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Posts posted by ghimb2000
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I've always been stumped between the difference of this vs B9 Procedural Parts. Can someone give me a rundown of how different it is and why the case for each?
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23 minutes ago, inigma said:
From the OP. This pack works with all mods.
I see boats in the Contract Pack as well .. Not sure if this works with whatever in KAX or do I need extra mods?
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I don't see the list of recommended mods for this Contract Pack. Is there a list of recommended mods that plays well with this?
Thanks!
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Was Tweakable Everything removed from CKAN? I can't seem to find it though I remember installing it from CKAN previously.
Thanks!
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Any quick way to fix it?
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I'm getting Exceptions when loading a plane with B9 Procedural Wings. Output.log: https://drive.google.com/file/d/0B-Ygs3rUb405c3h1RW1EbVU1aGs/view?usp=sharing
Not sure if this is a known issue here.
Edit: It's spewing out ModuleHeatShield.FixedUpdate exceptions whenever a B9 Procedural Wing is placed in the LaunchPad/Runway.
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You can use this mod to alert you when you're reaching the threshold:
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Does it consistently do that? Even if you restart the game?
Is the craft all stock or if not can you still reproduce it with an all stock craft and then send me the craft file please?
Seems like the craft file was built when I had SetiCtt installed which made some parts physicsless. After I uninstalled SetiCtt, while still having the craft loaded on the launchpad, it still lags.
Seems like the craft file also loads the parts physicsless even when the original part is not overidden anymore in the game.
I tried a stock sandbox mode and the error messages are gone.
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CKAN is pulling down an outdated file.
Replace ModularFlightIntegrator with this https://ksp.sarbian.com/jenkins/job/ModularFlightIntegrator/
I spoke with Sarbian and he's done CKAN pull request to fix the problem
It works now
However, after putting some science parts onto the ship I'm building, it's now spewing this:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL!
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[DeadlyReentry.ModuleAeroReentry] sensorThermometer: PartThermalData is NULL!
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[DeadlyReentry.ModuleAeroReentry] sensorBarometer: PartThermalData is NULL!
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
My FPS also dropped by 10 frames due to this (I think).
Log file:
https://drive.google.com/file/d/0B-Ygs3rUb405UzVuZHVESlFlQlk/view?usp=sharing
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Unlikely that your PC isn't powerful enough. The calculations it does are pretty much the same as what stock KSP does, and those don't even run while DRE is installed. (basically it overrides them)
Run the game with DRE installed, and do things that makes your FPS tank. Then quit the game and find your output_log.txt file. If you're not sure where, see next line:
These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:
- Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
- Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
- Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
NOTE: These logs are not the same as KSP.log, which lacks valuable data. Do not upload KSP.log; do upload output_log.txt / Player.log
Seems like it's spewing this line:
MissingMethodException: Method not found: 'ModularFI.ModularFlightIntegrator.get_PartThermalDataList'.
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
DeadlyReentry.ModuleAeroReentry:FixedUpdate()
Here's the full log:
https://drive.google.com/file/d/0B-Ygs3rUb405WHozZGRkc0NTYTg/view?usp=sharing
- Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
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For some reason, the new DRC cuts my FPS by half, which lead me to decide not to install it. Let me know what logs or screenshots you need to troubleshoot it, but most likely my PC isn't powerful enough for DRC's calculations.
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BalanceMod is only compatible with KSP 0.90. Don't install it!
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I'm with you. Blizzy's toolbar is FAR superior in every respect. But I believe in choices for the community. I'll get right on it.
Also, I will make Blizzy a soft dependency, so that the user is not forced to install blizzy if they choose not to use it.
Thanks for the effort Papa_Joe.
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I fixed this by selecting the Stock Config as well. It installs well after that.
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Oho, great update!
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I think they're catering to the beginners that are now buying the game since it's out of early access.
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Any chance of putting this onto CKAN?
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Any chance of putting this onto CKAN?
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+1 for RLA Stockalike. I used them in my SETI run as well due to not liking TweakScale. TweakScale isn't really balanced and I've had bugs that break the craft when reloading. Not a good experience when you have a > 50 parts craft and you have to redo half of them due to TweakScale behaving badly.
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I just released a very small Spin-Off mod, intended to help other unmanned TechTree mods.
They idea came to mind when ghimb2000 reported another that a post in another TechTree mod reported issues with the 5000m altitude contract, the same issues SETI-BalanceMod had due to starting with probes and the bugs in the stock altitude contracts. Thank you ghimb2000!
Not a problem
Glad I can be of help. I especially like the work that has been done by all the Tech Tree modders and I'll be glad to help any way I can
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Anybody here have issues with parts returning to their default size when they switch scenes, such as returning to a previous vessel? Also sometimes when loading them in the VAB, or from subassemblies.
I get this as well. Procedural Parts doesn't do that though.
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You can use Kerbal Alarm Clock to alert you on your next burn
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KSP has a confirmed memory leak when flying near Kerbin and memory doesn't get released when changing scenes:
http://forum.kerbalspaceprogram.com/threads/105514-BUG-Memory-Leak-Flying-Near-Ground/
You can keep track of your memory usage here:
http://forum.kerbalspaceprogram.com/threads/99494-0-90-MemoryUsage-v1-11-2014-11-19
When your physical mem reaches around 3.7GB or VMEM reaches around 4GB, KSP will crash.
Edit: Changing scenes will also cause memory to spike up that almost always crashes your game if your memory is already reaching the limit.
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
in KSP1 Mod Releases
Posted
Is there a way I can choose to unlock either procedural or non procedural wings? Having only non procedural wings seem counter productive as you are already limited in terms of wing size and length of craft when playing career.