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HafCoJoe

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Everything posted by HafCoJoe

  1. I'm getting another exception on my end with _BuildManager. Though it isn't crashing my game: [EXC 15:58:20.845] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.get_Location () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <caa8a9a07bbf48af914d3a76740b33a6>:0) System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <fbb5ed17eb6e46c680000f8910ebb50c>:0) _BuildManager._BuildManager.logVersion () (at <caa8a9a07bbf48af914d3a76740b33a6>:0) _BuildManager._BuildManager.Awake () (at <caa8a9a07bbf48af914d3a76740b33a6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__88:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__69:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() I also had a strange bug which seriously screwed up all of my atmospheres but I wasn't able to get any pictures or log files sadly so I can't say that its related to this. EDIT: I also acknowledge that EVE is still marked as 1.8 and I'm running 1.10.1
  2. Heyo, I'm getting a NullRef from Scatterer/Spectra and was curious if you know what the cause is/if there is anything I can do to fix- [EXC 15:52:53.903] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.cleanupScaledScatteringMaterial () (at <c242f3d90315428492d244d6912c4c64>:0) scatterer.SkyNode.Cleanup () (at <c242f3d90315428492d244d6912c4c64>:0) scatterer.ProlandManager.OnDestroy () (at <c242f3d90315428492d244d6912c4c64>:0) scatterer.ScattererCelestialBodiesManager.UpdateProlandManagers () (at <c242f3d90315428492d244d6912c4c64>:0) scatterer.ScattererCelestialBodiesManager.Update () (at <c242f3d90315428492d244d6912c4c64>:0) scatterer.Scatterer.Update () (at <c242f3d90315428492d244d6912c4c64>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) It seems to occur whenever I leave the editor, though I'm not exactly sure.
  3. Haha thanks, old habits die hard. I first created a forum account around v0.22 (~2012) and I still check the forum every day The KSP forum, Reddit, and Imgur are the three tabs I immediately open when I login.
  4. Ah that is fair. Being able to exclude a tag/tags from a search would be equally great, too
  5. Hello again Katateochi! I was curious have you ever thought of implementing a folder system similar to Craft History? It would be very nice to be able to sort by tags and folders, and also possibly reduce load times by not immediately loading craft inside folders.
  6. This mod looks awesome! Although I'm sad to see that I cannot resize the window horizontally; on a larger resolution screen the window is quite small. Additionally, none of my crafts have thumbs. Is this a known bug?
  7. Thank you! That should work yes, though I haven't tried that myself. I suggest trying both, they shouldn't cause any glitches outside of the Sunflare possibly not appearing. If anything you can go into the Sunflare .cfg file and manually delete the lines for all the ghosts.
  8. Its very likely that it does considering that most mods from even 1.8 still work in 1.10. I suggest installing it and seeing. When in doubt, try it out!
  9. Hey there! Good question and yes this is possible if you know how to delete config lines. Open the file GameData/Spectra/Spectra_Configs/Spectra_AtmoMain.cfg and delete all objects that have 'glow' in their title. Let me know if you need more details and I'll try to help. Woo! Glad to hear a new version of Scatterer fixed this Blackrack is awesome at updating it
  10. Hm... Kerbal Konstructs still works for me with HafCo Space Center, I used universal spawn points instead of the built-in launch sites with the pads though so if you used the built-in ones I cannot attest to if they work or not. Rather odd that you're having problems the KK dev isn't active right now either, he's taking care of a new family member
  11. Odd... It almost looks like there an EVE cloud layer at water level. Not sure what that is but I haven't seen it using Spectra/Scatterer.
  12. Hey there Ouch! Sorry to say but I am no longer maintaining windowshine last release was for KSP 1.3.
  13. Odd... It might be something to do with EVE's clipping plane. @Waz do you know anything about this?
  14. Nice! Yeah EveMain and EveDark are the two ones you want to edit, possibly EveBands too if you want to see under the bright band that circles the planet. I forgot what the layers were called but you got them right.
  15. Oh my bad I didn't know you meant the cloud thickness. I thought you meant that the Scatterer mod was making the terrain too hazy from a distance, not that you can't see through cloudlayers. It's the EnvironmentalVisualEnhancement cloud layers that are preventing you from seeing to the surface, yes? This is challenging to edit but you can make it so you can see the surface, but it will come at the cost that Eve won't look covered in clouds anymore. Open GameData/Spectra/Spectra_configs/Spectra_AtmoMain.cfg and scroll down a bit until you objects with 'body = Eve'. These are the cloud layers for Eve. You can ignore the aurora, lightning, and dust layers, but the main cloud layers you will want to lower the alpha opacity so that you can see through them. Do this by going to the line that says "color = R, G, B, A" and lower the last number 'A' on all of them until you can see through them to the surface. Cutting them in half might be good but you may need to test.
  16. I'm not certain since I don't use OPM Instead of deleting everything in OPM except for configs/textures, I recommend not deleting any files. Instead go into the OPM EnvironmentalVisualEnhancements config and delete all objects for all stock bodies. This should make OPM still the same but theoretically without any of the stock body revamps.
  17. The only good way to make the atmosphere even more transparent would be to not install Scatterer I actually agree with you on Kerbin being too hazy and I would make it clearer if I could Setting it any lighter makes the sky start to turn dark.
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