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Everything posted by MisterFister
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Yeah... I've been having problems with TextureReplacer, though. It seems to bork out when digesting textures (such as Toolbar icons like yours) that have resolutions that are not even powers of 2. so 2x2, 4x4, 8x8 would work, but not 76x76. Also, separate question -- is anyone else getting some weird issues with craft bouncing off the Launchpad on a real-launch load, but NOT on simulation loads? The fact that this symptom specifically targets real launches and not simulated launches is what brought me here, but for some reason I also suspect KJR as a culprit, since it seems to have to do with the physics load delay, and KJR messes with that. I was recording, and couldn't get a real launch off the pad. Stuff would either burrow tail first into the unupgraded launchpad terrain (very early career on a new save) or, more likely, I'd bounce about 10m into the air and land rocket-nozzle first, explodifying my SRB (like I said, VERY early career). I tried using tailfins and a FASA Redstone clamp, no visible difference in symptoms. Once physics had loaded, I could manually right-click into the SRB's context menu and activate it (if it didn't explode first from the drop) but spacebar doesn't seem to wanna cooperate. Note that with the FASA clamp, I was able to click-activate my SRB but with the clamp submerged, I couldn't decouple, and I don't think my SRB was generating subterranean thrust anyway.
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:-| Why, yes. I'm legit curious how you figured that. I'm not even mad. There is a working "hack" to run 64-bit KSP in Windows, and further "hacks" in circulation that actually modify mod .dll's to circumvent a mod author's intent to disable their own mod when the Win64 build of KSP is detected. Think FAR and other somesuch "core" mods. Very justifiably pissed several mod authors off. So, my knee-jerk "this is what I'm running" always specifies that I'm working within a sanctioned an unhacked Linux64 build. Yes, specifying "Linux" is technically enough, but I just don't want any room for someone to see "64" and roll their eyes and either snarkily refuse to offer support, or silently refuse in the form of ignoring my questions -- which I see happen to others all the time. Generally, I recognize the volunteer nature of mod-work and that's just my very slight and insignificant way of attempting to respect that. I recognize that it's less of an issue for a mod like CKAN, but like I said, habit. As for so many mods: and frankly I can't decide on the exact "number" of mods, since several mods can come prepackaged in one CKAN entry, whereas something like EVE can be one mod with several entries needed to specify the parameters. Indeed, even counting GameData folders is misleading. One possible count places me above ~230. In any event, as to your implied statement that it's hacky... well, my troubleshooting involved LONG hours spent staring at the loading screen, video-capturing it to identify where stuff started crashing, reading a lot of crash logs, time spent prioritizing my way through what mods I actually wanted, and time spent segmenting my modlist to engage in elimination rounds to "find the conflict." I have a reasonably stable build right now, and I think I go from CKAN-load to career select in less than nine minutes. It's not a function of "missing," it's just that there are so many low-medium-high-insane resolution choices to make among individual planets, the skybox, the cloud textures, etc., that the checkbox selection system of CKAN never seemed to generate a functioning install for me. So, I worked around it. :shrug: I considered your first suggestion, but I see in the metadata for the mods that I mention that they're tagged for ksp v0.25 or v1.0.0 (I'm running v1.0.4.) Given that my manual copy is working, that on a clean instance with ZERO mods I can't select the mods in question, and that I don't think electively messing with my heavy load of 180-230 mods is justified at this time for the likely payoff. I'll just bookmark their forum pages and keep tabs on it that way. Thanks for the reply though! Helpful points all around.
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
MisterFister replied to Angelo Kerman's topic in KSP1 Mod Releases
If I'm reading my CKAN info correctly, I think this mod is indexed, but the CKAN metadata for this mod suggests that this mod only supports a max KSP version of 1.0.0. Could this be updated, please? -
Note -- Runnig KSP 64-bit unhacked in Linux. In the "filter" button, has it always defaulted to "compatible," or what that a setting that I'd selected without recalling? Anyway, I run ~180 mods in CKAN plus an additional four that I install manually. One pf those four is Astronomer's Visual Pack addon for EVE, and I go manual with that one because the different choices and resolution selections seems to be beyond CKAN's ability to customize. The other three are Kethane, CactEye 2 Orbital Telescopes (recently replaced thread due to new author), and perhaps the awesomest of the three in my opinion, ResearchBodies. In just idly going through the filter options inside CKAN (I wasn't looking for anything specific, I was just doodling and surfing) I saw references within CKAN to Kethane and CactEye. Hmm. Inside CKAN, there was a left-column notation of "AD" instead of a checkbox to select it. Knowing that CKAN has settings designed to prevent it from attempting to manipulate manually-installed mods, I decided to uninstall those two mods by deleting their respective GameData folders. After fiddling in CKAN and even rebooting my system, I can navigate to those entries again through setting the filter option to "All" but I still cannot install these mods. Through the metadata panel to the right, I could actually manage to download the zipfile into my CKAN cache, but still, no dice to install. Am I doing something wrong? Is this intended behavior for some kind of user-reported indexing that is not intended for full CKAN support? Also, I've asked on the respective threads of all three of those mods if there's any thought to moving to CKAN. There has been no acknowledgement of the question. Is any info available from the CKAN goalkeepers over here on those mods or any others that might soon appear? And how reliable is the filtration option "New in repository"?
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(deleted question, as I found my own answer by reading previous pages -- herp derp!)
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
MisterFister replied to shaw's topic in KSP1 Mod Releases
I found a few links embedded within the zipfile for AVP, but several of the links had gone dead. One of them still pointed to a marvelous skybox, though. -
Hmmm. I managed to run my own build for the first time today a few hours ago -- I was in it for maybe twenty minutes. I gotta say, I utterly cannot replicate my own bug. I do know that 3 or 4 mod updates pushed across CKAN. Dear lord I wish there was a user-visible index on CKAN to tell us when each mod was most recently updated. It was a really limited set of circumstances, though. If you manage to capture it on a vidclip, lemme have a looksee.
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Feature request: Can you introduce the possibility of keyboard-control of layout resizing? That's an awful small active-spot to look for in the lower right corner with the mouse cursor to grab the border for resizing purposes after triggering the resizing-unlock. The resize increments can be the equivalent of a single button, so I'd imagine that it would be intuitive to the user once accessed, and you wouldn't have to entirely remove mouse-resizing. Question: I have numerous mods in my install with Toolbar icon issues -- perhaps 3 or 4 per game-scene. Either the texture is not in an 2X*2X increment (28x28 instead of 32x32) which I THINK causes problems on load with TextureReplacer which seems to prefer / require 2X*2X resolutions; or the texture presents as a solid purple square (most of those are icons from the first category that I had to manually resize for TextureReplacer compatibility purposes, though some of the manually resized icons and working perfectly.) I run a very mod-heavy build in Linux 64-bit; in any given scene my toolbar carries 1-2 dozen buttons, so multiple solid purple squares is becoming annoying. I've already messaged the mod authors in question, and of those that have responded and provided a substantive suggestion, none have resulted in a fix. I've temporarily taken to the interim measure of assigning my own random assorted of various color icons so I can at least tell them apart, and I suppose I could manually design my own icons, but there's a lot of them, and maintaining manual icon changes on a mostly-CKAN install is less than ideal. I know full well that your mod is not responsible for these symptoms, but I would like to ask if your experience in designing it might inform me of a first step to a possible solution.
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I'm guessing you're referring to EVE and / or AVP textures? If so, then you're way over the ~3.xGB ram ceiling, which implies that you're in 64-bit, which might imply Linux. I run KSP64 in Linux as well, and CKAN is... not universally reliable for me. Especially with the EVE / AVP texture packs and sub-mod choices. Installing the base module was ok, but I found that manually installing the texture packs was advisable. (To facilitate this alongside other mod-conflict troubleshooting, I pre-assembled the modpacks into a single GameData drop within an external folder, so all I'd have to do is merge-paste those folders and subfolders into my GameData folder of my working install. To undo this, I'd need to perform a two-step process of uninstalling EVE and any other affected mod through CKAN (since AVP textures and some options involve overwriting files in Chatterer / TextureReplacer, depending on what options you choose) and then manually deleting whatever remains of those folders that CKAN didn't remove. I can then reinstall individual mods through CKAN (Chatterer / TR / etc.) as needed. I don't directly know how those processes would interact with biome definitions, but I do know that RSS / RO has a LOT of batched mods and dependencies. Metadata tracking (the behind-the-scenes trackers that allow CKAN to automatically coordinate mods like that) are very sensitive; even single-character typos can throw off an entire installation. Since the biome maps are so radically altered in such a setup, I'd wonder if that might be the case for you. Disclaimer: I don't run RSS or RO, but I do run Sigma Mod Expansions (addons to Kopernicus, adding a lot of changes to the Kerbol planet locations and orbits) and I discovered that that mod that a corrupted zipfile had been uploaded by the mod author to the CKAN repository -- probably from a faulty Github pull, but that's just my own speculation. It was a fix that actually sounds a lot more complex as I describe it here: I went to the forum threads for those mods (they were bundled packages of several modlets); downloaded VIABLE zipfiles from there; decompressed and re-bundled them as the CKAN listing had apparently intended; compressed the bundle into a new zipfile; renamed the zipfile to mimic the embedded filename metadata information that the original CKAN zipfiles were supposed to have (random-seeming prefixes, possibly hexadecimal code but I'm not sure, are appended to the beginning of the zipfile filenames downloaded into the CKAN download cache); and then installed the artificially-prepared zipfile through CKAN, from its download cache. Yes, a lot of trouble, but only took a few minutes, and has the benefit of allowing me to manage future updates to the mod through CKAN, which I wouldn't be able to do if I just installed manually and ran with it. (I reported the zipfile corruption to the mod author so that future updates could correct that issue, at least.) I at least hope that answer isn't off topic, but not only that I hope it helps. - - - Updated - - - OMGWTFBBQ I thought I was going crazy with this! Just recently started happening to me in a very mod-heavy Linux-64 build. Seems sensitive to KSC-scene camera angle, I even experienced darkening of the far horizon, distant hillsides of K2 and Island Runway, as well as underside of volumetric clouds (with EVE / AVP and Scatterer). Only seemed to be triggered during KSC-scene camera angles shallower than what I can only guess were 15-ish degrees from horizontal (and camera flattest possible is about 10 degrees from horizontal, so I only had a few additional degrees of downward freedom once I was shallow enough to trigger the dimming effect). I also run Camera Tools, Ambient Light Adjustment and MovieTime, so I suppose any of those mods could be culprits (especially if you happen to run the same ones.) I don't think I was accessing any of those mods at the time of the symptom, and unfortunately the test video I was recording at the time won't help show you what I'm looking at because I was tweaking with my OBS settings and the framerate and resolution I was testing just did not capture what I was seeing.
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I get that "snacks" and snack-references are a running gag and part of the cutesy kerbal-ish parody that is so endearing about this game. But, where did it come from? Was it a mod, or a viral forum post / reddit thread / YouTube cinematic? Was it something mentioned nonchalantly in a comment by NathanKell in the discussion thread below a devblog back in v0.17 and it just got dragged along by the Hype Train? (That's an oddly specific but totes random example I can think of.) Where did the Lore of the Tasty originate??
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
MisterFister replied to shaw's topic in KSP1 Mod Releases
Can someone help me figure out how to suppress certain mods in my GameData folder from being accessed by this mod? I'm pretty sure that there's an incompatibility problem that stems from a Toolbar button icon that is not in a resolution that is an even power of 2 (not 4x4, 8x8, 16x16, etc) and I say this because KSP crashes during load when it reaches those mods. I can resize the icons myself, of course, but I'd like to know how to set up a "do not interact" .cfg for TextureReplacer. Can anyone help? -
My Dropbox link to log files, a Modlist.txt index of the mods I'm attempting to run, and so far at least one unedited video recording of the load error in progress is here. Ladies and gentlemen, I don't know how to read my log files. Of course, [THREAD=94259]I've posted about this before[/THREAD], and the info I got from that was very helpful, but I still don't really know what I'm looking at. My problem is that I'm attempting a new modlist, and I can sometimes successfully load into the game and sometimes I cannot. I'm running KSP 64-bit inside 64-bit Ubuntu on an i7 with 16GB of ram, ample ssd space and several spare hdd's, with a GTX980 to cap it all off. I've applied all updates and appropriate proprietary video drivers, and have video recorded most of my load tests. On load failures, I use the video to identify where the crash occurred for mod troubleshooting purposes, and I save the successful load attempts. Full disclosure, this is a monstrous modlist that has successfully loaded into the game as recently as a few hours ago. Known issues that I'm trying to solve]Almost all of the mods listed in modlist.txt are CKAN-installed. Certain ones are not available on CKAN (BoxSat, CactEye, Kethane, and Research Bodies) so I downloaded and installed those manually, and last. While I installed EVE through CKAN, the customizations for AVP really are beyond CKAN's ability to help. Therefore, you'll note in my modlist.txt that I install "Round 1" mods through CKAN, then I drop in Astronomer's Visual Pack, then I continue from there with "Round 2" via CKAN. I'll even try making some unedited video of these attempts and uploading them. Thanks in advance! I noted some difficulties with Notes and Fusebox caused crash-to-desktop errors. I traced that problem to TextureReplacer having difficulty loading the Toolbar button icons because they did not have resolutions that were even powers of 2. I discovered that I could either uninstall those mods and keep TextureReplacer; uninstall TextureReplacer and keep those mods; or manually resize the offending .png files to end up at even 32x32 resolutions. I'm told that there is a fourth option to manually tell TextureReplacer in a .cfg file which mods to ignore, and I attempted that, but I have no idea how to do so, so I undid my attempts and went with the manual-resizing option. I am having other problems with Mark IV Spaceplane System and Stockalike Station Parts, and this issue is behaving similarly to the issues I had with Fusebox and Notes, but I cannot identify any non-power-of-two texture files anywhere within those mods. In controlled-load testing, where I set aside a separate KSP-install and only installed these mods, the interaction that resulted in load-crashes was the presence of TextureReplacer. I'll update here with further troubleshooting attempts.
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[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
MisterFister replied to agises's topic in KSP1 Mod Releases
I can report that resizing the icons solved the problem, though I have no idea how to suppress them from TextureReplacer. Perhaps you can resize your own icons to 32x32 in the next version? -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
MisterFister replied to agises's topic in KSP1 Mod Releases
Um, no, this is decidedly NOT resolved now. Loading your mod by itself causes no problem. Loading this mod with the other mods of my install does cause a problem. Please refer to the dropbox log files and provide feedback as to further suggestions. -
[Mod Collection] Sigma Mod Expansions
MisterFister replied to Sigma88's topic in KSP1 Mod Development
No worries, man. I'm not a programmer, but I can occassionally find a way to help hard working mod authors like you! Please, this is my pleasure. -
Feature request -- can you make it possible to relocate (or suppress entirely) the Feedback button on the load screen? I have another memory monitoring mod that spawns right underneath it, I'm trying to monitor memory usage during load for troubleshooting purposes, and in order to do so I have to uninstall this mod.
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[Mod Collection] Sigma Mod Expansions
MisterFister replied to Sigma88's topic in KSP1 Mod Development
Hey there. Running KSP 64-bit non-hacked version in Linux. I see in the previous page a post indicating that a move over to Dropbox and then Github was going to be in the works soon. Could this be the cause of some kind of... I don't even know what to call it, a hang-issue when trying to install this from CKAN? I'm troubleshooting some other mods and only uninstalled this one incidentally as a part of my troubleshooting (I was looking for mod conflicts and whatnot.) As recently as a few hours ago, this mod ran with no problems that I was aware of at the time (though with so many mod installs and removals in my troubleshooting attempts for another matter, I don't think I still have the log files from when that occurred.) My issue is that I can select and install "Sigma Binary" and "Sigma Binary - Duna + Ike Binary" in CKAN with no problem. However, selecting "Sigma OPM Expansion" and "Sigma RemoteTech Expansion" (either separately or at the same time) causes CKAN to pause. Note that this does NOT cause CKAN to crash or hang, however, which is surprising considering how buggy and temperamental CKAN normally is. I've tried exiting and restarting CKAN as well as rebooting my entire system. Any thoughts? PS -- Yes, I've thought to post this question on the CKAN thread, but I have no fewer than three other unanswered questions over there from the last two weeks, so I'm beginning to suspect that they're just busy or otherwise in some period where no one is following the thread very closely. My alternative, of course, is to just download and install these mods manually (as I've already resigned to do with 4 or 5 other mods) but running it from CKAN would allow me to keep better track of updates and whatnot. --Update-- I think I might have isolated the problem. I reverted to a modless install of KSP and attempted to install "Sigma OPM Expansion" only, through CKAN. It indicates three dependencies (ModuleManager, Kopernicus, and OPM) so I cancelled and ordered those three mods to install first. After installing those three (deselecting all the "suggested" mods in the process) I confirmed that KSP does in fact start. Then I opened CKAN and went to install this mod mentioned above. Same symptom as before. On a lark, I delved into the CKAN/Download folder inside the KSP directory (alongside GameData, not INSIDE GameData) and found that the zipfile had indeed downloaded, as well as those for the other three dependencies that I just mentioned. The zipfiles for the three dependencies work fine, but manually attempting to enter the zipfile for this mod causes an Archive Manager error. My preliminary conclusion is that the zipfile is corrupted. My next step is to manually download the mod and see if that works. I'll report back here when I'm done. --Update2-- Yes!! I can categorically confirm that the zipfile originally obtained by CKAN was corrupted, and that this caused my symptom. My solution: I returned to this OP and downloaded all three Sigma OPM modules (Urlum Tilt, Gas Giant Recolor, and Pluron / Khato.) I extracted all three of those individual zipfiles, and consolidated them into a single standalone GameData folder. After that, I compressed it into a zipfile with an identical name to the one originally downloaded by CKAN (I'm guessing that some sort of metadata information is encoded into the filename itself, possibly in hexadecimal notation.) I then placed this new "artificial" zipfile into the KSP/CKAN/downloads folder and re-ran CKAN. CKAN has a logic-check that allows it to verify a previous download before installing, rather than re-downloading for each installation attempt. Since CKAN detected my artificial file, it simply installed from that. (Indeed, I misspelled "GameData" originally, and CKAN errored out due to a metadata mismatch; correcting that mistake on my own part resulted in a successful install, confirmed with a successful load into KSP with Urlum and its moons properly tilted, and a proper barycenter between Pluron and Khato.) The Sigma RT Extension download has similar corruption to the zipfile, and a similar workaround managed to get me moving again on that front as well. My kitbashed solution here WILL BREAK if / when you update the CKAN metadata, but if the new update is properly entered (with a replacement of the defective zipfile) then I suspect that such breakage will not be noticeable to me. I hope this helps. -
[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
MisterFister replied to agises's topic in KSP1 Mod Releases
Sorry I didn't reply sooner. I'm troubleshooting a few mod issues right now, and have only just now gotten around to revisiting this. I've reverted to a mod-sterile version, and running KSP with only this mod (installed via CKAN) I experience no errors and can load into the game normally, but I cannot seem to access the mod itself. Exiting and CKAN-installing Blizzy's Toolbar, however, allows me to run this mod in-game with no worries or problems. This suggests that my earlier symptoms were the result of a conflict with another mod -- unfortunate, as I'm running a LOT of other mods. I'll provide log files as I encounter this bug again. Any preference as to WHICH logs you'd need? Thanks! Edit: Also, please be advised that the icons provided are 24x24. https://www.dropbox.com/sh/d86rncy6crfkx0q/AACK8ha_laOQkv8zDiiyQK3Fa?dl=0