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KSP2 Release Notes
Everything posted by Starwaster
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The mechanism is that that functionality is handled by the plugin itself now and not the config file. If you're having to re-enable those lines that are commented out then either you uncovered some bug or there's something wrong with your installation. You should remove that folder (edit: Gamedata/RealFuels/*) entirely and reinstall from a fresh download.
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No, just reconfigure for release instead of debug and recompile. I was also tired of seeing all the debug information and that's what I did to get rid of it. (actually only did that because I have to reload database frequently due to parts development and the extra debugging logs were slowing it down noticeably)
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I see, he's deleting ModuleEngines and replacing it with ModuleEnginesFX. I guess I'm not really familiar with that module, but isn't it possible to do what he needs under the new FX system?
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[0.23] Im a Cupcake Wannabe (Advanced Hover System)
Starwaster replied to mpink's topic in KSP1 Mod Releases
Who's Cupcake? -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Starwaster replied to Yogui87's topic in KSP1 Mod Releases
lower heat shield decoupling force. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Starwaster replied to TaranisElsu's topic in KSP1 Mod Releases
That's to be expected. You have config files that are adding TACLS modules to craft or existing craft that have those modules defined on them or both. The game tries to load the modules but the plugin for them is gone. So it says it cannot find them. If there are config files adding those modules then it will be logged in output_log.txt along with the location of the cfg that's adding them and the part it's adding them to. The second error has to do with the Scenario data in your save file. TAC probably wrote data there and the game is throwing an error trying to access the module responsible. Getting rid of that error would involve editing the save file. The good news though is that you can mostly ignore those errors. Mostly. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Starwaster replied to Yogui87's topic in KSP1 Mod Releases
100 seems a little high for crash tolerance. That's literally saying they won't fail unless their velocity at impact is over 100 meters per second. That said, I understand there are packs with landing gear / wheels that are also high so it's not unprecedented. Just saying that if your landing speed is that high then it would be better to work on reducing that instead. -
Sounds like you don't have the very latest version.... at least I think that was only happening right after the move to 0.23 .... and then it stopped for me. I don't remember doing anything special, just downloaded the latest version one day and my sky was back.
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Is it possible that two animation2value modules on one part are a problem? Maybe try it without the one that changes maxtemp just to test that notion?
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Sorry, I'm not really comprehending the nature of your problem from that, save that you suspect multiple config files might be causing it. Can you please try explaining that differently? Or, on the subject of the config files, if you look at your output_log.txt (not, I repeat, NOT ksp.log), find all lines where ModuleManager is applying a node to that part. You need to know the part's name (which uniquely identifies it) For example, let's say I want to find where in output_log.txt module manager is applying a node to zzz's radiator, which I suspect is having a problem and I don't know what file might be responsible. The part is named radiator1. There's a lot of text to search through but it always ends the same way so let's get creative here. It always has the full path name (after GameData) and it will say it's applying the node to that part so I'd search for 'to z_thing/Parts/heat/part/radiator1' And it would return the following. (if you use Notepad++, it supports regular expression matching if you know how to use it, which I forget how myself) [ModuleManager] Applying node MyTweaks/radiator_patch/@PART[radiator1]:Final to z_thing/Parts/heat/part/radiator1 So, you would search in that manner for every MM patch that's applying something to the part that you're having problems with.
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[0.23] DC Aerospace v1.0.5 (RERELEASED- MOVED TO NEW THREAD)
Starwaster replied to EsvDefcon's topic in KSP1 Mod Releases
Then don't use the damned mod. You're just coming in here poisoning the atmosphere with your negative behavior. Nobody really wants you here if you don't have something constructive to say. Don't like it? DON'T USE IT. Stop being a damned troll. That goes for you too jacobgong. Go bother Robert Zubrin and tell him that his plans to make methane fuel for returning astronauts out of the Martian environment are 'overpowered' and 'unbalanced' -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Definitely sounds like dupes, but once that is resolved, any save files once affected will always exhibit that behavior for that item. The save file requires editing even after the original cause is corrected. The research entries for that item all need removing from the save file. On my iPhone not in front of computer and I don't remember what it looks like exactly. -
BobCat Ind. - Colonization, exploring and research vehicle
Starwaster replied to BobCat's topic in KSP1 Mod Development
Why? Curiosity's wheels are a wreck. They're coming apart man. The most important parts of them are made of aluminum and the harsh Martian terrain is ripping them part like aluminum foil. -
I don't always edit text files that large. But when I do, I use Notepad++ Ok, am seeing some Toolbar errors; the sort of error that would probably prevent the Toolbar GUI from working but not seeing anything 'mission-stopping' A lot of this NullReferenceException: Object reference not set to an instance of an object at Toolbar.Button.get_Texture () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Toolbar.Log:error(Exception, String, Object[]) Toolbar.Button:get_Texture() Toolbar.Button:get_Content() Toolbar.Button:draw(Rect, Boolean) Toolbar.Toolbar:drawButtons() Toolbar.Toolbar:draw() Toolbar.ToolbarManager:OnGUI()
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You might want to give Dropbox a try. http://www.dropbox.com You can synch it nicely to a folder on your computer. Once you set up your free account, just drag it into that folder. It gets automagically uploaded to your Dropbox, then you right click on the file and get the dropbox link which you then paste in here.
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You're playing a game that's in alpha development on a notebook.... with 22(23?) mods.... and your notebook actually crashes when you try to open a text file. (possibly a large text file, but still...) But you think it was the toolbar mod that did it... I'm trying hard to think of how the Toolbar API could cause a 'mission ending bug' but it's really not coming... I'm not trying to be mean or anything, but don't you think that would be the least likely scenario?
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Starwaster replied to sumghai's topic in KSP1 Mod Releases
He's been so swamped he hasn't been able to work on the things he wanted to do on this pack and you want to hijack him for someone else's stuff? Bad form. No cookie for you. -
I think your problem is you're too steep. 500x20? That doesn't sound survivable. ... What you can try though is pitching your nose up a bit. That will drop your drag a bit and increase lift. Use MJs SmartASS module. Use the Surface subsection with settings of: 90 155 180
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Those seem way too touchy to do that to. After right clicking, they're sort of anchored but if you click on them at all they vanish.
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Awesome! Does it properly respect the panel be retracted though? It seems like it should but I don't know how it reacts to being changed. Though for most panels it would probably still be within the realm of reality if they could break when retracted but some of those panels appear to be shielded when closed and should stay that way. ModuleAnimation2Value could come to the rescue for that though. (I'd forgotten about that being in DeadlyReentry)
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The two tanks will definitely be made to match. And I'm actually not sure which of two textures it is inside the truss in the second picture. One Porkjet sent me and the other I found on Filter Forge's site. I think it's Porkjet's though. I'm going to give both the shiny treatment and post them up.