-
Posts
2,625 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Temeter
-
Maybe you're just lucky, most other reports said it isn't? Guess you might try manually updating the dependencies, now where RF is up to date, but who knows what's then correctly changed by ROs configs and what's not.
-
Nope.
-
Thanks for your honesty, I think that's the issue. You, and some others, are taking the whole thing far too personal and loose view of the bigger picture. Which leads to overly emotional posts, which don't really help anyone.
-
Btw, are you planning to add configs for the asteroid day mod? I'd imagine a high capacity probe core with integrated reaction wheels could be rather usefull, and the big solar panel ofc too.
-
Yup, I can sign this one! That's a reasonable stance to criticise, especially coming from someone with actual experience. I want, while this is not directed at me, to point out Squad has like 10 employees and based in mexico? Not sure if it would be reasonable to hire an experienced dev to do communication, and a PR firm might also not be the greatest thing, since it might probably result in much less direct communication. One might dislike the faults, but Squad is very communicative for a developer.
-
These projections failed until now: The bugs were probable to get fixed alone by Squads history of looking at the forums and taking note of the more serious bugs and issues. This attention is one of the main reasons aero and heat got so much rebalancing work! Pretty obvious, if you ask me, the devnotes constantly updated us on the current work. Honestly, I'd assume that the aero/heat was released this way at least to some degree to balance it with the help of the community. This idea was at least mentioned in some devnote. This history and it's results (people seem to like the current atmo) generally make me believe that Squad, who made a very successfull game with a good community, do indeed understand how to develope a videogame. How many of the general critics can actually say that from themselve? Especially using terms like 'rookie mistakes' is very incendiary language if more than half the forum is watching in wonder about the vigor in these criticisms in the first place. Or the community management part: It's kind of paradox, when the same fraction of people complaining about the CM leading to bad community reactions, when they're the main part that's reacting so negatively in the first place. Feels like a self-fulfilling prophecy.
-
We do now what you're talking about, and it does look petty and contradictionary at times. Taking you're examples: Which does not mean Squad is not continuing working on the game. Seriously, can you imagine the 'hate' if Squad just suddenly declares KSP to be finished and stops developing?Secondly, I see the issue of having to adapt thing (although that kind of is part of the game), but what does it matter to you? We're both playing since a while and are used to iteration over iteration. Being 1.0 now and being 1.0 3 months later doesn't change anything for us. The only people affected are newcomers, and they don't seem to bother. Contrary, going into a solid and still continually developed game is usually a nice thing. Which, to be honest, is more a criticism of a part of the community than squad. Could have been done better, but most issues are resulting out of anxiety and at times paranoia, which mostly mattered to a small minority of players - especially the one we're talking about right now. Could have just waited and gotten your answers anyway, Squad usually answers bigger complaints. There is no point in making drama. That's again a valid complaint, while not much of a deal otherwise (actually seen these thing on Assetto Corsa too): Going for a big magazine to publish news is important to reach a bigger audience. We're just a minority here in the first place, which is better informed anyway. Otherwise we wouldn't know of PCGamer bringing the news 'exclusively' in the first place. Another valid complaint, I could see the issues comming too. And also again something that only matters to new players, not old ones.You see my point? At least to me, most of these complaints seem to be arguable things of principle, maybe slight mistakes of small developer, question of personal expectations how the development is supposed to go, or outright criticism on behalve at others. Often these posts even sound as if the critic feels personally betrayed, making it even more of a subjective things that only uses these criticism to vent personal feelings. They at least don't hold that much on their own. That's not to say there are valid things to cirticise in the dev cycle, the heat gauge thing should have been fixed before release or by a hotfix, not this late. The patcher needs a better implementation. But even discussions of these very real issues tends to be blown up like the whole future and development of KSP would be an utter mess.
-
Many people in the general forum are just here and probably have reasons for not playing the game instead (or at least browsing the other tutorial/challenge/mod sections). Just look how well the games still does at steam, holding a relatively high place in the topsellers at 40 bucks and having a 98% average rating. Other forums also tend to be much more positive. This one too, around the patches when you'll get a larger and more balanced population. Guess you did watch the forum during a positive phase, this kind of approval/disapproval wave always happened, even long before release. Guess it's an internet thing. That's not to say there isn't a lot of valid and argumented criticism, which might get treated unfair as well at times, but it's significance tends to start being overblown at one point or another.
-
Checked it: Generally feels like an improvement, reentry heating still doesn't creat much need for heatshields, but planes have a very nice multi-mach corridor between 18 and 26km while generally feeling nice to fly. Yeah, not seeing the point here either. Those bars turn up when a part approaches dangerous heat levels, if anything, they are actually a bit to slow for more extreme cases (like wonderful low level ramjet flight ).
-
There is the ISP difficulty scaler. Check the last page, it works apparently: http://forum.kerbalspaceprogram.com/threads/52882-0-90-Kerbal-Isp-Difficulty-Scaler-v1-4-2-12-16-14/page31? Increasing the ISP should kinda work for a stockalike RSS. I'd still suggest getting 'bigger rocket' mods, tho. E.g. Behemoth Aerospace is very good when it comes to large rockets (5 to 10m): http://forum.kerbalspaceprogram.com/threads/124064-Behemoth-Aerospace-Engineering-Large-Parts-v1-1-0-(2015-06-05)
-
The Batman PC port situation has me worried about KSP for the PS4
Temeter replied to CynicalVision's topic in KSP1 Discussion
You're making it sound like having a game run fine on PC is some near-impossible to achieve task. That's nonsense, PC games usually manage to best most possible hardware configurations. Porting cost isn't much of a factor, considering how many very traditional console games are coming to PC. Most current ports are even very good, the period of bad console ports during PS360 is gone, just compare the jump from borderlands 1 to borderlands 2. No, the issue of Arkham Knight wasn't technical difficulty, it was something between WB, Rocksteady and Iron Galaxy. Incompetence, neglience, greed, time constraints, production issues, whatever might be the reason. Most probably a main factor is WB just trying to save money on Batman's least important (though still substantial) platform, earlier games also had issues (including Iron Galaxy's work). Which backfired wonderfully, considering how fast the game dropped from the topsellers and was suspended. Most bad ports can be tracked back to lack of time and money. That said, there are a bunch of cases where the hard to control nature of external ports caused issues. I'm convinced Squad will wait until its ready, but I also hope they made the right choice with Flying Tiger. -
Some nodes, e.g. in the FASA pack, don't seem to be updated yet. Another (visually) problemtic pack would the BobCatInd Soviet Engines, which have their exhaust coming from above the nozzle. Well, that does look like a lot of work.^^'
-
Afaik not. There is an RSS update for Eve in the works (no public dl yet): http://forum.kerbalspaceprogram.com/threads/83215-WIP-RSS-Visual-Enhancements-(RVE)
-
[1.3] Smartstage, intelligent VAB reset button 2.9.7
Temeter replied to xytovl's topic in KSP1 Mod Releases
Ermahgerd why did I not know of this mod? Looks incredibly usefull! -
Thanks, switching to spaceport works again! edit: Also thanks to Nathan!
-
So, i'm trying to fix a bunch of major issues in my KSP install right now. Atm i'm getting a crash every single time i'm going from a craft on earth back to VAB or Spaceport. More specifically the RAM usage (using 8k textures and Open GL) remain below 2.5GB from main menu to flight, and then, when I switch from craft to spaceport, the game jumps up to 3.4GB in ~2 seconds and crashs. I've looked at the log and there is a bunch of kopernicus/planet stuff just before the mem-crash. Is it possibly an issue with RSS? saved (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Saving FAR Data (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) FAR: save AG actionGroupSpoiler as Brakes (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) FAR: save AG actionGroupIncreaseFlapDeflection as None (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) FAR: save AG actionGroupDecreaseFlapDeflection as None (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Game State Saved to saves/default/persistent (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [DestructibleBuilding]: ID for this building is not defined correctly. Cannot unregister. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [B][HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) =====================[/B] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Pluto' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map PlutoHeight (G) for Pluto, and Pluto of path RSS-Textures/PluginData/PlutoHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map PlutoHeight (G) for Pluto, and Pluto enabling self, time was 0. Path = RSS-Textures/PluginData/PlutoHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Triton' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Iapetus' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Titan' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map TitanHeight (G) for Titan, and Titan of path RSS-Textures/PluginData/TitanHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map TitanHeight (G) for Titan, and Titan enabling self, time was 0. Path = RSS-Textures/PluginData/TitanHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Rhea' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Dione' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Tethys' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Enceladus' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Mimas' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Callisto' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map CallistoHeight (G) for Callisto of path RSS-Textures/PluginData/CallistoHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map CallistoHeight (G) for Callisto enabling self, time was 0. Path = RSS-Textures/PluginData/CallistoHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Ganymede' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map GanymedeHeight (G) for Ganymede, and Ganymede of path RSS-Textures/PluginData/GanymedeHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map GanymedeHeight (G) for Ganymede, and Ganymede enabling self, time was 0. Path = RSS-Textures/PluginData/GanymedeHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Europa' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map EuropaHeight (G) for Europa, and Europa of path RSS-Textures/PluginData/EuropaHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map EuropaHeight (G) for Europa, and Europa enabling self, time was 0. Path = RSS-Textures/PluginData/EuropaHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Io' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map IoHeight (G) for Io of path RSS-Textures/PluginData/IoHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map IoHeight (G) for Io enabling self, time was 0. Path = RSS-Textures/PluginData/IoHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Deimos' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map DeimosHeight (G) for Deimos of path RSS-Textures/PluginData/DeimosHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map DeimosHeight (G) for Deimos enabling self, time was 0. Path = RSS-Textures/PluginData/DeimosHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Phobos' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map PhobosHeight (G) for Phobos of path RSS-Textures/PluginData/PhobosHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: map PhobosHeight (G) for Phobos enabling self, time was 0. Path = RSS-Textures/PluginData/PhobosHeight.dds (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Cannot find preset 'High' for pqs 'Mars' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map MarsHeight (G) for Mars, and Mars of path RSS-Textures/PluginData/MarsHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OutOfMemoryException: Out of memory at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels32 (int) at UnityEngine.Texture2D.GetPixels32 () [0x00000] in <filename unknown>:0 at MapSO.CreateGreyscaleFromAlpha (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at MapSO.CreateMap (MapDepth depth, UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at Kopernicus.OnDemand.MapSODemand.CreateMap (MapDepth depth, UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at Kopernicus.OnDemand.MapSODemand.Load () [0x00000] in <filename unknown>:0 at Kopernicus.OnDemand.MapSODemand.GetPixelFloat (Double x, Double y) [0x00000] in <filename unknown>:0 at PQSMod_VertexHeightMap.OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at PQS.Mod_OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at PQS.GetSurfaceHeight (Vector3d radialVector) [0x00000] in <filename unknown>:0 at PQS.UpdateVisual () [0x00000] in <filename unknown>:0 at PQS.StartSphere (Boolean force) [0x00000] in <filename unknown>:0 at PQS+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Cannot find preset 'High' for pqs 'Moon' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map MoonHeight (G) for Moon, and Moon of path RSS-Textures/PluginData/MoonHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 33554433B with 32 alignment. MemoryLabel: Texture Allocation happend at: Line:411 in Memory overview [ ALLOC_DEFAULT ] used: 601279814B | peak: 0B | reserved: 664593135B [ ALLOC_GFX ] used: 456323301B | peak: 0B | reserved: 529771545B [ ALLOC_CACHEOBJECTS ] used: 82340B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 20472B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 74160B | peak: 0B | reserved: 4194304B Could not allocate memory: System out of memory! Trying to allocate: 33554433B with 32 alignment. MemoryLabel: Texture Allocation happend at: Line:411 in Memory overview [ ALLOC_DEFAULT ] used: 601279814B | peak: 0B | reserved: 664593135B [ ALLOC_GFX ] used: 456323301B | peak: 0B | reserved: 529771545B [ ALLOC_CACHEOBJECTS ] used: 82340B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 20472B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 74160B | peak: 0B | reserved: 4194304B (Filename: Line: 920) [Kopernicus]: failed to load D:/KSP/KSPRSS/KSP_winRSS/KSP_Data/../GameData/RSS-Textures/PluginData/MoonHeight.dds with exception Out of memory (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OutOfMemoryException: Out of memory at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels32 (int) at UnityEngine.Texture2D.GetPixels32 () [0x00000] in <filename unknown>:0 at MapSO.CreateGreyscaleFromAlpha (UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at MapSO.CreateMap (MapDepth depth, UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at Kopernicus.OnDemand.MapSODemand.CreateMap (MapDepth depth, UnityEngine.Texture2D tex) [0x00000] in <filename unknown>:0 at Kopernicus.OnDemand.MapSODemand.Load () [0x00000] in <filename unknown>:0 at Kopernicus.OnDemand.MapSODemand.GetPixelFloat (Double x, Double y) [0x00000] in <filename unknown>:0 at PQSMod_VertexHeightMap.OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at PQS.Mod_OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at PQS.GetSurfaceHeight (Vector3d radialVector) [0x00000] in <filename unknown>:0 at PQS.UpdateVisual () [0x00000] in <filename unknown>:0 at PQS.StartSphere (Boolean force) [0x00000] in <filename unknown>:0 at PQS+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Cannot find preset 'High' for pqs 'Venus' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) OD: ERROR: getting pixelFloatD with unloaded map VenusHeight (G) for Venus, and Venus of path RSS-Textures/PluginData/VenusHeight.dds, autoload = True (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 33554433B with 32 alignment. MemoryLabel: Texture Allocation happend at: Line:411 in Memory overview [ ALLOC_DEFAULT ] used: 601279886B | peak: 0B | reserved: 664593135B [ ALLOC_GFX ] used: 456323301B | peak: 0B | reserved: 529771545B [ ALLOC_CACHEOBJECTS ] used: 82340B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 20472B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 74160B | peak: 0B | reserved: 4194304B Could not allocate memory: System out of memory! Trying to allocate: 33554433B with 32 alignment. MemoryLabel: Texture Allocation happend at: Line:411 in Memory overview [ ALLOC_DEFAULT ] used: 601279886B | peak: 0B | reserved: 664593135B [ ALLOC_GFX ] used: 456323301B | peak: 0B | reserved: 529771545B [ ALLOC_CACHEOBJECTS ] used: 82340B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 20472B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 74160B | peak: 0B | reserved: 4194304B (Filename: Line: 920) Crash!!! SymInit: Symbol-SearchPath: '.;D:\KSP\KSPRSS\KSP_winRSS;D:\KSP\KSPRSS\KSP_winRSS;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Tem' OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
-
Seems like my sometimes bad english made it a bit confusing (its rather late in europe^^'): I've had the correct version (1031), which fixes the exact loading issue. I did chose to overwrote the old RealFuels folder, tho, when I should have first removed it before updating. It was just a mistake in installing the mod, it works after removing/reinstalling RF.
-
EDIT: Nvm, Nvm, Nvm, the thing was my mistake! RealFuels very recently fixed an issue that could kill the loading process. I did ofc instantly install it, Apparently fixing the issue involved removing a file though, and i didn't actually remove the old folder and just overwrote the update. Just removed/reinstalled RealFuels and KSP does finish the loading process this time. Sorry for wasting your time! ---------------------------- I've already tried the solver engine that comes with Realism Overhaul (i'm using RSS/RO), the AJE prerelease one from the link nathankell just posted, and just now a direct download from the mods page. Everything results in the same result, the loading just stopping and this: PartLoader: Compiling Part 'AtomicAge/Parts/KANDL/KANDL/nuclearEngineKANDL' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EffectList: Created 13 effect types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *RF* Loading RFSETTINGS global settings (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'SolverEngines.ModuleEnginesSolver.UpdateFlightCondition'. at RealFuels.ModuleEnginesRF.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Btw: I'm using OpenGL, but i had the issue the first time i created a new (DX) 102 RSS/RO install. Played the game without the AJE mod after that.
-
Oh, i did not know that! I strated by quoting the last bit here instead of uploading it fully, since it looks rather interesting: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'AJE/Parts/Props/TwinCyclone7/TwinCyclone-R2600-7' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Cannot clone model 'Firespitter/Parts/Engine/FS_PropellerEngine/model' as model does not exist (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Model was not compiled correctly (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Cannot compile model (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Cannot compile part (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'AJE/Parts/Props/TwinWasp94/TwinWasp-R1830-94' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Cannot clone model 'Firespitter/Parts/Engine/FS_PropellerEngine/model' as model does not exist (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Model was not compiled correctly (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Cannot compile model (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartCompiler: Cannot compile part (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Compiling Part 'AtomicAge/Parts/KANDL/KANDL/nuclearEngineKANDL' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) EffectList: Created 13 effect types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) *RF* Loading RFSETTINGS global settings (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) PartLoader: Part 'AtomicAge/Parts/KANDL/KANDL/nuclearEngineKANDL' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DragCubeSystem: Creating drag cubes for part 'nuclearEngineKANDL' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingMethodException: Method not found: 'SolverEngines.ModuleEnginesSolver.UpdateFlightCondition'. at RealFuels.ModuleEnginesRF.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [DeadlyReentry.DRToolBar] OnDestroy() called - destroying button (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) KANDLE is the tiny Nuke from atomic age (that one doesn't have an RO config afair), but removing one mod just makes it stop at another engine, e.g. the stock jet engine. edit: Full log, if helpful: http://s000.tinyupload.com/index.php?file_id=04395916013345394748
-
I'd love too, but it's not an actual freeze. The loading process just stops at one part, witty hints continue cycling, I can still switch fullscreen/window. I have to manually kill the game.
-
With that realease my game freezes during loading, usually at the jet or nuclear engines.
-
How hard is it to exchange textures (or add new alternatively textured parts) for the structural fairings? It's a new heat system with internal heating, so e-dog probably just needs to adjust/add some numbers.
-
The MK4 to 4.3m adapter tanks have borked (too small) attachment nodes (assuming this is RO territory?). Actually seems like all big plane adapters are kinda borked. 1.0.3 isn't supported, e.g. break real fuels.
-
No problem, I absolutely know those bothering issues. Another guess: Did you check F3 to see what's causing the damage? Maybe it's not actually heat, but aerodynamic forces from the brutal reentry angle? 47k is where it's getting tough.