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TranceaddicT

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Everything posted by TranceaddicT

  1. Could someone point me to a compiled 12.8.5 or give me a VS primer on compiling it locally?
  2. @R-T-B It seems the "settings fix" was more a fluke than a semi-fix; it's not happening for me now. RE: waiting. This doesn't work for me at all. My loadtime is 10~12m; so, I'll often launch KSP and head off to do something else returning a good 10-15m AFTER loading is complete. The Menu has never re-engaged. Now, I've begun encountering an issue where the in-game scene clickability and menu are non-existant. The buildings are not clickable and the sidehelper (below) is missing. I've uploaded my KSP.log for review. I got the sidebarMenu and clickability restored by editing a KCT stored vehicle. The end of the log is immediately after returning to the SpaceCenter. Reproduction: Open KCT::select vehicle::edit (This puts you in VA/SPH.) Cancel Edits. (returns to SpaceCenter) Functionality restored. I did nothing else to keep the log as clean as possible.
  3. @R-T-B I noticed another idiosyncrasy in the Menu system. While at MainMenu1 go into settings, then back out. And, the mouse works ... for that menuscreen. It doesn't carry forward to the next.
  4. There's not much you should need in the CLI. This is mine: KSP_x64.exe -single-instance -mm-dump Since it looks like you're running linux try ./KSP.x86_64 -single-instance -mm-dump (The 'mm-dump' give you a folder in the rootKSP that mirrors GameData but with the final cfg files as used in game.)
  5. http://www.logotv.com/video-clips/scrpr3/the-big-gay-sketch-show-pocket-gay-friend BWAHAHAHAHAHAHA First, The Big Gay Sketch Show brought you PocketGayFriends™ ... Now there's ... PocketOPT™ by TweakScale.
  6. Ctrl+Alt+F12 will bring up the debug menu. Go to 'Cheats'. The fourth checkbox down (IIRC) is 'Ignore Max Temps'. Tick that off and exit out. Profit.
  7. Can confirm. My only issue is getting the MV-4 "Zufar" Film Camera to work. But, that probably has more to do with a chair-keyboard interface problem. Can anyone clue me in on how the MV-4 "Zufar" Film Camera supposed to work.
  8. So, here's an interesting thing about this bit of molasses. I use the arrow keys in the MainMenu when I first launch it. But, once you've gone into a game and backout, you can go back to mouse clicking.
  9. Dumb question:. What is PQS? Of course, 10 seconds after posting this I find my answer: https://kopernicus.github.io/wiki/main/PQS.html
  10. If I recall correctly, this may have been present in my pre-JNSQ 1.9.1, just not to this extent. Thankfully, I just cloned that and removed JNSQ conflicts for this install. I'll dig that up and give it a run. Let you know in a few hours. Okay, a few hours more than a few hours but ... I've created a complete fresh install guided ONLY by JNSQ. That means I followed the thread guidance for a recommended/suggested install using JNSQ-master, Kopernicus BE-1.9.1 RC11, and CKAN to ensure dependency requirements. Environment Info: Just startup alone, no playing, not even past MainMenu there are five (5) groupings of the "Material doesn't have a texture property" error in the KSP.log. Each time they start there is 1 '_MainTex' followed by 11 '_BumpMap' EDIT: Here's the KSP.log for a quick run. Launched a Jumping Flea from the Water LaunchSite, grabbed some science and recovered. There are also a number of these ... Also, FYI, this is my first time wth JNSQ; so, forgive my ignorance and impertinence. I am known for reporting every [ERR] in a log.
  11. I just started a new game wanting to step it up a bit and heard folk lauding JNSQ. It takes about 15m to load everything, and I'm okay with that. My problem is excessive time waste in repeating log entries I'd like to eliminate. By example, my KSP.log is full of these: There are 4, may 6 blocks of these. I've searched for possible culprits and found well, a lot... I've racked my brains trying to figure out what to do but I'm coming up empty. Any Ideas?
  12. It looks good. It provides desirable info with out going over-board.
  13. Hint taken. In observation of KISS ... This copies the entirety of the PART{} node. (Also, in complete disregard of KISS, I did some rearranging for clarity, added code-wrappers, and performed a grammar sweep (yes, I'm a grammar-pedant (so much so I had to copy commas from above because my comma-key is now dead.))
  14. Okay, I was under the impression @ was used as a pointer ("go here"). While +/% were create/edit this value.
  15. @severedsolo In the initial CONTRACT_TYPE definition you set CONTRACT_TYPE { name = ExplorationPlus-Gemini ... targetBody = @/targetBody1 ... } Once it's set, should you not use targetBody in the remaining PARAMETER nodes to lock in that value? Why does this not work? PARAMETER { name = ReturnerDefine ... PARAMETER { ... title = Orbit @targetBody } Isn't that why when the contract is reevaluated everything goes wonky! Because you continue referencing a procedurally generated variable, @/targettBody1 instead of the initialized variable targetBody .
  16. @Monniasza So, there are a few issues that I can see. First thing is you are using '@' where you should be using '%'. Example: Also, you can rollup the creation of and key assignment to ModuleLPG. Finally, (to actually address your concern) It's because you create ModuleLPG and assign it keys (err_*) but that is all. So you have a ModuleLPG with a bunch of error codes that looks like this ... MODULE { name = ModuleLPG lf = 0 ox = 0 { err_a = false err_t = false err_i = false err_c = false err_r = false err_fs = false } } These messages ... Cannot parse variable search when editing key mass = #$MODULE[ModuleLPG]/newMass$ Cannot parse variable search when editing key massFuel = #$amount$ Cannot parse variable search when editing key newMass = #$amount$ ... are telling you when MM goes to make its calculations using its internal keys for 'massFuel '& 'newMass', it can't do the calculations ... because the initial key they are parsed from, 'mass', isn't present.
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