Tourman
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Tourman replied to Paul Kingtiger's topic in KSP1 Mod Releases
Nope. This is happening in VAB when I attach the part to a service core. The animation plays to deploy the goo container, but it never retracts. https://prnt.sc/opo21a- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Tourman replied to Paul Kingtiger's topic in KSP1 Mod Releases
One thing I've noticed is the mystery goo wedge animation doesn't work. The vase that holds the goo is always extended, even if you start/stop the experiment. All other wedges work fine.- 1,554 replies
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
Tourman replied to Paul Kingtiger's topic in KSP1 Mod Releases
Just started playing again after taking an extended break shortly after release...all I have to say is this mod is amazing, thank you devs!- 1,554 replies
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Hey Avera, Not sure if you maintain the CKAN index as well, but there's a conflict with the default install and Planetshine. If you have Planetshine already installed via CKAN, Spectra refuses to install because of a config conflict. If you install Planetshine at the same time as Spectra (by selecting the Spectra PS config), Spectra fails to install because it tries to override the icons in the Planetshine folder that PS already installed. If you install Spectra without PS installed, the Plugins folder for PS is not included (effectively disabling the mod), but the configs are there. The last scenario is if you install Planetshine after Spectra, in which case now PS fails to install Installing Both simultaneously: About to install... * PlanetShine 0.2.6.1 (cached) * Spectra v1.1.7 (cached) Module "PlanetShine" successfully installed Oh no! We tried to overwrite a file owned by another mod! Please try a `ckan update` and try again. If this problem re-occurs, then it maybe a packaging bug. Please report it at: https://github.com/KSP-CKAN/NetKAN/issues/new Please including the following information in your report: File : GameData/PlanetShine/Icons/ps_disabled.png Installing Mod : Spectra v1.1.7 Owning Mod : PlanetShine CKAN Version : v1.24.0 Your GameData has been returned to its original state. Error! Installing PS after Spectra is already installed: About to install... * PlanetShine 0.2.6.1 (cached) Oh no! We tried to overwrite a file owned by another mod! Please try a `ckan update` and try again. If this problem re-occurs, then it maybe a packaging bug. Please report it at: https://github.com/KSP-CKAN/NetKAN/issues/new Please including the following information in your report: File : GameData/PlanetShine/Icons/ps_disabled.png Installing Mod : PlanetShine 0.2.6.1 Owning Mod : Spectra CKAN Version : v1.24.0 Your GameData has been returned to its original state. Error! Planetshine folder after Spectra (without PS being previously installed): http://prntscr.com/jdb7lc
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Interesting. I had the bug fix itself temporarily, but then resurfaced when I ejected a stage in one of my rockets. I will try that again.
- 5,673 replies
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Whenever I open up the life support window, it starts flickering and throwing exceptions in the log - I've tested 0.5.19 (when it started for me) and 0.5.20 with no luck. I'm manually installing of the USI mods (no CKAN). ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[ProtoCrewMember].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.CheckEVAKerbals () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.GenerateWindow () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.GenerateWindow () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.OnWindow (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Tourman replied to RoverDude's topic in KSP1 Mod Releases
Just tried flipping all of the wheels - it still acts the same way. I'm using the middle attach nodes to put on the wheels.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Tourman replied to RoverDude's topic in KSP1 Mod Releases
I just built a basic akita rover - two flatbeads and 6 wheels on the mun using KAS, but it behaves like it has no traction. All wheels spin on the ground, and it doesn't move. Anyone run into this before?- 1,473 replies
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Thanks for the quick update! Will test when I can.
- 606 replies
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on 1.0.5 KSP hangs loading \GameData\REPOSoftTech\AmpYear\Parts\ampYear4Way45IonRCS\IONrcsBlock45.cfg output_log spams this error: PartLoader: Compiling Part 'REPOSoftTech/AmpYear/Parts/ampYear4Way45IonRCS/IONrcsBlock45/AmpYearIONRCSBlock45' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingFieldException: Field '.ModuleRCS.G' not found. at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleRCS.FindThrusters () [0x00000] in <filename unknown>:0 at ModuleRCS.OnStart (StartState state) [0x00000] in <filename unknown>:0 at AY.ModuleAmpYearPoweredRCS.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) MissingFieldException: Field '.ModuleRCS.G' not found. (Filename: Line: -1) MissingFieldException: Field '.ModuleRCS.G' not found. (Filename: Line: -1)
- 606 replies
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KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
KSP is freezing in opengl or DX when I enable high timewarp > 100x. Using the 64bit unity.dll just makes the game even more unstable. I'm about to call 64bit KSP a bust. It's just as unstable if not more. At least 32bit worked if you did not go crazy on mods. -
KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
Crashes just as often in 64bit KSP as in 32bit when running in DirectX. OpenGL is more stable, but performance sucks. -
KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
I actually had the same issue, and it came out to be that I somehow had copied the wrong EXE. I'm not sure how I did that, but once I installed unity and followed the instructions again, everything worked. At first I was extracting the dlls via 7-Zip. -
KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
Tweakable Everything and Tweakscale cause instant crashes for me either while loading or in the VAB. I've also ran into the space center bug, and I think it might have been caused by the scenejumper plugin, but I'm not sure. I have Kethane installed but I don't see any crashes directly related to it. -
KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
under d3d9, I keep crashing with this error whenever I select a part in the VAB: Unknown caused an Access Violation (0xc0000005) in module Unknown at 0033:052d0000. It's always the same error. In OpenGL, this still happens but much less frequently. DX9 it's 100% of the time. If I force DX11, all I get is a black screen. -
KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
I got it working on DX9, launched into LKO and landed back. KSP shows about 10.7GB used of memory out of 16GB. -
KSP 64bits on Windows (this time, it's not a request)
Tourman replied to Lilleman's topic in KSP1 Discussion
I've gotten up to 8GB of ram used, but keeps crashing either while loading or while loading the VAB when using Directx9. When I forced the game to opengl, memory usage went down and the game seemed to run, but FPS was really bad - ~20fps or so in VAB, vs 60fps under DX. I'm using two R9 290X in Crossfire, 16GB of RAM and i7 4930k. -
Test of continuing KER developments [0.24.2]
Tourman replied to Padishar's topic in KSP1 Mod Development
Padishar, The latest update breaks compatibility with Horizon. Now I just have a blank window, where before the first stage was simply calculating the wrong dV. -
Test of continuing KER developments [0.24.2]
Tourman replied to Padishar's topic in KSP1 Mod Development
I tried your fix but the delta-v calculation is wrong. My craft shows a 0.77 TWR for the main stage, but it has no issues getting off the ground. I updated my craft to remove RT, but I still use TAC Life Support and TAC Fuel Balancer so idk if that will mess things up. https://www.dropbox.com/s/pamhv9r90eddl9l/Broken%20Craft.craft -
Horizon Aeronautics - Development Thread
Tourman replied to stubbles's topic in KSP1 Mod Development
Stubbles, Your engines show NaN/0.0 for electric charge in the VAB. It causes kerbal engineer to stop calculating delta-v values. I looked in AIES engine configs and he uses: "isTweakable = false hideFlow = true" under the electriccharge resource, though if I use that in your engines I still get NaN so I'm not sure what's wrong. -
Test of continuing KER developments [0.24.2]
Tourman replied to Padishar's topic in KSP1 Mod Development
Sorry I mustoff forgotten to remove a few extra modules. I have RemoteTech2 and the fuel pump mod as well. I'll try and strip the craft when I get home, but like I said before it simply appeared to be that the RD-120 engines in a sidebooster configuration cause it to stop updating, but only on the stage they are attached to. So if I have an upper stage with a decoupler, that gets updated correctly, but anything below it is ignored. -
Test of continuing KER developments [0.24.2]
Tourman replied to Padishar's topic in KSP1 Mod Development
Here: https://www.dropbox.com/s/pamhv9r90eddl9l/Broken%20Craft.craft From what I can see staging is correct, but the whole window is blank like I had no engines. It uses AIES + Horizon parts, and the stock Sr docking port. Edit: Seems to be related to using RD-120 engines as side-boosters on 2.5M aies tanks. After I do that the section they are attached to stops updating. -
Test of continuing KER developments [0.24.2]
Tourman replied to Padishar's topic in KSP1 Mod Development
It stopped updating. I could change things around with nothing changing. I'll see if I can get a very basic example for you. -
Test of continuing KER developments [0.24.2]
Tourman replied to Padishar's topic in KSP1 Mod Development
Padishar, I was still able to get the new code to stop working using a mix of Horizon Aeronautics and AIES Aerospace engines and tanks. Mainly the 1.25m aies tanks and 200m/s engines as boosters for my upper stages, and using the 2.5 aies tanks with the horizon ~750ms engine (middle engine) for boosters, along side the main horizon engine. Otherwise it works much much better than the current release.