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mjones1052

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Everything posted by mjones1052

  1. Well it says the sun failed to load and then when I try to start a game it just spins with the little loading thing at the bottom. It might be something conflicting, but it's definitely a kop error that comes up saying it couldn't load it. Says it was unable to load the custom planetary system due to an exception in the loading process and points to that log file. But that's fine, I'll go report it, didn't know if I was just doing something wrong.
  2. Anyone else get this issue? //===============================================================================================================// //===== Kopernicus 1.4.2-1 - (BuildDate: 31.03.2018 11:39:16; AssemblyHash: 5RQlvMFgycyrY5R8Rz32CjWQ1iI=) =====// //===============================================================================================================// [LOG 00:40:50]: Logger "Kopernicus" was created [LOG 00:40:50]: Injector.Awake(): Begin [LOG 00:40:50]: Parsing Target name in (Kopernicus.Configuration.Loader) as (System.String) [LOG 00:40:50]: Parsing Target timeScale in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double]) [LOG 00:40:50]: Parsing Target scale in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double]) [LOG 00:40:50]: Parsing Target Epoch in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double]) [LOG 00:40:50]: Parsing Target useOnDemand in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean]) [LOG 00:40:50]: Parsing Target onDemandLoadOnMissing in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean]) [LOG 00:40:50]: Parsing Target onDemandLogOnMissing in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean]) [LOG 00:40:50]: Parsing Target onDemandUnloadDelay in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Int32]) [LOG 00:40:50]: Parsing Target useManualMemoryManagement in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Boolean]) [LOG 00:40:50]: Parsing Target mainMenuBody in (Kopernicus.Configuration.Loader) as (System.String) [LOG 00:40:50]: Parsing Target maxViewingDistance in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double]) [LOG 00:40:50]: Parsing Target scaledSpaceFaderMult in (Kopernicus.Configuration.Loader) as (Kopernicus.NumericParser`1[System.Double]) [LOG 00:40:50]: [Kopernicus]: Configuration.Loader: Failed to load Body: Sun [LOG 00:40:54]: [Kopernicus] RuntimeUtility Started [LOG 00:40:54]: StarLightSwitcher.Awake(): Begin [LOG 00:41:06]: Injector.OnDestroy(): Complete I had SVE and OPM installed and removed Kopernicus so it removed everything that needed it and installed Kop by itself and even without any other mods accessing it it crashes. It says it failed to load the config. Everything works without Kop.
  3. So, I recovered a resource lode and it gave me about 100,000,000 credits. Is that right? I guess you're not actually supposed to recover, it was just lit up so I figured I'd see what happened.
  4. Not sure if it's this or another mod, but all of these descriptions says <color=magenta> in bold where it says this can be run if vessel under control, or something along those lines. Is this a mod manager bug or something?
  5. Well, your node names are node8_whatever. He calls his ct_whatever. So your Advanced Ion Propulsion is node8_advIonPropulsion and CTT is ct_advIonPropulsion I imagine that's the reason. I'm no dev. But it bugged me that there were weirdly placed icons. Would love to find a decent tech tree to take in all the mods instead of cramming 20+ parts in to a single node.
  6. Not sure if anyone mentioned this. But KSPX is working with CommunityTechTree. But the nodes that this creates are duplicated when using it. Making the first line of the tech tree patch for KSPX read this @TechTree:FOR[KSPX]:NEEDS[!CommunityTechTree] Will remove the nodes when CTT is not installed.
  7. I might be doing it wrong, couldn't get it to work though. Just deleted the fins and fuel lines on the Kerbal X to test and told it to asparagus. It just connected all lines to the middle tank and put everything in the first stage. Maybe I'm missing something?
  8. It's a scaling bug. See my past couple posts in this thread for a fix. http://forum.kerbalspaceprogram.com/threads/92764-90-Stock-Part-Revamp-Update-1-7-2%21?p=1896563&viewfull=1#post1896563
  9. Thanks All. I figured out that right before I read this post. The only MK1 fuselage part that has the "Scale" field in MODEL is the intake, and it reads 1.0 by default. I change it to 1.25 and then copied that to the other MK1 parts (fuel tank and structural) and it works now. But, should I go and set the rescale factor instead of the scale line?
  10. Anyone know how to fix the scaling bug? Have a bunch of parts that should be 1.25 but are somewhat smaller and now the attach nodes are off the ends. Namely, MK1 inline intake and fuselage. I know other's have mentioned it but I'm getting it for more than just MK1 parts. Curious if there's a fix for it.
  11. Anyone have any luck getting rid of the multiple RC icons in the space center scene stock toolbar? I have two on first boot but then if I launch something and go back I have like 10.
  12. Anyone have issues with the latest update on the menu screen? The skybox and kerbin are all messed up. Using Astronomers packs. Once you load in to the game though it's fine. Also, as of the update before this last one the parts that are replaced in the stock parts to add reflections don't work. There's no reflections when used with Ven's. I imagine because he replaces some stuff, but it did work two updates ago with Ven's. Any ideas?
  13. I had this problem too. If you're having the same issues I was. If you load something like the stock super heavy lander ship is the FLT400 on that ship and the one from the parts list the same size? I noticed what was happening for me was that if they were already on a saved ship it would be the correct size. However, if I tried to place one it would be a tiny bit smaller. This is what caused the gap for me and it happened with a bunch of parts. I noticed uninstalling tweakscale or this mod fixed it. What I finally did was a reinstall of KSP and all my mods and it was magically fixed. I never really figured out what caused it to happen in the first place though. But I would check to see if you're having the same issue.
  14. Go to the Github download for this mod and download it. Inside is a batch file you put in your root KSP folder, not Gamedata, and it will rename all the replaced textures in the Squad folder to something that won't get loaded to save the ram. Ends up being about 50-75mb I think.
  15. This doesn't seem to retexture the mk3? Only thing in the SPP folder is wings and I don't see the mk3 cockpit anywhere. Might be another mod?
  16. No, it's not a direct match. Parts and textures are mixed up so it won't properly do it. It also doesn't replace them all. And it loads squad's anyway I believe, but you can delete some one by one.
  17. Anyone have any issues with this and tweakscale? When I put a radial decoupler, like the 38k, and then try to put a T200/400/etc tank on it it sits off of the decoupler. Also, if I try to put either of the LV909 engines on that T200/400/etc tank it sits off the bottom a good bit. I will upload some shots, but wanted to see if anyone else has these issues.
  18. This seems broken in CKAN. It makes a GilB9Shuttle_wings folder inside of another one, so the configs don't match up and the parts don't load. Is that an author issue or CKAN issue?
  19. Another bug Bac9 is that any planes that had the f119 engine with vectoring the action groups are broken. After having to change it to km_gimbal_3 it doesn't update in the prebuilt planes like the Haldeman and all. Going in to its .craft file and putting it in works. Just thought you might want to include that in an update.
  20. I could definitely be missing something but is the animation for the thrust vectoring jet engine not working for anyone else? Or did I break something maybe. But When using like the Haldeman I get no animation for thrust vectoring, and it doesn't seem to change any of the performance of the jet like it used to.
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