PhilMcgroin
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Everything posted by PhilMcgroin
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[1.12.x] Toolbar Controller (for modders)
PhilMcgroin replied to linuxgurugamer's topic in KSP1 Mod Releases
Well I'm a dummy. I didn't realize the location had moved to AppData. https://drive.google.com/open?id=13pfs51psO1guAycSFO15NMccmYNTehBZ This is the actual one. However, I think it is now redundant as you managed to spot the issue even with the old log. Probably also due to the wrong log, because there's definitely only one version in my gamedata folder This upgrade fixed the problem, no more console spam. Looking for the right version was actually the first thing I tried, but the fact that CKAN had suggested 1.7.19, (and the fact that 1.7.22.2 said in its version file that was for 1.7.1 when I manually checked) threw me off the scent! So I guess something needs a slight tweak in whatever CKAN is tweaked by so that it spits out the correct one for 1.6.1 https://gyazo.com/a9e826d3b84e76301d6a0ce10e6945eb Either way, the upgrade fixed it. Thanks so much for the help! -
[1.12.x] Toolbar Controller (for modders)
PhilMcgroin replied to linuxgurugamer's topic in KSP1 Mod Releases
https://drive.google.com/open?id=13pfs51psO1guAycSFO15NMccmYNTehBZ - Output_log.txt https://drive.google.com/open?id=1WJEW-vGyrvNzIsmJsWp5sTZfJHBSLwAy - KSP.txt Those are the logs with 0.1.8.2 installed, the one that works except for the console spam. If you want logs from having 0.1.7 installed that breaks everything let me know and I'll switch them back quickly and get those -
[1.12.x] Toolbar Controller (for modders)
PhilMcgroin replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, I'm having a weird issue. I'm running KSP 1.6.1 for my Realism Overhaul playthrough, and CKAN installed Toolbar Controller 0.1.8.2, even though I notice it was said in a recent post that 0.1.7 is the release that should be for 1.6.1. Although the mod itself seems to be working, I am getting this spammed in console many many times per second that seems to be causing some lag: (pasting URL as for some reason the forums won't allow me to insert it from HTML) https://imgur.com/2Lox8oS CKAN gave me 1.7.19 version of the toolbar, which seems to be the correct one for 1.6.1 I did try manually replacing the Toolbar Controller version with 0.1.7 as the post said a couple of replies ago, but doing this stopped about half a dozen mods from showing up in the controller, most importantly Kerbal Construction Time, which then wouldn't show up on either toolbar and was spamming its own error in console about not being able to load something about the game state. Forgot to screenshot that one. So I changed back to the 0.1.8.2 version and everything is back to normal, including the error message spam I showed in the image above. Is there a newer version of Blizzy Toolbar I should update to even though its for a newer version of KSP? I would like to get rid of the console messages :s -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
PhilMcgroin replied to Theysen's topic in KSP1 Mod Releases
Does anyone else have an issue with the 4m pod where it continuously does the RCS animation at all times from all RCS ports on the pod? It doesn't use up any RCS propellant, but the animation plays as if it is firing all the time. I've checked through the config with my limited knowledge and can't see any cause...- 2,213 replies
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[1.11] RemoteTech v1.9.9 [2020-12-19]
PhilMcgroin replied to tomek.piotrowski's topic in KSP1 Mod Releases
Interesting. It worked for me too, thanks. Odd though, from what I saw that was from the ground station being named 'KSC mission control' instead of 'mission control' ? But my settings file already had the name correct, so there must have been more to it.. either way, its working now! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
PhilMcgroin replied to tomek.piotrowski's topic in KSP1 Mod Releases
Should this update be savegame breaking? I am playing with the current pre-release of Realism Overhaul, and everything was going quite smoothly, but when I installed this update (remote tech is one of the few mods I'm having ckan manage) I lost the remote tech settings icon from the space center, there is no remote tech 'connected' or 'not connected' display when I load ships, and KSP is now running at about 0.2 frames per second. Is this a potential bug in the new RT, a conflict with RO, or a CKAN install problem? Edit: removed RT from ckan and installed it manually, and the problem is still there. KSP is acting like RT just isn't there :s Output log KSP Log -
No, those MGPlus log entries - I imagine - would have been coming up exactly as I was dragging the engine around, as in the middle of all that dragging was when it crashed, and one of those entries is the last line. So, I guess that is fairly normal then, those weren't coming up out of thin air. The part I was referring to, is these three entries: [ERR 15:56:08.526] Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ShipConstruct.SaveShip() at ShipConstruction.CreateBackup(.ShipConstruct ship) at EditorLogic.SetBackup() at EditorLogic.<SetupFSM>m__101() at KerbalFSM.RunEvent(.KFSMEvent evt) at KerbalFSM.updateFSM(KFSMUpdateMode mode) at KerbalFSM.UpdateFSM() at EditorLogic.Update() [ERR 15:56:21.607] Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ShipConstruct.SaveShip() at ShipConstruction.CreateBackup(.ShipConstruct ship) at EditorLogic.onSaveConfirm() at EditorLogic.saveShip(.Callback afterSave) at EditorLogic.saveShip() at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() [ERR 15:56:21.616] Input is null at System.Environment.get_StackTrace() at ConfigNode.CleanupInput(System.String value) at ConfigNode.AddValue(System.String name, System.String value) at BaseFieldList.Save(.ConfigNode node) at PartModule.Save(.ConfigNode node) at ShipConstruct.SaveShip() at ShipConstruction.CreateBackup(.ShipConstruct ship) at EditorLogic.onSaveConfirm() at EditorLogic.saveShip(.Callback afterSave) at EditorLogic.saveShip() at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args) at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters) at UnityEngine.Events.UnityEvent.Invoke() at UnityEngine.UI.Button.Press() at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id) at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent() at UnityEngine.EventSystems.StandaloneInputModule.Process() at UnityEngine.EventSystems.EventSystem.Update() Above that chunk, the events all seem to relate to placing the rover wheels, and below it is the MGPlus entries from playing with the engine symmetry, but I didn't do anything between that. So that's what I meant by errors without part placement.
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My game has been consistently crashing in the VAB since 1.1.x. I can't recall it crashing once in any scene outside that (maybe once when I tried to start time warp just as a 600 part station just came into physics load range, oops). It most commonly crashes, as often reported, when playing with symmetries in the editor. From what I can gather, usually when hovering a radial part onto something with symmetry already set, or when a part is in single mode hovered about to be placed, then the symmetry is increased. I've also often had it happen when picking up a part and placing it down to the side of the rocket (so its transparent and red) waiting to be re-attached after. My crash just now occurred when I was moving a 4-way symmetried Thud engine around on a X32 fuel tank. Fairly heavily modded install at the moment, but I've had it happen with a stock install too. Output Log https://drive.google.com/open?id=0B4sRKGVEZfYWYzMxY21ZT0pxb0U KSP log https://drive.google.com/open?id=0B4sRKGVEZfYWUzdLS1pqSGpZYU0 Whats interesting, from looking at the KSP log, everything seems fine while I was building up to part 8 at 15:54:52.697, then it suddenly started throwing Input Null errors up at seemingly everything. But its interesting to note, that all the KKAOSS parts, then the roverwheels that follow, added to the ship fine with no crashes, mini hang ups, or anything seemingly threatening. Then the errors seem to come in with no parts being added. Then there is the big long list of: [LOG 15:56:27.446] MGPlus.Start(): v01.03 [LOG 15:56:27.447] MGPlus StockPlus Enabled [LOG 15:56:30.025] MGPlus.Start(): v01.03 [LOG 15:56:30.026] MGPlus StockPlus Enabled events, I presume this is me rotating 4 x Thud engines around the fuel tank, dragging them off, putting them back on, etc, with what I guess is the GimbalPlus stock fix plus Module being called as the engines pop in and out of existence. Though, I never actually clicked to place any of the engines before it crashed, they were still waiting to be placed. As the crash seemed to happen during these module calls, I wonder if anyone has ever had any of these VAB crashes when manipulating parts that have no modules. As 'Dooots' posted, they couldn't get a crash with a simple girder. Perhaps the problems are linked more specifically to Unity's memory handling when dealing with modules in the editor, rather than just parts, or rendering? Editing in system specs: Win7 64 bit Intel core i5 661 Gigabyte Mboard 8GB RAM AMD Radeon R9 200
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Hey there! I seem to be having a problem with this. I have the realism mode turned off, and CLS disabled, but when trying to transfer crew between parts on my station, I still get a message that says the Kerbal was unable to reach the part. It was my understanding that with realism and CLS turned off, I should be able to transfer kerbals anywhere on a vessel. I even tried going into my part configs and enabling CLS passthrough on every part in between where they needed to go, but still got the same message with or without CLS/realism enabled. Am I doing something wrong? I might have also got the pictures the wrong way around.
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parts [1.12.x] Asteroid Recycling Technologies
PhilMcgroin replied to RoverDude's topic in KSP1 Mod Releases
I'm having some troubles, my asteroids don't seem to be mine-able. I have a jaw attached, and a fuel hatch, but when I right click the asteroid, I don't get any 'rock' resource like in your tutorial video, and it says that the empty/total space is 0/0. I have had the mining laser running for 5 days straight and nothing has changed. ART is the only USI mod I have installed on this save, but I have the latest version (0.7.1) and the latest KSP version. I also have USI tools installed and CRP. Is there any other dependencies I might be missing? The only other thing I could think of would be that I captured this asteroid into Kerbin orbit before I installed ART. Could it be that it only works on asteroids that spawn after the mod is installed? -
[1.12.x] Freight Transport Technologies [v0.6.0]
PhilMcgroin replied to RoverDude's topic in KSP1 Mod Releases
Hey guys! Just started poking about with this mod, and I can't figure out how to attach the large cargo rack. It seems to only want to attach from the inside, which isn't very helpful. I made a video to demonstrate. The small one doesn't seem to have the same issue, it attaches just fine. Am I doing/overlooking something stupid? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
PhilMcgroin replied to TaranisElsu's topic in KSP1 Mod Releases
Having a weird bug. I think it has something to do with turning off life support for my save. I was waiting for an Eve transfer window and had to time warp at max, which was playing havoc with my resources, so I turned off life support for the save while I did the time warping, then turned it back on. Since then, when I switch to ships that were existing before, the oxygen in them instantly goes to zero and every crew in them dies instantly I have an empty ship waiting to go to Eve in orbit, with no oxygen. Then I dock with my ship full of crew for it, that also has 128k oxygen to stock it up for the journey, which was working normally during the rendezvous, slowly depleting, etc. But as soon as they dock, the oxygen vanishes, and 36 kerbals instantly die of oxygen depletion. Anyone encountered this before? Edit: Screenshots, http://i.imgur.com/cY1jP4B.png before docking. And http://i.imgur.com/IPm7ovX.png the instant after docking. Why did all that oxygen vanish, and why didn't they have the short delay before dying, so I could try and at least get some of the air filters up and running? Edit Two: I played with my persistant file and edited the empty ship to give it full oxygen. The same thing happens when they dock, both ships oxygen is reduced to zero, 35 insta-dead kerbals https://dl.dropboxusercontent.com/u/30206621/output_log.txt -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
PhilMcgroin replied to munseeker's topic in KSP1 Mod Releases
Love this part, it's going to be stuck on one of my space stations simply for the aesthetics One thing I did notice while trying to get it up to the station, is that it seems to draw a huge amount of power for its inbuilt reaction wheels Took me a long time to figure out what was causing my rocket to run out of power 10 seconds after launch In the reaction wheel module in the part.cfg you have: name = ElectricCharge rate = 500 Most reaction wheels are set to use a rate of around 0.5. -
Been away from this game for quite a while (since 0.22) and trying to get all my mods updated. I've been having a lot of trouble finding any information on the forums or even from google about this mod that I used to use a lot. I tried the old spaceport download link but when I added it, the quantum struts just don't appear in the parts list (sandbox mode, so I know its not a tech tree issue). I couple of threads I have seen have popped up in searches referencing work on 'Quantam struts continued,' but I can't seem to find anything solid about that either. If anyone could help, my new space stations thank you in advance.
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I think I see your problem. Wenches don't like being used to tow rovers. Try taking them to a tavern and sitting them on your knee. But seriously... this is normal. When its docked, its treated as one ship, so there are no part collisions. If you undock it, suddenly its two ships again that can and will smash into each other. Try to make sure the rover is not moving relative to the ship before you switch to docked mode so it doesn't drift through other parts. Or if it does clip through other parts, try and wait to see if it drifts out again before undocking. Edit: Or returning to the space center/reloading the flight usually kills any drift
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Thanks, that makes a ton more sense. I'd still like this a lot more if maybe there was only MJ or MW, rather than both. I'm getting too many resources in this game! Gonna play about with the solar power a bit. Also, does the antimatter collector need to be directly attached to the storage tank to collect AM? From looking at the resource definitions I'm thinking it works like mono, but it's good to know for sure while I'm building, rather than when I get to low solar orbit!
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Just trying to get my head around all of the stuff in this pack. Confused over a few things. 1) What is the difference between MJ and MW, and what are each used for? Is one heat and one electricity? The wiki says that Solar satellites create Megajoules, but the power is sent as Megawatts? Why not just create megawatts in the first place? 2) Why can't we just power things off of electric charge, I'm slightly confused as to why a second and third power resource is needed at all when one already exists. 3) Its not mentioned in part descriptions or on the wiki thing how much of certain resources are used by things. How much MJ, or MW or whichever it is, does the science lab draw when creating science? the wiki says 500MW for creating antimatter, but doesn't mention the cost of generating science. Does that need MW or MJ? 4) Can I make solar relay stations? ie, can I place an intermediate satellite between my solar farm and the thing I need to power with a transmitter and a receiver, but no solar panels? edit: removed the mysterious and unnecessary words I'd typed for some reason. 4am.
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[0.22] Extraplanetary Launchpads Legacy Thread
PhilMcgroin replied to skykooler's topic in KSP1 Mod Releases
It just seems weird that empty, everything runs fine. Then as I mine ore and convert it to metal, the more the tanks fill, the progressively slower everything gets, until KSP is using the full 0.3 physics time, and still dropping frames. I think I'm just going to have to get everything in place empty, then mine/convert/create all at once on the spot, instead of my previous plan of transporting resources. -
Just a small request, is it possible to add some persistence to the location of the window? Right now I like to move it up the top next to the TAC fuel balancer button, but it doesn't like staying there, it jumps back to the default position whenever I change to a different craft or go to something from the flight center
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[0.22] Extraplanetary Launchpads Legacy Thread
PhilMcgroin replied to skykooler's topic in KSP1 Mod Releases
So, a full medium spherical tank of metal and a half full medium spherical tank of ore is enough to break my game o_o I dropped out of time warp at snails pace to about 1 FPS, before the tank tipped off its mount, tore the struts, and exploded! It was wonderful. But how do I stop it happening so I can actually use things?? From what I've tried to read of this massive thread, I'm guessing its something to do with the resource densities, or masses, or something? Is there a way to change them, if it is? I mean I'm all for realism, and I usually hate making things OP, but the framerate alone is unplayable :/ -
Yea, it seems to work fine as long as it the part remains 'docked' but as soon as you try to take it away to another ship, or drop it undocked to float next to the connector.. its like loses its frame of reference, and suddenly goes 'hmm, not attached to the ship anymore, must be on the ground with zero velocity." Then your ship, or your Kerbal, smacks into the part at ~2000m/s, and starts tumbling through space half dead. Amusing, but its making my orbital trash disposal tug quite hard to use! Can't wait for the 0.4 release where this hopefully is all fixed
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[0.22] Extraplanetary Launchpads Legacy Thread
PhilMcgroin replied to skykooler's topic in KSP1 Mod Releases
Awesome. Yea I got it now the Orbital Mass Detector is doing work, designs for something that just might be landable with a couple of augurs are in progress. The Extraplanetary industrial revolution is upon us! We're going to need some coffee. Awesome mod, dude.