smurphy34
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Everything posted by smurphy34
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
smurphy34 replied to KospY's topic in KSP1 Mod Releases
The helmet light not working is a stock bug, fixed in Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16). Update 1.1.3a.1: Added a small fix for non-responsive kerbal EVA lights -
[1.1.2] GrumpyCollector 1.0.1 - Stutter ? What Stutter
smurphy34 replied to sarbian's topic in KSP1 Mod Releases
This, oh so much this. -
Thanks for the update, love the engines. This is for the Nodachi & Masamune. I wasn't getting any Smokescreen flames, I looked at the log and saw that KSP couldn't load the mu's from "Eskandare_Heavy_Industries/Thermonuclear/FX" and then I saw that "FX" is under "Eskandare_Heavy_Industries/Thermonuclear/Parts/FX". I copied "FX" to "Eskandare_Heavy_Industries/Thermonuclear/FX" and got the flames. Thanks for all your work on this
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@RoverDude I'm getting a strange error with the latest pre-release (1203) and USI Life Support 4.0 latest, when I start the "Dynawing Final Approach" scenario the Mk3 Cockpit stays stuck in mid air. The "stuck command pod" seems to affect all of the scenarios, it's just the "Dynawing Final Approach" one will snap back to the command pod after the rest of the craft crashes. This is with KSP 1.1 pre-release (build 1203) with only USI Life Support 4.0 and it's included dependency's {freshly d/l 'ed from Github). Running KSP_x64 on Windows. Here's my log.
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Hey, I saw this over in your "[WIP] The Cities of Kerbin (Hex Blocks)" thread and I was totally stoked to hear that you are finishing Thermonuclear Turbines. Are you planning to release Thermonuclear Turbines 1.0 before KSP 1.1? Would love to test it out either way ( got a Steam copy just for the pre-release ). Love this mod and I used to use this mod all the time until 1.05, then I was waiting for your update because your WIP pics looked so good. Thanks for making this. Sean
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[WIP] Nert's Dev Thread - Current: various updates
smurphy34 replied to Nertea's topic in KSP1 Mod Development
Happening for me to, here's more info, This is from a mod'ed install of KSP 1.04 Win32. From output.log; "PartLoader: Compiling Part 'MarkIVSystem/Parts/Pods/mk4crewcabin-1/mk4crewcabin-1/mk4crewcabin-1' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)" Happening on a non mod'ed install also; From output.log; PartLoader: Compiling Part 'MarkIVSystem/Parts/Pods/mk4crewcabin-1/mk4crewcabin-1/mk4crewcabin-1' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Love all your mods, thanks for letting me play with them, you rock! -
KerbalX.com - Craft & Mission Sharing
smurphy34 replied to katateochi's topic in KSP1 The Spacecraft Exchange
Trying to archive my craft before 1.0 hits and I've hit a 20 craft limit, Any chance I could get an increase? -
If you had clicked on the "log" link I had in my reply you would have found out about logs. Here is a more blatant link http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29 Please go there and read the whole OP, it will help you immensely and save you lots of time troubleshooting KSP and mods.
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[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
smurphy34 replied to marce's topic in KSP1 Mod Development
The new DLL did the trick, it loaded without error. I am playing with your mod now, very nice! Thank you so much, I really appreciate the fast response and all your work on this. Sean -
[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
smurphy34 replied to marce's topic in KSP1 Mod Development
Downloaded it 3 times... Even did a new download of the file (3rd time) for the clean install test, same outcome with all three tries. Sorry to be a pain, I really appreciate all that you modders do and I don't want to cause any negativity in this thread, but I really want to get your mod working in my game. Thanks again for all your help and your hard work on this mod. Sean -
[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
smurphy34 replied to marce's topic in KSP1 Mod Development
Sorry to say this but I'm having a problem getting this to work. I'm on KSP 24.2 32 bit Windows Ver. and I've done a clean install with just this mod (ActiveStruts) and Zodius parts and I get this in my output log; Failed to load assembly D:\KSP_win\GameData\ActiveStruts\Plugin\ActiveStruts.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 This is with the downloaded file ActiveStruts_1.0rc1.2b . Thanks for looking at this. Sean -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
smurphy34 replied to dtobi's topic in KSP1 Mod Releases
It's probably not a bug with this mod. I've had more than ten things grabbed onto an asteroid with this mod. But we will never know without a output_log.txt. -
There is an issue with RPM .17 because of the modulemanager patches. What happens is the old RPM screen was "RasterPropMonitorExampleMFD" and the new one is "RasterPropMonitorBasicMFD". The MM patch file "0.16-0.17-upgrade-patch.cfg" that comes with RPM .17 does this but for some reason only does it to the first one it finds for the IVA and the rest (10 others for the SP+ pit) don't get changed, and since "RasterPropMonitorExampleMFD" doesn't exist anymore you don't get them. An easy fix is to edit the SP+ pit internal file and change all 11 entries from "RasterPropMonitorExampleMFD" to "RasterPropMonitorBasicMFD". Notepad+ makes this very easy, edit "KSP_win\GameData\SpaceplanePlus\Spaces\Mk2CockpitStandardInternals\internalRPM.cfg", in the menu choose Search - Replace... , put RasterPropMonitorExampleMFD in the 'Find what:' box and RasterPropMonitorBasicMFD in the 'Replace with:' box and hit the replace button.
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Found this right away; [COLOR=#000000]HandleD3DDeviceLost[/COLOR] HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore Alt-Tab'ing while KSP.exe is running without the -popupwindow switch is very bad. Your ModuleManager.dll is not the newest which is 2.1.5 from back in May. AssemblyLoader: Loading assembly at C:\Kerbal Space Program\GameData\ModuleManager.2.0.5.dll And, as Olympic1 said, it looks like you have the MKS mod installed; AssemblyLoader: Loading assembly at C:\Kerbal Space Program\GameData\UmbraSpaceIndustries\MKS\KolonyTools.dll But don't have the required mod TAC Life Support installed. System.IO.FileNotFoundException: Could not load file or assembly 'TacLifeSupport, Version=0.8.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Since MKS leverages Kethane and ModuleManager to do it's magic I would update both. MKS just today had a major release so I would grab that. Please make sure you delete the old MKS folder before copying over the new one, just dropping new stuff on old is problematic at best. Good luck.
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
smurphy34 replied to nli2work's topic in KSP1 Mod Releases
Awesome engines, thanks for making and sharing them! Just a suggestion. the new D/L'ed zip "EDEngines.ZIP" has the same name as the previous version (different size though) , any chance at adding versioning to the filename so us users can make sure they have the latest version? Thanks again for your mods, I appreciate your work and creativity! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
smurphy34 replied to rbray89's topic in KSP1 Mod Releases
You need to either look at your KSP output_log.txt or post it so others can look at it. Here's were output_log.txt is. Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. It gets rewritten when you launch the game again so save and post it right after a crash. Good places to upload the log file include: Dropbox, Pastebin, Hastebin, and more. Good luck, I run this mod along with +70 others on Win 64bit 8.1 + 32bit KSP 23.5 so I know this mod works very well. -
ATM "DOES NOT" automatically compress, it uses config files to determine what it will compress. Unless you have added a "SpaceplanePlus" config or downloaded a config pak like Green Skulls excellent one then ATM will do NOTHING with your SpaceplanePlus folder.
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This really sounds like you have more basic computer problems than just KSP crashing. First off you need to either look at your KSP output_log.txt or post it so others can look at it. Here's were output_log.txt is. Steam users should right click KSP in Steam, click on Properties, then in the Properties box, click Local Files, then Browse Local Files. Second, please do some diagnostics on your computer, specifically RAM tests and Hard Drive tests. I don't believe KSP (or rather the 32bit Windows Unity Player) can Hard Lock a modern OS without something else being wrong. You mentioned a scary noise at hard lock, maybe audio drivers? Third, please post more facts, what versions of; Windows, KSP, Mods, ect.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
smurphy34 replied to RoverDude's topic in KSP1 Mod Releases
Works good now, thanks for the fast response, and the awesome mods! Thanks Again!