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joker169

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Posts posted by joker169

  1. 2 hours ago, K.Yeon said:

    I tried this when i first made those wings but it doesn't work because the control surface doesn't get mirrored the correct way :( The current configuration is the only way it works... perhaps i will re make the wings to make them easier to attach in the distant future.

    OPT is simply a parts pack, it doesn't causes crash. Without a log, i can only suspect it maybe caused by outdated firespitter or RPM?
    Post the last couple of hundred lines of the ksp log file (Steam\steamapps\common\Kerbal Space Program\KSP.log) right after you encountered a crash, it usually tells the cause.

    Thanks for the reply. Love the mod minus that one minor issue, look forward to the future of this mod. if help is needed test or help in some other way :wink: in the future, i'd be more that happy to contribute.

  2. 3 hours ago, stali79 said:

    There is no 'snap' for those. Make sure angle attachment is off. There is a sweet spot where they will kinda want to go then you just rotate it into place. Put the wing vertically first and it makes it easier

    Thanks for the quick reply. I final got it the way you said vertical and tried horizontal(didn't seem to make much difference). that sucks big time. Is there a way to add configurable attachment nodes to the said areas to make it easier?

    Like this?

    configure

  3. 9 hours ago, Skeltcher said:

    The clouds doesnt appear to me and when i go to alt-0 to edit EVE settings it says:
    • AtmosphereManager: No config! Please add a config with the content of "EVE_ATMOSPHERE{}" to populate.
    • TextureConfig: No config! Please add a config with the content of "EVE_TEXTURE_CONFIG{}" to populate.
    • TerrainManager: No config! Please add a config with the content of "EVE_TERRAIN{}" to populate.
     

    Kerbin look like Stock, no clouds.

    @Nhawks17Having same/similar issue

    KSP log

    Gamedata 1

    Gamedata 2

    Screenshot in Tracking Station

    Advise if more needed, Thanks

    Edit 1 : Tried clean install of Gamedata as well as entire KSP(same result)

  4. So you did a clean install of KSP (empty GameData except Squad and NASAMission?) then CKAN will indeed run into troubles since the list is now incorrect. However it seems more like a GUI issue. Can you try doing some operations with commandline so we know if it's a core problem or a client problem?

    Yes, tried empty all together as well as w/squad folders. Sorry forgot to mention that i had already tried CL(w/Admin rights) remove, install, and scan features, the CL completed the actions w/o error. As well as manually installing the mods back w/refreshes and closing app each time. Thanks for the reply

  5. Did a clean install of KSP but now i get this error when trying to start from scratch and remove all mods that were stored in CKANs DB? Only does its for some of the mods.. i know i doing something wrong just dont know what.

    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an object.
    at CKAN.Main.UpdateChangesDialog(List`1 changeset, BackgroundWorker installWorker)
    at CKAN.Main.ModList_CellValueChanged(Object sender, DataGridViewCellEventArgs e)
    at System.Windows.Forms.DataGridViewCell.SetValue(Int32 rowIndex, Object value)
    at System.Windows.Forms.DataGridView.PushFormattedValue(DataGridViewCell& dataGridViewCurrentCell, Object formattedValue, Exception& exception)
    at System.Windows.Forms.DataGridView.CommitEdit(DataGridViewCell& dataGridViewCurrentCell, DataGridViewDataErrorContexts context, DataGridViewValidateCellInternal validateCell, Boolean fireCellLeave, Boolean fireCellEnter, Boolean fireRowLeave, Boolean fireRowEnter, Boolean fireLeave)
    at System.Windows.Forms.DataGridView.CommitEdit(DataGridViewDataErrorContexts context)
    at System.Windows.Forms.DataGridView.NotifyCurrentCellDirty(Boolean dirty)
    at System.Windows.Forms.DataGridViewCheckBoxCell.OnCommonContentClick(DataGridViewCellEventArgs e)
    at System.Windows.Forms.DataGridView.OnCellContentClick(DataGridViewCellEventArgs e)
    at System.Windows.Forms.DataGridViewCell.OnMouseUpInternal(DataGridViewCellMouseEventArgs e)
    at System.Windows.Forms.DataGridView.OnCellMouseUp(DataGridViewCellMouseEventArgs e)
    at System.Windows.Forms.DataGridView.OnMouseUp(MouseEventArgs e)
    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.DataGridView.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
    ----------------------------------------
    ckan
    Assembly Version: 0.0.0.0
    Win32 Version: 0.0.0.0
    CodeBase: file:///C:/Users/Joker169.GSDOMAIN/Desktop/ckan.exe
    ----------------------------------------
    System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34239 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
    ----------------------------------------
    System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
    ----------------------------------------
    System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
    ----------------------------------------
    Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
    ----------------------------------------
    System.Transactions
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
    ----------------------------------------
    System.ComponentModel.DataAnnotations
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.ComponentModel.DataAnnotations/v4.0_4.0.0.0__31bf3856ad364e35/System.ComponentModel.DataAnnotations.dll
    ----------------------------------------
    System.Runtime.Serialization
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34230 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll
    ----------------------------------------
    System.Xml.Linq
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
    ----------------------------------------
    System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

  6. Alright, I had some spare time between exams to put just a liuttle work into this.

    From what it seems, the issues with stock chutes are resolved. I've also found a new, simpler fix for quicksaving/quickloading that fully works, the issues seem to be gone. Also fixed the non-ability to repack if there had been a loading sequence between the deployment and the repacking.

    That said, I'll sleep it off for now.

    Woot! progress, Thank you very much for everything. Now go in a sleep comma:wink:

  7. Welcome to the world of interpolation! By the time you finish writing interpolation code, you'd have made a complete set of physics code!

    Just kidding. But interpolation/extrapolation (whereas interpolation involves making smooth animations between packets/messages, while extrapolation involves predicting the motion of a craft before a packet is received) is extremely complex, and you have to factor in things like input lag.

    You could definitely plug in many physics equations into the interpolation problem to make physics as smooth as possible.

    It's too bad it would take a complete rewrite if one made a "Unity server" thing where clients don't have to compromise in physics because the server can handle/is handling basically everything, including physics. Clients would still use their own physics but it would get corrected every packet or so. It wouldn't be smoother, but it would certainly keep clients synchronized (e.g. if one player collides with another player's vessel, both players see the collision, not just the player whose vessel crashed).

    EDIT: This is directed more toward darklight, not you :D

    Love the idea. :wink: :wink: :wink: darklight

  8. Hey stupid_chris, first of all much respect for all you do.....Now the mini explanation.

    Dunno how you guys even played before 64bit was a thing. But I've said it and I'll repeat it: you,re more likely to run more mods on 32bit.

    I was forced to use ATM aggressive, due to the memory usage being over 4GB. Which made textures look terrible IMO. Like i said in post why i dont want to use it. Thus in 64 no memory restrictions(within the realm of normalcy).

    64bit has some serious issues.

    I agree at times it is frustrating, but some people like it and/or prefer it. With any luck Squad will improve it over time.

    Well there is my 2 cents, if you decide to not include 64bit in you builds, I like this mod enough to just create a 32bit version on a VM. Again love your work, hope to see more.

  9. I must be unusual in that I find the 64-bit version to be very stable, and it is my preferred way of playing. So I guess I just remove this entirely then? Is it even worth trying to figure out a way to make it work? I straight up have inert parachutes on now since I didn't realize it didn't load the plugin period. If its possible to share that recompile, I'd be all over that.

    +1

    I have 100+ mods and dont want to use ATM, so 64 bit is my only option and I love this mod. I know how to compile, just dont know which to compile. Maybe a link or how to via PM or otherwise no?

  10. Version 0.12 Released

    This version might not be perfect and it doesn't cover everything I want to do in the future with the changes that have been made in 0.24.2 but, at least with this release, Interstellar is finally back.

    changelog


    Version 0.12.0
    -0.24.2 Compatibility
    -New Eletric Engine Effects
    -New Electric Engine System
    -New Reactor Code + Reactor Control System interface
    -Vastly improved VAB info for Reactor and Electric Engines
    -Implemented Oktav radiator glow + background He-3 decay
    -Changed fusion fuels to correct densities
    -Fixed Telescope experiment and integrated it with stock science system
    -Fixed Alcubierre drive volume
    -Added first attempt at part costs
    -Added first attempt at resource costs

    Download links on the first page have been updated

    Just saw this, Downloading immediately.

  11. The idea with ORS is that mutliple different versions can coexist. You should use the version which is packaged with the mod you are trying to play. It doesn't matter if you end up with a whole bunch of versioned number OpenResourceSystem dlls in your OpenResourceSystem folder as a result.

    Thanks Fractal_UK for the fast reply, I asked because i was experiencing the same issues in above post. I didn't see a ORS dll in the mod, But I will try putting one in there(maybe?) and trying again.

  12. @joker169: DMPServer should run on any potato with a decent internet connection, bandwidth is nearly exponential as it's a message relay. Mods are controlled with DMPModControl.txt.

    Thanks godarklight, Just getting the hang of the DMP server mod. I had it in my head that it ran like a Dedicated server w/ all the files, folders and such ON the server itself. I appreciate the clarification.

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