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vardicd

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Everything posted by vardicd

  1. Yeah the making history ones, Woomerang, Desert, and island facilities are the ones I was talking about not working. I don't actually use Kerbal Konstructs myself, I was just discussing with kananesgi, and comparing notes on our relative problems, him with KK and my with MH. they both seem broke.
  2. I don't know about the rest of the people having issues, but at least for me, there is no select other launch sites option in the asterisk menu, with the latest, most up to date version from Linuxgurugamer, so i cannot send them to other launch sites after they've been built, and as mentioned previously, if i try and build them to other launch sites from the VAB/SPH, they just go to the launchsite/runway at KSC, and ignore what choice I made in the VAB/SPH. I had to rollback my mod version to the last official release from Magico13 to get access to the other launchsites both from the VAB/SPH, and the asterisk menu from completed craft. which again, i really don't prefer to be running old versions.
  3. I stand corrected, Magico13 added KK support 4 and a half years ago. v1.2.0.0 (7/30/15)- Kerbal Konstructs support. Different launch sites now have their own rollout and reconditioning queues.
  4. I don't know about KK, I've never used it, but i think i remember reading somewhere that it's not compatible with KCT, but i freely admit I don't know that for sure, and could very well be wrong. I'm just talking about the stock extra launch sites.
  5. I just grabbed the latest version of KCT and reading back over these posts, I'm also not seeing an ability to select launchsites other than the main one, but I'm curious, and seeking clarity, when you guys click the build to desert or woomerang launchsites in the VAB/SPH do the craft still default to the main launchpad for you? {mine is doing this} or is it just when you are trying to select already finished craft from the main screen and move them to other launch sites? I like to use the woomerang site to launch into polar orbits, and when i design a rocket in the VAB and select build to woomerang, when it's finished it just rolls out to the main pad at KSC. Do you guys see this also, or does it actually go to the correct pads? Newest KCT version from github, newest version of clickthrough blocker, and newest version of magicore. If i roll back KCT to the 1.8.0 version released by magico, everything seems to still work, and I get no launchsite bugs, but I don't want to use a version that's behind and not being developed, as I'm worried that future developments in the currently maintained versions of the mod and dependencies will break the older version. {and i realize that just because it seems to work, doesn't mean there aren't errors happening in the background I can't see that aren't causing me problems.}
  6. @linuxgurugamer I also just noticed the links on the first page of this post leading to Kerbal construction time and Kerbal Konstructs seem broken and go nowhere. Sorry.
  7. @linuxgurugamer Just an FYI, are you aware that the links to Stage recovery on your Kerbal Construction Time forum page still link to the old magico13 forum page, and Also the scrapyard link also points to the old magico13 forum instead of the newer page maintained by Severedsolo? I've been using those links to get stage recovery and getting an old version because I didn't notice that it linked to the old Magico versions instead of yours and Severedsolo's current maintained ones.
  8. I have had the problem with science experiments locking up and refusing to work when I have xscience installed, even if i try and do the experiments manually, even with the xscience window closed. It doesn't happen every time, just randomly, but it seems even just having the xscience mod installed can become a ticking time bomb for experiments. I can't say for sure if that's xscience alone, or interacting with some other science based mod I was running at the time, mind, but I have seen it.
  9. Nice Mod feature by KottabosGames: I tend to not use fuel cells in my game because I always forget to turn them off and use too much fuel. This mod is just what I need.
  10. In all honesty and fairness, He's not the first to miss the second link on Github. I did as well, as posted back on page 16, on March 16th. Rawenwarcrow Had to point it out to me back then. Now, that said, he and I may be the only people to miss it and I'm known among my friends to be horribly unobservant, but It has happened. I don't know that updating the front page is needed, mind you, just commenting the occasional confusion does occur.
  11. Interestingly, after further testing, the issue seems to be limited to the jr. size docking port. I was able to disassemble and reassemble an orbiting space station that used the normal clamp-o-tron docking ports, but the minute I tried docking a nearby command pod to the station using the Clamp-o-tron jr. the game crashed to desktop. I'm also fairly certain this has only happened with craft using the Jr. sized docking port. Well, I followed the instructions to the right place, but managed to grab the old file from last July in there instead of the correct one. whoopsie https://www.dropbox.com/s/d6pctyklwqcro10/Player - Copy.log?dl=0 linking to the correct log file, just in case anyone who knows how to read the thing {I don't it's all jibberish to me.} wants to look at it and let me know if they see anything in there that might point me in the right direction. Very sorry @Nertea to have wasted your time posting the wrong file before, but still thank you for looking.
  12. Yeah, I didn't think this was an error coming from this mod on its own, I just didn't have any idea where else to look. Thanks for taking the time to look though.
  13. So I'm having a problem, and I'm not sure where to ask, It's a problem revolving around docking spacecraft, and Restock/Restock+ are the only mods I'm using that I know have any effect on the docking ports in the game, so I'm going to ask here. My problem as far as i can understand it: Launch any combination of craft I want, and i can dock and undock them as many times as i want. I can switch to other craft, launch other missions, and can still come back and dock/undock those craft no problem, but the minute i close KSP and restart the game, any craft currently in flight can not dock to anything, or the game instantly crashes. If i launch 2 new craft they can dock/undock no problem. any 2 existing craft dock=crash. 1 new craft+1 existing craft=crash. I have used Restock/Restock+ since it originally launched and I've never seen this problem before, so I don't think it's coming from restock/restock+ itself, but I cannot for the life of me figure out where this is coming from. This should be a link to the output log, and again i don't think this is a problem coming directly from this mod, but maybe a mod conflict? If anyone has any ideas or suggestions for me to try, I'd love some input. https://www.dropbox.com/s/5ev0w5vtw5i1g0a/output_log.txt?dl=0 My current mod list:
  14. I hadn't quick saved in a long time, so that wasn't an option. save file editing was the only way to restore my missing pilot.
  15. Has anyone ever seen a kerbal disappear using this mod? Just got my first kerbal into orbit in my current game, and as i was orbiting, got notified that there was an eva report available, clicked the button on the notification panel, kerbal eva'd, was visible just long enough to see her on the ladder outside the pod, then vanished. Game doesn't show her as dead, she's completely gone from the game. persistant file shows she exited the vehicle, then flew by the sun, and is now missing.
  16. Try clickthroughblocker, in what way? It's a dependency for a couple of mods I'm using so i have it, or are you suggestion that maybe that's causing the lag I had?
  17. Is anyone seeing a performance drop in the VAB/SPH after ending a simulation? Everything works fine for me until i run a sim, but after ending it, I get like 15 frames a second in the VAB/SPH and have to hard exit the game. Tested with just KRASH and dependencies. Never had this in previous versions, but not ruling out the possibility that i've gone and done something stupid, so wondering if anyone else has reported the effect Never mind, just had it happen without this mod. the fact it was happening after a simulation was coincidence. Will have to look elsewhere.
  18. I've just started rebuilding my mod install for 1.8 after a hiatus from KSP, and it seems like this mod is still working on 1.8. I have noticed however that it seems that the volume of the jet engine sound remains constant, no matter how far away from an active jet engine. I built a small test craft and started the engine, and let it fly, then bailed my kerbal out. the plane flew off without crashing, and made it to several Km away, but I could still hear the engine sound as if i was focused on the jet itself. I literally only have mechjeb, restock and restock+ and jet sounds continued installed so far. Has anyone else experienced this? Is there a link to an updated version that I've missed / not aware of?
  19. yeah i do too, but in this particular case linuxgurugamer had specifically asked what happened if i transfered saves around.
  20. So here's an extra layer of weirdness to this story. So if I transfer the save file from one install that does NOT have the glitch to an identical install with a save file that's displaying the glitch, the save file will become glitched, but how long it takes is completely variable. The fastest it's happened so far is about 5 real world minutes, the longest it's taken to happen is about 20~ish real world minutes. If I transfer the save file from a install with the glitch, to an install that does not have the glitch, it's a 50/50 split on if the glitch will persist, or clear up, and if it persists, all new saves on that previously clear install have the glitch. It seems to me, admittedly I don't know how it works, almost as if there's some sequence of events that are firing {sometimes? randomly? not always?} between my mods and if this random confluence happens it causes the lag/stutter, but if it doesn't happen the install stays clear, unless i introduce a save where it's happened, then the install acts as if the events fired, or it causes the specific event to happen, "corrupting" the install.
  21. Had not considered such a thing, will test when able.
  22. I have not at this point managed to discover a minimum set of mods to reproduce my issue. Frustratingly enough it seems as if multiple configurations of mods can trigger it, thus I'm having trouble pinning it down. On one install for example i can load mods: A B C and be fine, load mod D and poof lag/stutter. I suspect Mod D is the problem, so start a new install, Start with mod D, no issue. so one at a time i add in A B and C, with all 4 mods installed, no lag/stutter. I go back to my first install and the issue is still there. I remove mod D in install 1, to test, problem remains, even though it wasn't there before Mod D was installed in that version of game. Start a 3rd clean install, put mods A B C D E and F into the install before the problem shows up, so start a new install and begin loading mods starting with mod F, get all 6 mods loaded into the 4th version, no lag/stutter, but the problem remains on install 3 with the exact same mods loaded.
  23. In the interests of informing everyone that is now currently involved in this discussion [and because I feel a bit responsible for what I'm interpreting as a bit of hostility creeping into this discussion {Did not mean for my obsessive questions to cause that. Sorry }] From what tests I've been able to run today, it seems that i have a completely independent problem from what Tonka Crash is reporting, even though the symptoms are basically the same. Even with all of my mods that require toolbar controller, unblur, and clickthroughblocker removed, and those 3 dependencies removed, I'm still seeing the lag/stutter and camera freezing that Tonka had originally reported. I can only conclude, at this point that I have another mod, or combination of mods that are not Linuxgurugamer's mods that is causing a similar conflict within KSP. My line of investigation seems to have been a wild goose chase. I did however, ironically discover that unblur causes conflicts with a few of my other mods, which causes their ingame icons to be blurry and not display properly.
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