-
Posts
9,282 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Starwaster
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
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 https://www.dropbox.com/s/nwlr9b5g0wgf130/output_log.txt Looks like you've got an outdated config file for the Squad drogue chute.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wasn't really a good thing to do because it can cause you to become confused later (like now) One of those files is an outdated version.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. -
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.
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
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) -
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 :(
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
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..
- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
Spaces in resource URLs. Unity has never liked that.
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
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) -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
only the plugin itself. you can delete any or all of its parts -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
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... -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Starwaster replied to TriggerAu's topic in KSP1 Mod Releases
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.... -
You need to download the latest Firespitter plugin. Here's a link to the latest: http://kerbal.curseforge.com/ksp-mods/220252-firespitter
-
What did you do, just compile the current RF against 0.24? What about the latest KSPAPIExtensions?
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
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. -
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.