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Starwaster

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Everything posted by Starwaster

  1. Here is the full log. https://www.dropbox.com/s/nwlr9b5g0wgf130/output_log.txt Looks like you've got an outdated config file for the Squad drogue chute. Something left over from an old version. I'll look over your output_log.txt but you should delete the entire RC folder and anything else that might have come with it and reinstall with the latest version. Edit: Damn I'm fast. I think ima ninja myself before I can come back with the answer. HERE [ModuleManager] Applying node Squad/Stock_RealChute_MM/@PART[parachuteDrogue] to Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue And HERE: [ModuleManager] Applying node RealChute/ModuleManager/Stock_RealChute_MM/@PART[parachuteDrogue]:FOR[RealChute] to Squad/Parts/Utility/parachuteDrogue/part/parachuteDrogue See those two lines? You have two Stock_RealChute_MM.cfg files in two different locations. Those are the Module Manager files distributed by Stupid Chris with Real Chute. It looks to me like you stuck one or the other in the Squad folder, which wasn't really a good thing to do because it can cause you to become confused later (like now) One of those files is an outdated version. I can't really tell from looking which one it is though I'd guess it's the second one since it ran second and overwrote any changes the first one made. To be sure, delete that RealChute folder like I said. Go into the Squad folder and delete the Stock_RealChute_MM folder and any other folders containing ModuleManager files for RealChute. Then go back and reinstall RealChute using the latest download. (version 1.2.2.2) (btw, it didn't really take me 6 minutes to find, that's just how long it took to type the answer) Neither compatibility nor incompatibility is set in stone. It sounds like you need to download the very latest version of Real Chute, 1.2.2.2 You need to delete the RealChute folder from GameData, and also any of its files if you installed any of them anywhere else besides the RealChute folder. Download 1.2.2.2 and then reinstall using the latest download.
  2. It looks like you've got the KSP.log there, which is not a good log file for troubleshooting with. To find your log file: Windows: KSP_win\KSP_Data\output_log.txt Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log NOT ksp.log file. Especially not ever.
  3. Correct. (although, if there were a DLL with that name, that would also cause that NEEDS to be met)
  4. Understood, but 'not designed to be landed with people in them' does not equal 'kill them at 2G' But that's fine if he wants to design it that way. I'm just saying that I won't play it that way. That's my choice and other people are free to play how they choose.
  5. No, you might be killing them, but not me because I wont use the plugin that kills them. It's just not realistic.
  6. The stuff that was not securely strapped down? That strains my credulity even more than the 2G issue did.... No. That stuff is strapped down, otherwise it is also destroyed on launch, necessitating resupply launch before we even get out of LKO? Riiiiggggghhhhttt.
  7. It means that if the chute does not meet conditions for deployment that it will arm itself instead. If a chute meets deployment consitions while armed, it will deploy at that time. that matches stock chute behavior. Also, a chute configured to deploy on ground contact is considered armed for that condition at all times. (i.e. drag chute)
  8. I didnt engage you with ad hominem attacks. They dont belong here. If you really want to help, one thing you can do is submit logs when you run into trouble and let experts go over them. The other is... stop trying to help because you do more harm than good.
  9. I dont usually quibble over credit, but that originated with me As well as the suggestion that the Agencies folder be excluded from processing.
  10. That explains Siri's refusal to cite me a melting point then. I thought she was just being obstinate. I told her to stop it but she replied that she wasn't doing anything so she couldn't stop. On another note, she also refuses to help me find places to dispose of corpses any more either :(
  11. Nice touch and one I was either going to suggest or submit code for. Though even 1/2 the part temperature is too lenient. You should base it off the chute's material. Nylon melts at 255C. Failure might happen sooner, or maybe 255 is fine. Not sure about Kevlar's melting point..
  12. Spaces in resource URLs. Unity has never liked that.
  13. why did you peg O2 levels so low? Does that represent cabin volume? If so, you really should lower CO2 even lower. CO2 concentrations in the atmosphere of 10 perecent or greater are lethal.
  14. :FOR will not affect what :NEEDS matches on. Only (a) and © are correct. (dll name or folder name) :FOR is just used for scheduling which pass the patch is applied in. There's 5 passes FIRST BEFORE FOR AFTER FINAL
  15. That sounds like your RealChute is several versions behind. You don't say what version you have. You need to have the very latest, 1.2.2.2 Also, the full output_log.txt file would have been nice; that one line excerpt says nothing. (sorry but it doesn't) (if you had included your output_log.txt file - dropbox.com is good for that - everyone would know what version of RC you have already, and it's really necessary for any real troubleshooting)
  16. only the plugin itself. you can delete any or all of its parts
  17. Official download updated with the fixes for Kerbal EVA issues. Fixes: Kerbals not returning EVA resources to ship when boarding. Kerbals breathing EVA oxygen instead of Kerbin air. Kerbals returning TOO much EVA resources. Reversion of some code to 1.11 version.
  18. Nuh uh! It's tested.... that's what you and I and everyone else are doing right now In fact I'm going to go get some 'testing' in right now...
  19. Sure, looks nice. Do you have a Firespitter texture changer config to go with it? (to replace the one the parts come with so that you can switch the textures in the VAB)
  20. Wow, so twelve hours later than us poor humans are accustomed to? Wait... except that it's not twelve hours because it's Kerbin. Oh hell....
  21. You need to download the latest Firespitter plugin. Here's a link to the latest: http://kerbal.curseforge.com/ksp-mods/220252-firespitter
  22. What did you do, just compile the current RF against 0.24? What about the latest KSPAPIExtensions?
  23. Nope, not new. Read what people are posting next time before posting. Read the front page and the change log to see what was being changed and why. Empower yourself. And yes, your mission is hosed barring you manually editing your save file AFTER updating to 1.2.2.2 It would be easier for you to send up a rescue craft to pull off the crew and recover any science they have.
  24. Not helpful, because it wasn't really ModuleManager causing your crashes, not even combined with MechJeb. Advising people to remove Module Manager will cripple mod functionality for them. However, a configuration loaded by Module Manager could crash or lock the game if what it was trying to load was incompatible with something else. (i.e., Module Manager patching a parachute part with an outdated Real Chutes configuration was causing crashes shortly being updated to 0.24) You have to look at your output_log.txt file or player.log file (if you are on Linux or Mac) and learn how to trace what is being loaded.
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