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TranceaddicT

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Everything posted by TranceaddicT

  1. ... could develop sophisticated space flight before the advent of the wheel.
  2. Whatever you did: it identifies the mod, the download works, it installs but when it restarts KSP hangs right out the gate. Here's the KSP Log: ======================================= Begin Log ======================================= Kerbal Space Program - 0.22.0.351 (WindowsPlayer) OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: Intel® Core i7-2600K CPU @ 3.40GHz (8) RAM: 16282 GPU: NVIDIA GeForce GTX 260 (869MB) SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.3165]) Log started: Fri, Nov 15, 2013 05:51:39 [LOG 05:51:41.338] AssemblyLoader: Loading assembly 'KSP' [ERR 05:51:41.700] Error: Empty part config file [EXC 05:51:41.706] NullReferenceException: Object reference not set to an instance of an object ======================================= End Log ======================================= The splash screen comes up. The loading bar starts turning yellow; then bam, it doesn't go any further. It looked like this before the update: ======================================= Begin Log ======================================= Kerbal Space Program - 0.22.0.351 (WindowsPlayer) OS: Windows Vista (6.0.6000) 64bit CPU: Intel® Core i7-2600K CPU @ 3.40GHz (8) RAM: 16282 GPU: NVIDIA GeForce GTX 260 (869MB) SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.3165]) Log started: Thu, Nov 14, 2013 23:42:22 [LOG 23:42:23.514] AssemblyLoader: Loading assembly 'KSP' [LOG 23:42:24.651] Load(Assembly): KerbalUpdater/Plugins/ICSharpCode.SharpZipLib [LOG 23:42:24.653] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program v0.22\GameData\KerbalUpdater\Plugins\ICSharpCode.SharpZipLib.dll [LOG 23:42:24.700] AssemblyLoader: Loading assembly 'C:\Games\Kerbal Space Program v0.22\GameData\KerbalUpdater\Plugins\ICSharpCode.SharpZipLib.dll' [LOG 23:42:24.704] Load(Assembly): KerbalUpdater/Plugins/KerbalUpdater [LOG 23:42:24.705] AssemblyLoader: Loading assembly at C:\Games\Kerbal Space Program v0.22\GameData\KerbalUpdater\Plugins\KerbalUpdater.dll [LOG 23:42:24.706] AssemblyLoader: Loading assembly 'C:\Games\Kerbal Space Program v0.22\GameData\KerbalUpdater\Plugins\KerbalUpdater.dll' [LOG 23:42:24.714] Load(Audio): Squad/Parts/Utility/LandingLeg/sounds/sound_servomotor [LOG 23:42:24.783] Load(Audio): Squad/Sounds/editorLoop01 [LOG 23:42:26.039] Load(Audio): Squad/Sounds/sound_ambience_nature [LOG 23:42:26.135] Load(Audio): Squad/Sounds/sound_click_flick [LOG 23:42:26.168] Load(Audio): Squad/Sounds/sound_click_latch [LOG 23:42:26.201] Load(Audio): Squad/Sounds/sound_click_sharp [LOG 23:42:26.234] Load(Audio): Squad/Sounds/sound_click_tick [LOG 23:42:26.268] Load(Audio): Squad/Sounds/sound_click_tock [LOG 23:42:26.301] Load(Audio): Squad/Sounds/sound_decoupler_fire [LOG 23:42:26.351] Load(Audio): Squad/Sounds/sound_delete_bin [LOG 23:42:26.401] Load(Audio): Squad/Sounds/sound_explosion_debris1 [LOG 23:42:26.468] Load(Audio): Squad/Sounds/sound_explosion_debris2 [LOG 23:42:26.535] Load(Audio): Squad/Sounds/sound_explosion_large <snip> ======================================= End Log =======================================
  3. No Dice. Clean install. Kerbal Updater & Squad as the only folders in GameData. Get the KerbalUpdater window. Update available for Kerbal Updater. Download completes. Restart required. 'Restart Now' CmdWindow: KERBAL UPDATER ----------------------- Waiting for KSP to quit ... Loading configuration... Copying files.... Unhandled Exception: System.IO.IOException: The process cannot access the file 'C:\games\kerbal space program v0.22\GamData\KerbalUpdater\Plugins\KerbalUpdaterMigration.exe' because it is being used by another process. at System.IO._Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.File.InternalCopy(String sourceFileName, String DestFileName, Boolean overwrite, Boolean checkHost) at System.IO.FileInfo.CopyTo(String destFileName, Boolean overwrite) at KerbalUpdater.KerbalUpdaterMigration.CopyFilesRecursively(DirectoryInfo source, DirectoryInfo target) at KerbalUpdater.KerbalUpdaterMigration.CopyFilesRecursively(DirectoryInfo source, DirectoryInfo target) at KerbalUpdater.KerbalUpdaterMigration.CopyFilesRecursively(DirectoryInfo source, DirectoryInfo target) at KerbalUpdater.KerbalUpdaterMigration.Main(String[] args)
  4. Working on it. Currently getting a "horribly wrong" message; so I know it's something I did. Didn't have full permissions but have made that change. Let you know more soon.
  5. I dunno if I'm doing something wrong, but I'm not getting any updates. I know it's installed correctly; because I get the updater window on KSP start. I've even purposely rolled back a few mods and performed multiple launches with no updating. It switches to "Downloading (0%)", but no activity. (I even checked the network activity just in case.)
  6. Testing now. I'll let you know more in a few.
  7. HeadHunter67, I could kiss you. Frickin' awesome. I've been searching for a few parts for a while; that page cluded me into a mod that what not mentioned in the .craft upload.
  8. Alright, so I've done a bit of reading (not done), but I have come to the conclusion that a .craft file is nothing more than a "collection" of mod parts. Redistributing a collection of works is, as far as I can tell, not prohibited. Please, correct me if I'm wrong. But, I really do think it's is allowed. The only exclusion being unless someone has a mod that excludes ANY distribution. In that case, ANY any craft files uploaded are in violation of the license and need to be removed.
  9. I really think it stands for Time Factor. It's a variable in the PID (proportional-integral-derivative) controller http://forum.kerbalspaceprogram.com/threads/49381-Mechjeb-How-to-make-SASS-chill-out-stop-wasting-RCS-and-shaking-things-apart?p=641736&viewfull=1#post641736 "Tf is how frequently she'll recalculate. .15 is a good middle ground value, but adjusting it can help when dealing with a ship that flexes, or with varyingly responsive ships. Basically, if your rocket flexes back and forth at approximately the same rate that sassy is figuring control inputs, they'll resonate and you'll get more and more flex. .05 is the lowest (fastest) I go, and .3 is the absolute highest (slowest). Play with it until the wobbles go away. It's kinda like caffeine and sleeping pills for Sassy- Too slow and she'll be sluggish, too fast and you'll get control inputs jiggling all over the place. "
  10. Wouldn't this be easily overcome by the .craft package include the parts under the same folder structure? p.s. I'm not trying to subvert anyone's ownership. Just trying to find a solution to .craft files that have broken parts.
  11. Why do people make these craft and not provide the requisite parts? It seems the creators just assume the associated mods will be updates in a timely manner and yet I have numerous craft that are broken. Would it no be advisable to include any non-stock parts? If the mod is available, but broken, the provided parts make the ship accessible. I the mod works in the KSP version running you just don't move those parts over.
  12. MacTee First, thank you. Thank you. Thank you. Thank you. You have done and are doing an amazing job with this mod and, reading the last 10 pages, your response rate is phenomenal. Now that I've fluffed you a bit ... Would it be possible (after you've finished this snipe hunt) to add functionality that would allow us define and choose presets? Example: I've got oodles of mods and am adding more all the time. I've decided to challenge myself and develop "space race"-style Mission Controller package. Basically, you'd start off with planes and move on Mercury>Gemini>Apollo>Skylab>SST>ISS (Vostok>(Voskhod>)Salyut/Soyuz>Mir>Buran>ISS, I think;correct me). Now, noone can load ALL the mods required for the entire progression (I've tried and hi the 4Gb limit. Thank you NovaPunch, B-9, Kalaxy, etal.); so, it'd be nice to preset which mods are enabled for various stages of progression. You're not going to need the Gemini craft mods when you're in the STT/ISS phase.
  13. I've got problems with my B9 install (no, not a part count issue) and I can't seem to isolate what they are. I'm hoping someone can give me some insight to what is going on. Bbackground: I have two installations of KSP: one for gaming and one for testing (like now). The testing is a clean install that gets wiped. I'm managing mods with MOD Admin 1.3.6. In my test setup I have only B9 and FAR loaded. My KSP log has the following errors: [LOG 11:38:44.652] Load(Model): B9_Aerospace/Parts/Aero_Intake_Ramp/Mount [ERR 11:38:44.655] Texture 'B9_Aerospace/Parts/Aero_Intake_Ramp/model001' not found! Can't fine a 'model001' anywhere. [LOG 10:30:44.207] PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_SABRE_M/part/B9_Engine_SABRE_M' [LOG 10:30:44.212] Added sound_rocket_hard to FXGroup power [LOG 10:30:44.213] Added sound_explosion_low to FXGroup flameout [ERR 10:30:44.215] Cannot find event '1856740933' [LOG 10:30:44.227] PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_SABRE_S/part/B9_Engine_SABRE_S' [LOG 10:30:44.233] Added sound_rocket_hard to FXGroup power [LOG 10:30:44.233] Added sound_explosion_low to FXGroup flameout [ERR 10:30:44.235] Cannot find event '1856740933' [LOG 10:30:44.246] PartLoader: Compiling Part 'B9_Aerospace/Parts/Engine_VA1/part/B9_Engine_VA1' [LOG 10:30:44.248] Added sound_jet_deep to FXGroup power [LOG 10:30:44.248] Added sound_explosion_low to FXGroup flameout What the heck is '1856740933'? Yet, in a part that is virtually the same (B9_Engine_VA1) no error occurs. [LOG 10:30:44.410] PartLoader: Compiling Part 'B9_Aerospace/Parts/Utility_InfoDrive/part/B9_Utility_InfoDrive' [ERR 10:30:44.415] Invalid float value This one just has me baffeled. Lastly, an FYI, devs ... Gamedata\B9_Aerospace\Parts\Structure_P_Standard-Frame\P8_Surface.cfg node_attach = 0, 4, 0, 0.0, 1.0, 0.0 is define twice in the config file. I just deleted one of the two entries and everything is fine. TIA Kerfault. When the very best is just out of reach.
  14. That is an astonishing recreation. Just so happens that that is the model I've committed to for SC launch. You wouldn't happen to be able/willing to upload the .craft file for it?
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