same - I second that. I've found out that even on -popupwindow Alt+Tabbing during load results in this view - frozen. Nothing but restarting the game works after that, because all the menus are greyed(or maybe I should say "Yellowed" out).
  21. And nobody advised the user to just use the "Atmo" button. Judging by your initial screenshots, your TWR is probably way too low to take you into orbit. I bet if you press atmo - it will show values of less than 1 TWR and less than 2500 dV. This should be your starting point. The other problems are very very minor - fins are not nearly as draggy enough to stop a rocket. Non-symmetric parachutes can lead to spin, but first look at the "Atmo" button and start adjusting your values from there. Ideally you want about 3k dV on your "Atmo" stages - i.e. the ascent stage.
  22. All the programs, advertized as "optimizers" have no effect on how KSP works. They used to be popular back when we had 256Mb RAM rigs and we needed every megabyte of free memory to run a game. Neither GBoost, nor RamRush have any effect on how KSP operates, due to the fact that they do not influence KSP's memory usage in any way whatsoever. KSP keeps using RAM and ups its usage after every scene change. It will always crash, depending on the number of mods and scene changes you do(due to a memory leak) it can take anywhere between 1 minute and 10 hours. For my own setup, I run about 70 mods without ATM(since it is 95% useless in 1.0), force dx11 mode, and at the initial scene entry it is already at 2.5 Gb. Takes about an hour to get to 3.5-3.6 and I just restart it. The best think you can do is try the -force-opengl and force-dx11 startup parameters and see what gives you better results. Generally OpenGL reduces memory usage a bit more than dx11, but does not draw shadows and disables AA in-game(you can still force it from the Nvidia/Catalyst control center, shadows are a bust though). Another thing might be to check which of your mods is still using textures that are not in .dds format and try to convert them to DDS.
  23. It will not take longer, because most likely all of the mods that you have are using DDS textures - so ATM is running, but not compressing anything. And the compressing part is why the game loads slow the first time with ATM - it is creating the compressed textures.
  24. 0_o Is this some sort of a battle? Let's battle over whether a statement is true or not. Your imagination is running too wild. People mentioned and tested it(go and read a few hundred posts back), I also tested it after reading comments that it no longer works - not because the plugin itself is broken(which it is not and nobody claims it is), but because it does not interact with .dds. And yes, ever since stock KSP switched to DDS back in 1.0, 95% of the existing mods switched too - no reason not to. The only mods that have not switched to it are mods that are not updated for 1.0 and run with workarounds. And even most of these mods have community workarounds including conversion to dds. Yes, pre-0.90 ATM did miracles, I did not even consider running my game without it. But, it is a fact, that right now, on an up-to-date install of the game with up-to-date mods, ATM is useless. If you insist on running the game with some old unupdated mods - I guess those are some abandoned ones, since from what I've seen, almost everything has been updated for at least 1.0 - then maybe, just maybe, there is some use for ATM. But that is not the case for the largest part of the playerbase. It's more of a niche case - yours. So, I don't know what "battles" you want to "battle" on a keyboard, but I guess the war for ATM is over.
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