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Everything posted by AlamoVampire
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Discoverable Objects
AlamoVampire replied to AlamoVampire's topic in KSP1 Technical Support (PC, modded installs)
@Harry Rhodan did not know that. I will dig up the log later today and file dropper it here for you and any persons that can make use of it. I will add for now at least I am not seeing any adverse results from the aforementioned issues other than the game itself saying these issues.. op 05:27:30 -
Ok, I want to start off here by saying, I just got back into the game after a LONG absence and updated my mods to the best of my ability. I cant see any real way to duplicate this as frankly I dont know what if anything I am directly doing aside from starting the game and loading my save... EDIT: I just reloaded the game and saw a RED error message go blitzing past. Took multiple reloads to grab a screen cap via print screen. In RED: MissingMethodException: Method not found: "Unityengine.Texture2d.LoadImage". and in an Orangeish color right below it: [KSPSteamController]: Failed to initialize Steam API! I am playing a Steam copy of the game with a shortcut on my desktop and I run as Admin. End Edit 1. EDIT2: It seems the Error above is only on launch, and the ones below are when I go from being in one scene to the next, like for example, I checked on my munar base and got the error, returned to the KSC and got the below errors again. VAB back into the KSC generates it yet again. Perhaps something is missing from my game or I need a fresh install? Any thoughts would be appreciated. End EDIT2 Error I am getting: Error: Cannot find a module of typename "Discoverableobjects" Error: Scenariomodule is null. I have absolutely zero clue what is going on here. I dont think this is a game breaking error as I can jump from craft to craft with no real issues being seen, just that those two errors are randomly popping up. And before anyone asks my most recent output log is from about 2 years ago from what I can tell, well that is to say, the output log I see is dated October of 2016.... Any how, here is a list of mods that I am running, all as up to date as they can be: MechJeb, SpaceY, SpaceY Expanded, KIS, KAS, Chatterer, Cacteye, Proc Fairing, Planetary Base, Reentry Particle Effects. I will of course be updating this with edits as I learn more information on what I am seeing. If it is as simple as I borked something up with putting in the DLC or my mods and re-installing the game to fix it as well as my mods and DLC please tell me With that said, I will go back to punting Kerbals around to see what if anything else I can shake out of the tree on this. OP )2:59:30 EDIT3: The Following actions generate the dual errors listed below EDIT2: VAB into KSC, SPH into KSC, KSC into Tracking Station, Tracking Station onto any vessel <best as I can tell> that is NOT landed, and returning to the Tracking Station from ANY vessel regardless if its in flight or landed. End EDIT3 EDIT4: Here is a filedropper link to my output log generated at around 350am: http://www.filedropper.com/outputlog_19 here is hoping someone can use this to make sense of what I am seeing.
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
AlamoVampire replied to NecroBones's topic in KSP1 Mod Releases
@KSPrynk Thanks for the response, ill give the post/thread you pointed me at a read later this afternoon or evening. 14:33:30 -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
AlamoVampire replied to NecroBones's topic in KSP1 Mod Releases
Either my cold has gotten the best of me or im missing something but is SpaceY and its expansion good with 1.5.1ksp? Its page only mentions 1.4.X Sorry if im asking a redundant question. 01:15:30 -
[1.5.0] Procedural Fairings 1.5.0.5 (2018/10/18)
AlamoVampire replied to rsparkyc's topic in KSP1 Mod Releases
i am so beyond happy to have located this particular thread as I was worried about Procedural Fairings! You sir get a major nod of my hat to you for managing this wonderful mod! op 02:23:30 -
Well, if you ask me, career/sci only is not really worth playing. The IDEA of gathering science from experiments is fundamentally a spectacular one. In practice however its just a glorified experience point grind. To me it is poorly balanced. So much so that a simple command pod with the basic starter experiments can gather enough points on the pad to let you unlock enough parts to vaccuum thee KSC deeply enough to fill the tree if not fully then nearly so. At least this was the case in mid/late 2016 when last I tried career. It needs to be tweaked (again going on likely obsolete data) for sure. I would love to have a story driven career mode, but I guess thats why I prefer sandbox mode. Get to write the story as I go lol. Uh so in conclusion? Science needs to be tweaked to be made more meaningful and to give us a reason to push beyond LKO. Smoothing out how we gather science somehow (Not sure how as I lack enough experience with career/sci modes to make a meaningful suggestion) couldn't hurt. op 05:55:30
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Life support system
AlamoVampire replied to Cassel's topic in KSP1 Suggestions & Development Discussion
Life support could be entertaining if done right. I am all for mods going stock. Especially if it means using less mods and seeing what new toys I can play with lol. -
Kerbal Space Program Update 1.5 Grand Discussion thread
AlamoVampire replied to UomoCapra's topic in KSP1 Discussion
Oh thx Deddly- 388 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
AlamoVampire replied to UomoCapra's topic in KSP1 Discussion
@Deddly well that stinks that that visual is still inoperable as a stock feature. I hope that it becomes stock someday soon. But you are right that it would need tweaks, chief among which imho would be a toggle to turn on or off at player discretion. Oh and silly question the dlc is on Steam? op 0440 10/18/18- 388 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
AlamoVampire replied to UomoCapra's topic in KSP1 Discussion
Thanks for the Welcome Back! Allow me to clarify, I refer to extended plasma trails behind objects on reentry. My understanding of the Reentry Particle Effects mod that I used a year or so ago is that it activated code already in game. You know the plume of smoke that you have as you launch? My understanding is that plume is similar to the plasma trails but those trails are longer and well orange and firy lol. Id share a picture but im not at my pc. The logic back then for not having it enabled as more than just around say your command pod was something about 32 bit and unity limits at the time, but even before I left we had 64 bit support, unity 5 iTHINK, and I think we have an even newer Unity now. Thus my curiosity to know if proper plasma trails were turned on now. I hope I clarified better but fear I was too rambling. op 0213 10/18/18- 388 replies
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Kerbal Space Program Update 1.5 Grand Discussion thread
AlamoVampire replied to UomoCapra's topic in KSP1 Discussion
I have been absent from ksp for over a year and was wondering if Squad has ever flipped the code to on for the Reentry plasma effects that have been a dormant set of code for a very long time. I know of the mod for it and used to use it and will again if needs be. Feel free to relocate this query if I missed proper placement, it just felt like here was a reasonable spot. op 0103 10/18/18- 388 replies
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- kerbal space program
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Uncontrolled Destructive Staging
AlamoVampire replied to AlamoVampire's topic in KSP1 Technical Support (PC, modded installs)
So I take this to mean I am either bonkers or idk ...? op 20:46:30- 2 replies
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Ok, lets get this started. Mods in Use: MechJeb, SpaceY, SpaceY Expanded, Cacteye, Chatterer, Docking Port Alignment Indicator, Procedural Fairings, Reentry Particle Effects, KIS, KAS, Planetary Base. Note: ALL mods are up to current standards for KSP 1.3.0. Issue: MechJeb is failing to stage the first stage away, requiring manual staging, then, when the action group to discharge the payload fairing it suddenly decides it wants to engage the sepatrons which destroys a portion of my payload rendering it entirely useless. I post this here, as, the game is not generating a log that I can find, and the console depicted in the final images shows no errors either. Is anyone encountering this themselves or have some clue as to what is going on? Personal Supposition: I think either my craft is borked some how, or something is going on with mechjeb. Or its a kraken. I honestly do not know. Craft File (NOTE: if you wish to explore my craft to see this for yourself, you require: MechJeb, Procedural Fairings, Cacteye telescope) For ease of helping, I will remove the spaceY launch clamps): http://www.filedropper.com/hubblespacetelescopetest Secondary Note: Sorry for the lack of an album, but, I am told the new forum upgrade broke the imgur albums, so, heres a string of images. It should be noted, one the first stage is cut lose, I begin taking pictures once a second until manual deployment of the payload fairing. I have never had MechJeb do this. I have used it since I discovered it back in KSP 0.21, and never had need to command it to stop short of any stages. Initial Post Posting Edit Note of additional Information: I just tried something. I tore off the boost stage, leaving the final orbital stage/payload intact. I replaced the mechjeb unit, zeroed the mainsails thrust and launched. I found that even if I manually stage the thing using space bar, the moment that fairing is deployed and mechjeb is active, it instantly fires the sepatrons. IF I use the action group or manually stage with mechjeb OFFLINE the sepatrons do not engage. Secondary Post Posting Edit Note of additional additional Information: I just altered the vehicle again, moving the mechjeb unit up onto the payload itself. This had no effect on the aforementioned issue. Tertiary Post Posting Edit Note of additional additional additional Information: I found I was missing a probe core on the payload. Thought adding one would fix it along with swapping to stock sepatrons. It did allow for control of the payload post undocking on orbit, but, the sepatrons are still being fired by the mechjeb. cause remains unknown. Images: On the pad: Initial Ascent: Stage One MECO, This image and all the rest to follow are taken roughly at 1 to 1.5 second intervals: MechJeb is now just sitting there as we coast: MechJeb still sitting there doing nothing as we coast: I press 1 button, action group 1 to deploy the payload fairing, suddenly mechjeb wakes up and cooks the payload: I have 0 clue what is going on here. I have never seen mechjeb do this since I first found it way back at 0.21. I wish I knew what was going on. And before someone asks if I have an output log, no, no I do not, as it has not created one. The last log I see that has the title of output log is from october 2016, and thats in both the KSP_Data and KSP_X64_Data folders. If I am not looking in the correct place to find one dated for September 4, 2017 please guide me to it, and I will gladly file dropper it into this post with a big ol edit showing it off. I will try to coax the kraken out of hiding as those who know more than I take a look see. OP 23:57:30 first edit time: 00:05:30 second edit time: 00:08:30 third edit time: 00:29:30 fourth edit: 11:06:30 fifth edit: 15:27:30 sixth edit: 9-6-17 18:42:30
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Cheating; A meditation on it's definition in modded KSP
AlamoVampire replied to Neil Kerman's topic in KSP1 Discussion
Not counting challenges nothing is cheating. Cheating is a means of gaining an unfair advantage by any means outside the convention of preset agreed upon rules over another player. That is the definition of cheating I have always followed. In short: cheating in KSP if cheating (outside of challenges) is possible only cheats you out of the sense of accomplishment. Op 06:11:30 -
Why? Why cant we just have options? I liked the old color scheme. When I first saw this new look, I seriously thought my phone had broken or I had a bad connection to the forum. I reloaded the page 10-20 times, restarted it a few times. This new look as I have said before is just too sterile, its like being in a laboratory or something... I just know its killing my eyes op 23:47:30
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I have an honest question: Why does the forum keep changing? I get making things more secure and stuff like that, but, why the aesthetic changes? Just curious. op 23:38:30
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@qzgy Annd the bubble of hope goes pop lol. Thanks for the clarification. With that I also cast my vote for a way to choose how the forum looks on our end. Mobile and desktop op 19:37:30
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Can that not be done on mobile, im not seeing on mobile this new layout is too sterile and painful to me op 19:31:30
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I thought my phone broke when I saw this ugly new look. Now to see if I can make it look like the older version, that looked nice. This <sweeps hand> is too sterile. I like it not at all. op 18:56:30
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25km auto delete?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
@Physics Student I have been here on KSP since version 0.21 op 00:21:30 -
25km auto delete?
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
@bewing Thanks for the info, makes things more clear op01:52:30 -
Ok, I have a question about the distance required for auto delete of debris and so forth as the main vessel flies away. It has been stated by any number of players and devs that 25km distance is enough to make debris and the like go poof and be auto deleted. I have trusted this number for years, but, the other day, I spotted quite accidentally something that has prompted this question. Ok, so, here is what was going on: I was sending up a mission to my space station, routine as routine gets. By some dumb accident of timing <I guess timing is as good as coincidence?> my boosters held out long enough to stay with the vessel almost to the point where I was ready for the coasting phase to the AP, mechjeb dumps the boosters as they burned out and 2-3 seconds later the vessel orients itself for the circularizing burn and mechjeb hits the auto-warp to take me to the the burn. I look below my vessel and I see 8 items in a neat oval below me: As you see they range in distance from around under 20km to almost 30km away. THIS is where my question stems: I have seen things travel to 25km and delete, and now, I have seen them make it to basically 30km away <this doesnt count launch clamps as I have seen those stick to the pad with me nearly 60km away, i think, THINK they are counted differently, but, may be wrong there>, so, my question is: Is the 25km distance hard and fast, or basically an averaged distance that is a nice figure to work with? Not a pressing issue, just something I found curious and was wondering about. Thoughts? op 00:32:30
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Deleting Kerbals
AlamoVampire replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
@bewing Sir, I just did a fast experiment about the Astronaut Complex cycling the retired kerbals out, I did it X2 <the in/out of the complex> and it seemed that was sufficient to remove the retired kerbal. op 00:22:30 edit: Concerning kerbals like Valentina, it would seem once you retire a "veteran" one in/out of the complex is all it takes to remove them from the roster. neat bit of info i think edit time 00:35:30 -
Multiplayer in KSP 1.8
AlamoVampire replied to popos1's topic in KSP1 Suggestions & Development Discussion
@razark First of all, if you are talking a limit of 4-5 players max, you STILL have some problems. Part count is still a massive issue. If you set it as a server rule that no one can go above X parts on a single vessel, you run into a few problems. Even 5 ships at say a max of 30 parts is still 150 parts, and take my mission in the picture a few posts up. That thing once it cut the external boosters off was STILL 170 parts to lift a truss for a station, that truss was 17 parts. The station its on is now 107 parts. If you set a part limit cap for the player with the weakest machine, you limit the ability to do much of anything beyond LKO. I personally cannot seem to get beyond kerbin SOI with less than 100 parts w/out unlimited fuels. Is this a function of bad design, idk, but, i know, a decent mission with enough dV to go to, do stuff come back = part counts above a reasonably small number maximum for multiple users to not hit the playability on the weakest link. The example I keep using with the so called rant is valid. Pure and simple. Why? Simple. They had the blueprint on how it can be done properly, they went 180 degrees away from that. To me, and this is where my example matters, as with what this is, its a matter of OPINION using facts as we see them, that in my opinion they did a horrificly BAD job making fairings, and considering the horrific job, again in MY opinion, I see no hope for them to pull this off in a good way. Now, lets look at YOUR example, of how you and your friends do MP. If you are using a local area network, which from your description that is precisely what you are using, that works for you, and thats awesome. However, why should Squad put money into something, you are doing free of charge via LAN or what the mod DMP also does free of charge? BUT, lets say for giggles they choose to invest time in it. Lets say they make it work some how. WHO will be financially responsible for the upkeep of the new hardware making this possible? You? Me? Take Two? Squad? Who? See, I may not be an IT guy, but, I know enough to know, it takes hardware to make something work. For multiplayer to work, and lets just go big picture and forget individual sessions with X players in it. Lets assume that there are THOUSANDS of players who want to play KSP in a multiplayer environment. How many server blades will be needed to handle it? Will they be dedicated to ONLY that? Will they also be responsible for holding and handling transactions with the store? How will that affect those servers? Will they then charge us a 1 time fee? Weekly? Monthly? Yearly? How much? Will I as a steam user be able to connect with my friend who bought KSP via the website? Will HE have to pay a fee to use multiplayer, but as a steam user I get it free? Other way around? what about GoG users? What about console users who may want to play with PC users? How will they make it cross platform compatible? That isnt easy far as I know. What about those who had this game gifted to them from any of the sources? What about me? I will NEVER use this multiplayer, will I be forced to pay for a service I will never use? What then? Im not being panicy or conspiratorial here, these are valid concerns that cannot be dismissed as easily as one would with any of my other points. Financial concerns such as these are a HUGE bear hiding in the shadows. Now, lets say, they say, they wont charge a fee. How exactly will they pay the bills to keep this going? Someone, somewhere will need to foot the bill for the electricity to run the servers, the cooling of said servers and so on. Sure its fun to dream big, I do it all the time with my lego's, even right now, across the room from me in my chair, my lego saturn v is to the left of my tv screen and a lego UCS sandcrawler is to my tv's right, and I dream the adventures they inspire all the time, but, one must also see the troubles ahead, dont let the dream cloud the reality. op 02:51:30 Edit: brass tacks bottom line: I have said all that I have to say on this. I think for KSP 1, mp is a bad idea. You do not. Fair enough. But I now withdraw from this thread, as we will most likely not agree which is ok, I wish you the best. edit time 03:40:30- 183 replies
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