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MarcRan17
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Everything posted by MarcRan17
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Hey there. Great mod, I was looking for exactly this. Not a huge fan of the Kethane system Myself, so I was trying to build my own sort of resources system that would be much smaller scale. Anyways I can't seem to figure out the ins and outs of the config file. I understand the whitelist, but what exactly do the other three list do? How do I use them?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MarcRan17 replied to Nereid's topic in KSP1 Mod Releases
Awesome! Thanks! And really, I'm sorry for troubling you with a bug that probably isn't even FF, that I introduced through my own careless save file editing. I appreciate your taking time to investigate it though! -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MarcRan17 replied to Nereid's topic in KSP1 Mod Releases
Also, now that I think I've solved my problem, is there any way of editing the number of mission a Kerbal has been on? Where is that value even stored? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MarcRan17 replied to Nereid's topic in KSP1 Mod Releases
Yeah, If you mean this bit here: [LOG 12:08:29.906] AddonLoader: Instantiating addon 'FinalFrontier' from assembly 'FinalFrontier' [LOG 12:08:29.906] FF: log level is TRACE [LOG 12:08:29.950] FF: adding toolbar buttons [EXC 12:08:29.951] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:29.962] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.012] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.136] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.145] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.155] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.166] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.173] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.202] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.213] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.220] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.227] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.237] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.253] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.270] NullReferenceException: Object reference not set to an instance of an object [EXC 12:08:30.287] NullReferenceException: Object reference not set to an instance of an object [LOG 12:08:30.432] FF: destroying Final Frontier Although this time it seems longer. I'm not currently having the scene change issue, and in this instance I just booted up KSP, loaded my career save, opened the FF menu, config, and turned on TRACE logging. Seing as that seems to be more helpful. On the manner of the original bug though, I think I MIGHT know how it happened. When I started my career save I went and renamed a lot of my Kerbals in the save file, so that they had unique names, and weren't all "Kerman"s. This didn't present any issues at the time, but neither was FF installed then. However, I recently added a group of new Kerbals to the space program and renamed them. I'm not sure if this was before or after I played around in the FF menu, But I have a sneaking suspicion that this is why. Especially because I encountered it a second time after renaming a Kerbal I had just rescued from orbit as a contract. Now that I think about it... I'm quite certain that's what caused the issue. I bet FF was freaking out about a decorated kerbal that it couldn't find anymore. That being said, I have no idea how that would cause the total game failure I experienced. I'll do some experimenting and report back. EDIT: Okay... ignore my hypothesis above... I attempted to recreate the bug by changing the name of a Kerbal, decorating him by having him fly around, and then changing his name again. Instead of my expected outcome, the kerbal showed up in the list with the new name, and no decorations. This I can understand. It's essentially the same as adding a new kerbal and removing the decorated one. But if that didn't cause the bug then I'm back to square one. EDIT: Maybe don't ignore that.... I kept on playing around with Kerbal names this time changing the test Kerbal's name back to the name he had when he was decorated, and I also changed a different Kerbals name. I'm beginning to feel like I'm just muddling things up here, but I did recreate the bug. I'll see if I can narrow it down further. EDIT: I THINK I FINALLY FIGURED OUT WHAT HAPPENED! And I'm really sorry for troubling you if this is it... On my Career save Each of my Kerbals, except for Jebediah, Bill, and Bob, has a unique last name that is NOT Kerman. This is because I went into the save-file and edited them for my own liking. Shortly after installing FinalFrontier, I rescued "Duncan KERMAN" from orbit as a contract. As part of that contract's design, upon completion, "Duncan KERMAN" was added to my space center crew. Immediately after this I went and saved, then edited the save in the ROSTER section. I changed "Duncan KERMAN" to "Duncan MIKKERS". Upon Loading again the game is unusable, having introduced this bug. Changing his name back to Duncan KERMAN resolves it. I think this is because his name is mentioned elsewhere in the savefile, the completed contract to be exact. and in this location I didn't change the name, as I was unaware of it. So the completed contract, return Duncan KERMAN from orbit is telling the game that on this save I should have a Kerbal named Duncan Kerman, but the truth is that there's a Duncan Mikkers instead. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
MarcRan17 replied to Nereid's topic in KSP1 Mod Releases
So, I've encountered a very serious bug in x64 0.24, and I THINK that it's being caused by FinalFrontier. I have two saves, one career and one sandbox. I installed FF shortly after starting these saves. As a result some of the awards, such as first in space and such, were awarded to the wrong Kerbals. I used the FF menu from the Space Center scene to revoke the ribbons that kerbals had not actually earned. I thought I would be able to re-award them through the GUI to the right kerbals, but it seems that's only allowed for the custom ribbons. Fair enough, I thought, I'll just savefile edit them into the right locations to receive the awards for "firsts". However, before I could do this, I encountered the bug I'm referring to. When I click on the launchpad to launch a new vessel, I get the usual GUI, then when I hit launch nothing happened. So, I click on the Launchpad again. GUI comes up and I click launch, nothing. so instead I decide to go to the VAB to launch. clicking it doesn't change scenes. click, click, click. At first I thought it was the "right-click" bug introduced by Unity 4, but after about 30 clicks, left and right, nothing. So I try the Research and development center. This time the scene changes but when I hit close, the contract and notification buttons from the space center scene, along with the bottom timewarp and exit buttons, are now overlayed on top of the R&D scene. At this point, nothing I do is effective so my only option is Alt-F4. I attempted this again and again three times and each time I get roughly the same result, only in different scenes. I haven't changed anything else except for those ribbons in FinalFrontier, so I believe that's what's causing this. I should note, that this bug is NOT occurring in my sandbox save on which I haven't touched the ribbons. EDIT: I was able to get my save to work again, however I only managed it by reverting to a quicksave from before I played around in the FF menu. Thankfully that save wasn't TOO old, but now I don't wanna touch the FF menu because I have no idea how I caused that error the first time... EDIT 2: I tried to recreate this bug on a new save after launching Jeb to orbit and back. I earned him some ribbons doing that, and then revoked a few, played around changing all sorts of settings. I still couldn't recreate it. I'll continue playing as before, I suppose, just making sure to quicksave at the end of every mission, so that, should this bug occur again, I can revert. I did look at the log file while I still had the bug, and I thought it was curiouis that more than half of the entries in the log were "FF". I know nothing of the code, so I couldn't exectly be sure of anything wrong. I should note that I did see a bunch of NullReferenceExceptions near the bottom, but, I don't know, were those caused by me force quitting the game with Alt-F4? EDIT 3: Turns out I left the Log text open all this time. Here it is. dunno if this is helpful to you. http://filebin.ca/1U4B8UqeIr62/KSPlog.txt and as it turns out this log text is massive. Pastebin, nor Text Upload allowed it. I don't think I've ever seen a log file at 1.15MB :S -
[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
MarcRan17 replied to pizzaoverhead's topic in KSP1 Mod Releases
So, just to clarify then, This mod is currently NOT functional with 0.24? Or am I just doing something wrong with my settings.- 779 replies
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
MarcRan17 replied to nothke's topic in KSP1 Mod Releases
Excellent! That's a number of things fixed! -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
MarcRan17 replied to nothke's topic in KSP1 Mod Releases
If I'm not mistaken, the only reason this mod isn't working in 0.24.0 is because the Firespitter plugin it requires hasn't updated yet. Supposedly, that's in the works right now, so it should be fixed soon enough. I don't believe there's much for him to do on his end for now. -
Mod Edit: Similar thread merged in here. First things first, not sure if this goes here or in the bugs and support thread, secondly I admit that while I did look to see if this had already been mentioned I didn't search very hard. Apologies if I'm out of line on either of these points. But to the point, I was doing a little experimentation with custom Kerbal textures on my new career save, using a stack of Mk1 pods on the runway for 100% return of funds. However, When I recovered the pod rod, I noticed a substantial gain in reputation for returning the six Kerbals home. Even though their vessel never even launched. Personally this is just a bit of an immersion breaker and I don't intend on spamming this to cheat reputation points, but I know that some will, and I feel like perhaps this wasn't intended to work like this. Again, please correct this if it's in the wrong somehow. EDIT: Thanks Techicalfool for relocating this
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
MarcRan17 replied to shaw's topic in KSP1 Mod Releases
yeah so far I've found that everything is working except the custom heads and suits in 0.24 -
[WIP] Renaissance Compilation (artworks remake)
MarcRan17 replied to Proot's topic in KSP1 Mod Development
I'm leaving a comment here so I can find my way back. This looks very promising! Keep it up! -
A little Jool texture I'm working on [RELEASED!]
MarcRan17 replied to Felsmak's topic in KSP Fan Works
Awesome. I love this texture, and I can't wait to get my hands on a downloadable version. Jool has always bugged me a bit cause I feel like it's Highly unlikely or even impossible that a gas giant would have the coloration that Jool does in the stock game. Correct me if I'm wrong here, as my Chemistry knowledge is lacking, but there aren't many gases with that coloration and those which have similar color, are generally not found in great abundance such as this. Gas Giants are typically made of gasses found fairly low on the periodic table if I'm not mistaken, and compounds of those. things like hydrogen, Methane (carbon-hydrogen compound), Ammonia (Nitrogen-Hydrogen compound), and the like. A greet tinged gas giant is definitely possible, but deep emerald green seems out of place to me. EDIT: Colour actually seems to be more so based off of the temperature of the giant see here http://en.wikipedia.org/wiki/Sudarsky_extrasolar_planet_classification this means that a green gas giant is possible, but it has to be very hot. Really then Jool probably shouldn't be green at all, but nonetheless your texture is far more plausible, and in my opinion it's much more beautiful -
Docking Ports won't separate
MarcRan17 replied to MarcRan17's topic in KSP1 Gameplay Questions and Tutorials
yeah, I understand, the only thing is that it was kind of a freak chance type event. That is, I've done the same docking maneuver before with identical mods and set up, but they didn't lock up like that. That coupled with the fact that I wouldn't be able to remove any of the parts mods that were installed without removing the offending nodes as well, and being that the problem happened at random, I doubt that I'd be able to reproduce it. I think that it was the same bug that was mentioned in that other forum user's post, where two docking nodes would be decoupled but only one actually knows it was decoupled, the difference here being that I think both the nodes thought they were uncoupled but the ship was somehow still registering as docked. But anyways, the point is that it was a fairly easy fix after all. -
Docking Ports won't separate
MarcRan17 replied to MarcRan17's topic in KSP1 Gameplay Questions and Tutorials
I don't THINK, that this is a mod issue. I could be wrong, but I see no way of doing the above anyways, because removing the mods would cause the ships to fail to load, not to mention I have no Idea how I would reproduce this. I docked the exact same way once before, no problems, and all my other ports are working fine. I'll copy and paste the portion of the savefile that involves the docking ports on the vessels, see if that helps anyone. -
Hey, so I sent a resupply mission to my Space station using a mark 1-2 pod and a shielded docking port, connecting to an unshielded 1.25m port. I did my mission and all that, then when I went to undock the nodes refused to separate. Now I have seen other people having this issue and I've tried the solutions that worked for them, to no avail. I think it may have something to do with mods I have installed, but can't be sure. In that regard, I've got KAS, DRE, 6S Service compartment(which is in use on the vessels along with the KAS parts) Kerbal Engineer, RemoteTech2, and Visual Enhancements. Basically when I clicked undock, the docking ports behaved as they were supposed to in that the gui button for "undock" disappeared along with the crossfeed toggle. However, the two ports remained affixed to each other and the vessel still includes the "undocked" vehicle. I can toggle the shield on the shuttle's docking port so It clearly thinks it's undocked, but the vessel and the station it's docked to are acting like they're still one vessel. neither of the ports still has the Undock button. Any ideas anyone? EDIT: Would it help if I posted the section of the savefile including the offending vessels? PART { name = dockingPort2 uid = 388725757 mid = 365007793 parent = 78 position = -0.0202179253101349,-7.38458681106567,0.00975729338824749 rotation = -0.06914065,-0.0009563279,-0.9976038,-0.002377101 mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = None, -1 attN = bottom, 78 mass = 0.05 temp = -199.9601 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/AgencyFlagTSEI rTrf = dockingPort2 EVENTS { } ACTIONS { } MODULE { name = ModuleDockingNode isEnabled = True state = Ready dockUId = 2799387372 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = False guiActive = True guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } } } MODULE { name = ModuleAeroReentry isEnabled = True adjustCollider = 0 crashTolerance = 8 damage = 0 dead = False EVENTS { RepairDamage { active = True guiActive = False guiIcon = No Damage guiName = No Damage category = No Damage guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } } ACTIONS { } } } PART { name = dockingPort1 uid = 2799387372 mid = 577006466 parent = 85 position = -0.0235763043165207,-8.00017166137695,0.0103957252576947 rotation = 0.002890007,0.9391121,0.001040688,-0.3435981 mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = bottom, 87 mass = 0.1 temp = -200.7869 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/AgencyFlagTSEI rTrf = dockingPort1 EVENTS { } ACTIONS { } MODULE { name = ModuleDockingNode isEnabled = True state = Ready dockUId = 388725757 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = False guiActive = True guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } } DOCKEDVESSEL { vesselName = CTO-02 vesselType = 5 rootUId = 3412167399 } } MODULE { name = ModuleAnimateGeneric isEnabled = True status = Locked animSwitch = False animTime = 1 animSpeed = 1 EVENTS { Toggle { active = True guiActive = True guiIcon = Toggle guiName = Close Shield category = Toggle guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = None } } } MODULE { name = ModuleHeatShield isEnabled = True deployAnimationController = 0 direction = (0, 0, 0) reflective = 0.25 ablative = area = 0 thickness = 0 adjustCollider = 0.25 crashTolerance = 8 damage = 0 dead = False loss { } dissipation { } EVENTS { RepairDamage { active = True guiActive = False guiIcon = No Damage guiName = No Damage category = No Damage guiActiveUnfocused = True unfocusedRange = 4 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = ModuleAnimation2Value isEnabled = True EVENTS { } ACTIONS { } } MODULE { name = ModuleAnimation2Value isEnabled = True EVENTS { } ACTIONS { } } } FIXED THE PROBLEM: I was examining another user's method of repairing flasely undocked ports and attempted to force both ports back into a docked state. This succeeded and was achieved by changing the "state=ready" line on both ports to"state=docked (dockee)" and "state=docked (docker)" respectively. Then when I loaded the quicksave that I had edited, the ship was docked as one station, but I was now able to successfully undock.
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Neat! What mods are you using here? I recognize rbray89's visual enhancements. I'm particularly interested in the engine effects you have there, does that come with the parts mode you used?
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Dude, send these to squad for the contest!
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
MarcRan17 replied to shaw's topic in KSP1 Mod Releases
I dunno, this guy's been able to do some stuff that i thought was impossible already. I wouldn't put it past him. Great mod once again Shaw! -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
MarcRan17 replied to shaw's topic in KSP1 Mod Releases
I've noticed this too but only the first time the screen is loaded. Like if I go to settings and then back, it's my custom skybox. If I go into a game and come back out, sometimes it reverts to default, sometimes it doesn't. It's a bit finicky but I personally don't mind, because I'm usually only on the menu for about 5 seconds anyways, and it works just fine once I get into the game. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
MarcRan17 replied to shaw's topic in KSP1 Mod Releases
Loving the new custom Kerbal feature. I used MrTheBull's Orange Eva suit and did some tweaks to make it my own space agency's suit, then applied it to just the Three vets Each with a custom helmet with their names on it. Then based off of Captain Skunky's "It's Hardly Rocket Science" comics, I made custom heads for the three. Faces and Hair Custom Helmets I used W and R to initial Bill and Bobs' helmets because they couldn't bot be B and the names Bill and Bob are short for William and Robert respectively Chevron on Jeb's arm (probably gonna redo this detail, looks a little twisted Loving this mod as an alternative to Universe Replacer. Not only does it produce higher quality, but you can actually customize individual Kerbals. And you can still use random textures for the faces too, for the VAB and SPH engineers for example. Overall, I'm very happy with your work here! Keep it up! -
Flags are not "Flights in Progress"
MarcRan17 replied to jfjohnny5's topic in KSP1 Suggestions & Development Discussion
seriously I don't know why this is the case to begin with... But I totally agree. Flags Should not count as ongoing flights. I wonder how hard it would be to make a plugin for this? I have no experience with coding for KSP beyond savefile editing, but I can't imagine it'd be that hard.