Shad0wCatcher
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Everything posted by Shad0wCatcher
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@Gaiiden Well; technically it still "works" if you like the Apocalypse look on Kerbin. Gives you a real sense of dread. Lol
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- renaissance compilation
- visual enhancements
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[20/11/2014][0.25] FTmN Atomic Rockets
Shad0wCatcher replied to Kommitz's topic in KSP1 Mod Releases
Oooohhhh purty. Also Hot. Also Radioactive (see hot). -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Shad0wCatcher replied to DYJ's topic in KSP1 Mod Releases
Biggest thing that I can see being unforgiving is aerodynamics failures, and that can be shut off in the configuration settings in the space center view (enable the icon if using blizzy's toolbar first). -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
Shad0wCatcher replied to r4m0n's topic in KSP1 Mod Releases
That's a shame -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Shad0wCatcher replied to AlphaAsh's topic in KSP1 Mod Releases
@AlphaAsh To clarify: 0.33 all-in-one is what I pulled down and was using. Game went from 2.34 GB to ~2.6 GB RAM usage on Jeb's Getaway (the other island airstrip / launch pad that you showcased on the previous page). Phenom 2 810 (2.6 Ghz -- OC'd to 3.2 on air; stable for approx 4 years); 12 GB Corsair XMS RAM (2 sticks of 4 gigs matched; the other one was purchased when I first built this rig as I didn't have the $$ at the time to get more RAM); 2x nVidia 570GTXs (not currently in SLI). My system is also beefy ; slightly outdated now; but still rather capable. I'll check out launchpads 1.2 though. However my game is already heavily modded; so it may be some sort of mod interaction taking place; but I doubt it as this *shouldn't* affect anything; it's just parts (in the game's definition).- 2,488 replies
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- launchsites
- bases
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Kerbal Construction Time/StageRecovery Dev Thread
Shad0wCatcher replied to magico13's topic in KSP1 Mod Development
@erbmur Two part question: 1)Do you have Treeloader installed? 2)Do you have a modified tech tree? @magico13 I found out your mod wasn't causing those issues I pointed out earlier in this thread. It was all on treeloader. It's also a pain in the ass to get the game to actually recover the flight with a modified tech tree (in my case using Ackander's Vertical Tech Tree). - - - Updated - - - @erbmur Two part question: 1)Do you have Treeloader installed? 2)Do you have a modified tech tree? @magico13 I found out your mod wasn't causing those issues I pointed out earlier in this thread. It was all on treeloader. It's also a pain in the ass to get the game to actually recover the flight with a modified tech tree (in my case using Ackander's Vertical Tech Tree). -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Shad0wCatcher replied to nli2work's topic in KSP1 Mod Releases
I have a question if you're still around nli2work: What version of Firespitter did you compile with? The stable or dev branch? I'm curious as I'm using build 7.0.5320.35444 and getting a boatload of NREs involving intakes NullReferenceException: Object reference not set to an instance of an object at FNPlugin.AtmosphericIntake.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 That's the full NRE. Using 0.24.2 x86 and version 1.1 of the props. Plane is a Mk2 pit w/ spaceplane+ shockcone intake up front; B9 SAS module; RandomParts mod inline intake (really awesome for "air hogging"); B9 5 meter structural fuel tank; your tail-mounted ultra-high-bypass turbine. Two stock delta wings and stock ailerons w/ stock tail-plane. Your landing gear finish the entire plane. 13 parts. Easy enough to rebuild. Running FAR / DRE / RealFuels / Firespitter 7.0-pre / Module Manager 2.2.1. Those are the only mods that would affect this in any way. I believe with the FNPlugin error it's pointing to a funky reference in Firespitter. I'll try re-downloading the mod and see if that changes anything. EDIT: NREs occur as soon as the game switches from SPH to Flight Scene; the number of errors actually caused a crash just now. Only errors in the log are from that FNPlugin funkiness. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Shad0wCatcher replied to nli2work's topic in KSP1 Mod Releases
Sounds about right. Aerospikes are a very solid propulsion system. Also getting a bunch of NREs w/ the props; might be an incompatibility w/ real fuels or some such. Will test further and edit this post with results. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Shad0wCatcher replied to BahamutoD's topic in KSP1 Mod Development
Youtuber Danny2462 turned planet-destroying into an art form. If you search any of his videos you can get some ideas about what causes planet-busting to occur. Far as I can tell though the most reliable way is to take a physics-disabled object and ram a planet really hard. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Shad0wCatcher replied to nli2work's topic in KSP1 Mod Releases
*Walks in* Oh my. Excuse me while I pick up my lower jaw and teeth from off the floor. -
[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
Ah fair enough. I'm heavily modded (pushing 43 metric tons into LKO is a massive friggin' undertaking lol. Three stage rocket using all KW parts (with a KSP-I trans-wherever the hell I want to go-stage payload using ammonia / fusion (27 kilometers of DV) and the 2.5 meter pod with a near-future propulsion habitation module (Itinerant pod; smaller living space than the hitchhiker; but someone needs to man the controls!). Not using real fuels; but am using FAR / DRE; I'll have to give realfuels another chance; last time I loaded it up it didn't want to play nicely with tweakscale (which has grown on me quite a lot). The rocket itself was above the rafters in the VAB (first stage was under 2500 DV; including two of the new KW SRBs; second was around 2.3-2.4k; final stage using the 3.75 KW upper stage engine had 3.4k to give that final push into orbit). This does however give me an excuse to use KW's monster Century engine more. That bass drop rattles my brain in the best way lol. But definitely agree Nathan that this feels decently RSS enough without going full blown 6 year mission to Saturn / Jupiter (not counting return; if you could even pack enough DV to return lol). This works well especially if you're ram-tight like I am already (2.5k in the VAB with ATM basic / texture replacer) as you don't need anymore planetary PQSs or whatever the wrap that goes over the planet mesh is to eat up more texture memory. One serious question though; would I be better off using RSS styled heatshields over stock ones with the orbital velocities we're talking (6.2 km/s @ 150 kM altitude circular) or have you attempted re-entry? I ask because I have yet to even try and my "Hell Ride" using KSP-I's 1.25 meter fusion reactor (5 intercooled intakes equivalent to B9's sabre + 2x ramp intakes) lost half a wing at mach 15-ish so I couldn't test re-entry effects with it. (what I get for not strutting spaceplane+ wing components together). This post has gone on long enough; but my last post was really in jest; as this is really enjoyable. Thanks for taking up the reigns on this Raptor. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Shad0wCatcher replied to AlphaAsh's topic in KSP1 Mod Releases
@AlphaAsh: Regarding Medwedian's comment. Look at his username, location, and forum title lol. Also looking nice; tried Jeb's retreat in 0.33 (which I downloaded on the 12th). Not sure if that was the unoptimized one or not; but I'm still getting some hefty framerate losses using this in 0.24.2 x86. Game eats up approx 250 MB more ram. Great job getting it down as far as you have though.- 2,488 replies
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[Stopped] 6.4x Kerbol System v2.0.1 - RSS Config [11/16/14]
Shad0wCatcher replied to Raptor831's topic in KSP1 Mod Releases
Lol. No wonder my 1.25 rockets weren't getting anywhere. I was off by 1.5 kM/s of DV. Good sir, your first page lies! One cannot use stock arrangements to get into orbit! At least not in the 1.25 meter category. This is a really cool concept though. Makes career mode basically impossible using stock-ish parts w/ Ackander's tree. -
Umbra Space Industries - (Roadmap and WIPs)
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
Gotta make sure those priorities are set correctly of course! -
[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Shad0wCatcher replied to Qberticus's topic in KSP1 Mod Releases
Yes, I absolutely LOVED that feature; not having to swap to map view to set a planetary target . Thank you for bringing it back! -
So apologies to any moderator for the double post; though I'm not sure if/where this fix should be posted. The thread itself can be locked whenever a mod has time as I've somewhat solved the problem. However, steps to fix are a pain and aren't 100%. 1) Go to the tracking station 2) Select the problem Kerbal 3) Click the recover button 4) Notice the Kerbal hasn't been recovered (optional: curse at your monitor for this not working correctly the first time) 5) Keep the Recover/Cancel window open 6) Re-Select the Kerbal to be recovered 7) Click on the Recover button again 8) Hope the window pops up with the actual recovery statistics; if not go back to the flight scene with the Kerbal and repeat from step 1. (This is a serious PITA)
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Shad0wCatcher replied to sumghai's topic in KSP1 Mod Releases
Fox62: Do you have tweakscale installed? If so I've run into that exact same issue with the service module. Only way I could fix it was to uninstall tweakscale; though you could try removing the SDHI config from tweakscale's folder. -
Hello all, first thread here. This is meant to be a feeler to see if anyone has run across an error remotely close to this before. InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at Contracts.Templates.PartTest.Generate () [0x00000] in <filename unknown>:0 at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [VesselRecovery]: Jebediah Kerman recovered 265.4Km from KSC. Recovery Value: 85.6% (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Crewmember Jebediah Kerman is available again (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Added 5.380251 (25) reputation: 'Jebediah Kerman was recovered!'. That's the error being thrown. Occurs whenever I attempt to recover from either flight mode or the tracking station. Game is heavily modded and I honestly don't know where to start. I'm leaning toward either CoherentContracts or DebRefund as possibilities but I'm unsure. [ModuleManager] compiling list of loaded mods... Mod DLLs found: Assembly-CSharp v1.0.0.0 Modulefixer v1.0.0.0 ModuleManager.2.2.1 v2.2.1.0 aaa_Toolbar v1.0.0.0 ActiveTextureManagement v1.0.0.0 AnimatedDecouplers v1.0.5311.20395 CritterCrawler v0.0.0.0 BDAnimationModules v0.0.0.0 Achievements v1.0.0.0 DeadlyReentry v5.1.5319.31493 DebRefund v1.0.12.31180 DistantObject v1.0.0.0 DMagic v0.8.2.0 CityLights v1.0.0.0 Clouds v1.0.0.0 Geometry v1.0.0.0 OverlayMgr v1.0.0.0 Terrain v1.0.0.0 FerramAerospaceResearch v0.14.1.1 ferramGraph v1.3.0.0 JsonFx v2.0.1209.2800 ModStatistics v1.0.5311.28247 FinePrint v1.0.0.0 Firespitter v7.0.5320.35444 Pump v0.0.0.0 Hangar v1.0.5324.41060 KSPAPIExtensions v1.6.3.0 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KAS v1.0.5325.39758 KerbalEngineer v1.0.3.0 LitJson v0.7.0.0 Wheels v1.0.0.0 KerbalIspDifficultyScaler v1.3.4.3 KerbalJointReinforcement v2.4.0.0 NavUtilGUI v0.1.0.0 NavUtilLib v1.0.0.0 RPMHSI v1.0.0.0 HyperEdit v1.2.4.1 km_Gimbal_2.0 v1.0.5314.16455 km_Lib v1.0.5314.16449 km_Tools v1.0.5314.16449 km_SmartParts v1.0.0.0 km_special v0.0.0.0 LaunchCountDown v1.7.1.36704 MapShowNavBall v1.1.5254.4435 NavBallTextureExport v1.0.0.0 NearFutureElectrical v1.0.0.0 NearFuturePropulsion v1.0.0.0 NearFutureSolar v1.0.0.0 FinalFrontier v1.0.0.0 OpenResourceSystem_1_1_0 v1.1.0.0 JumpDrive v1.0.5301.34192 DYJlibrary v1.0.0.0 RCSBuildAid v0.4.6.26901 RCSBuildAidToolbar v0.4.6.26902 RealChute v1.2.5321.29610 RealSolarSystem v1.0.0.0 ResGen v0.0.0.0 ModuleResourceConverter v1.0.0.0 Romfarer v1.0.0.0 SCANsat v1.0.6.0 CLSInterfaces v1.0.0.0 ShipManifest v0.3.3.1 SmokeScreen v0.9.0.0 StationScience v1.0.0.0 TextureReplacer v1.6.1.23616 TacLifeSupport v0.9.0.0 ModuleDB v1.0.5317.37780 ToadicusTools v0.0.0.0 TreeLoader v1.1.3.0 KerbalAlarmClock v2.7.8.2 KSPAlternateResourcePanel v2.4.3.0 Karbonite v1.0.0.0 KolonyTools v0.16.0.0 USITools v1.0.0.0 Lifeboat v0.1.2.0 AdvancedAnimator v1.0.5205.2310 VesselView v1.0.0.0 VesselViewRPM v1.0.0.0 VesselSimulator v0.0.0.0 VOID v0.13.5328.28610 InterstellarToolbar v1.0.0.0 WarpPlugin v1.0.0.0 Non-DLL mods added: HotRockets SpaceplanePlus Mods by directory (subdirs of GameData): 000_Toolbar AerojetKerbodyne ASET aWolf B9_Aerospace BahaEPL BahaSP blizzy BoulderCo BrassMoustache CorporateFlags DMagic Orbital Science EnvironmentalVisualEnhancements ExsurgentEngineering Goodspeed HGR Hyomoto JSI KAX KerbalFoundries KerbalScienceFoundation Kerbaltek Kerb_fu Klockheed_Martian Klockheed_Martian_SmartParts Klockheed_Martian_Special kommit_nucleonics kommit_octotruss KSPRC KSPX KWRocketry LoadOnDemand Misc ModsByTal MP_Nazari NASAmission NearFutureConstruction NearFutureSpacecraft Nereid NohArksPnP NovaPunch2 OpenResourceSystem PandaJagerLaboratories parameciumkid ProbiTronics ProceduralDynamics R&SCapsuledyne RandomParts ResourceConverter RPMEngineIgnitor SDHI SH_mods Squad ThunderAerospace TriggerTech TurboNisu UmbraSpaceIndustries US_Core US_KAS That's the basic list of mods installed. I've already been through the whole rigamarole of reinstallation (had to do it when I switched over from 64 bit to 32 bit however I never checked recovery of a vessel while splashed down as I honestly don't have that much time available to test one by one; I did test one by one to see if the game loaded to flight scene and that was bad enough). All mods are their current version as of yesterday's date. A few of the large part packs have been pruned (namely B9 and Novapunch). The only thing in the kerb_fu folder is a stick from the (in development) engineering tech tree. However I am using Ackander's vertical tech tree. I can post a full list of mods if need be; as well as a full log. The game runs perfectly fine; no nullref spam; just the unity error upon kerbal recovery as well as a loader (i.e. only throws once when the game first loads) exception for exsurgentengineering (since it's ancient and probably needs rewritten/recompiled). Thanks in advance for any assistance.
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[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
Yea I'd delete if it I wanted to run 64 bit again; but I have so many mods in use that trying to figure out what the hell breaks when I switch over to it is an exercise in frustration. As it stands on 32 bit and OpenGL I'm running into a unity error that's not letting me recover Kerbals from a landed state. So far I've lost both Jeb and Bill as they're stuck swimming for the time being; at least until they run out of food and drinking water. -
[24.2] Karbonite Ongoing Dev and Discussion
Shad0wCatcher replied to RoverDude's topic in KSP1 Mod Development
I found my issue with textures not being readable. Culprit wasn't TextureReplacer at all. Just threw a TR error >.> It was however an incorrectly set config in ActiveTextureManagement. For anyone having severe framerate issues stemming from error log spam talking about resource textures not being readable; check to see if there's an ATM config for that mod and ensure that the textures it's looking for are in the exclusion list for being made not readable. In my case it was KSP-I experimental. ORS (the culprit I thought was responsible, apologies again Rover! though it was ultimately responsible! haha ) kept trying to reload the configuration files when it couldn't read KSPI's planetresourcedata textures since ATM had them set to not readable, throwing the TR error and causing ORS to try and reload all its configuration files over and over and over and rover..err. Any rate the rate of it reloading caused enough of a slowdown that the game in the flight scene was completely unplayable (seconds per frame). So let that be a lesson! I don't know what kind of lesson but I'm sure there's one there somewhere. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Shad0wCatcher replied to Nereid's topic in KSP1 Mod Releases
One occurs as a side effect of transorbital velocities; the other requires dedication to put together a craft that can actually attain those speeds without spontaneously combusting or otherwise failing in some horrific way. (I had a KSP-I powered fusion jet that broke up tonight at mach 7.8 at 17 kilometers altitude [it was maintaining better than 3 to 1 lift/drag ratio at hypersonic speeds; was hoping for mach 10; but the design isn't stable enough at those speeds and requires a rework) Also running DRE and FAR for added !FUN! err !SCIENCE!