-
Posts
584 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Raven.
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Raven. replied to bac9's topic in KSP1 Mod Releases
I can confirm the issue. It seems to occur only when "toggle hover" is hit; I can fly in VTOL mode fine until I click on "toggle hover" and then BAM, instant overheat.- 4,460 replies
-
totm june 2018 Work-in-Progress [WIP] Design Thread
Raven. replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
This. My unmanned shuttle, designated "X-1" until I can think of a better name. -
[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
Raven. replied to Andem's topic in KSP1 Mod Development
Yup, same issue as what @Patrykz94 is experiencing. The bug is at line 381 of the CactEyeProcessor.cs file. Basically, when you run a science experiment, it throws a null reference exception. I have a gut feeling that this is related to the migration to Unity 5 (I'm assuming that's happened, it's been a while since I've been on the forums so I'm out of touch), and that the code needs to be updated to the new gui classes.- 71 replies
-
- 1
-
- telescopes
- community takeover
-
(and 1 more)
Tagged with:
-
[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
Raven. replied to Andem's topic in KSP1 Mod Development
The plugin is more than just the asteroid spawner. The plugin, if I remember correctly, implements the Cacteye control panel that allows you to "look through the telescope." I think there's also a screenshot option in there somewhere. Doesn't surprise me. I think every mod community is plagued by that at some point in time. I remember plenty of modders in the Oblivion and Skyrim crowd that have done the same thing. Some have even taken their mods offline. It doesn't bother me; I'm usually like "whatever" when people are rude. Definately possible. And easy to implement. Before my butt got kicked by real life I was actually planning on starting to code a configuration window through the app launcher that would allow you to toggle certain features. There's a linked to known error codes here: https://github.com/Raven45/CactEye-2/wiki/CactEye-2-Error-Codes Logical error 3 basically means we have a very serious bug in the code base. It has to do with the custom science dialogue that shows a screenshot of the celestial body you've just taken screeny/science of. Long story short, something's broke. The beauty of this error code is that all "Andem" needs to do to find the broken code is to do a word search for "logical error 3" in the code, as there's one and only one spot where that string exists in the code.- 71 replies
-
- 2
-
- telescopes
- community takeover
-
(and 1 more)
Tagged with:
-
The "You know you're playing a lot of KSP when..." thread
Raven. replied to Phenom Anon X's topic in KSP1 Discussion
When Steam says you have over 1500 hours of gameplay, and that's just the stock install and not the modded install that sits outside of Steam. Also, when your wife issues the rule and verdict that you are, under no circumstances, allowed to kill Jeb, whether intentionally or unintentionally. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Raven. replied to rbray89's topic in KSP1 Mod Releases
Once I have time tonight I'll try to re-compile it and see what it does. In all reality, I really need to bite the bullet and migrate to 1.0.5. -
[1.1][1.1-1] Apr-19-2016 Dynamic Texture Loader
Raven. replied to rbray89's topic in KSP1 Mod Releases
Will this work with KSP 1.0.4? Or is simple enough that I can recompile it to work with 1.0.4? I haven't yet migrated my save games over to 1.0.5 yet (I'm a slow adopter). -
KSP Caveman Challenge 1.1
Raven. replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
Question, I'm thinking about attempting this challenge. But I have a question first. What all needs to be taken as a screenshot? I see references that we need a screenshot of the difficulty options, the science screen, and the science archives. I also see some people taking screenies of their flights. Do we need screenshots of our flights as we progress? Any other required screenshots that I'm missing? -
You can get the temperatures to display again real easily; they built a hidden option into the stock game. Alt+F12 and under the physics->thermo tab there is an option along the lines of "show temp in context menu" or something to that effect. It shows temperature and a whole lot of other temperature data (such as thermodynamic flux). Now, I have been playing KSP for two or three years (since version 0.20). And I have gone through the "bored" phases. I've been known to play KSP non-stop for three or four months, go to another game, then come back. Especially with version releases. 0.23.5 was the version that I really loved, and is probably my favorite version of the game; it was the version directly before they released contracts in 0.24. 0.24 was good as well. When 0.25 came out, I went on to other things for a while. I came back with the release of 0.90, and I am currently on 1.0.4 (I haven't migrated my saves to 1.0.5 yet). But I always come back to KSP. There's just something about the game that Squad has right; that freedom to go and explore and do whatever the heck I want, much to the dismay of Jeb. Contracts are not meant to restrict you; it is up to you to determine whether a contract is accepted or not. Yes, contracts bring in money. That amount of money can be adjusted; I have my payouts set to 10x just so I can avoid grinding and so I can fund the things that I want to do, such as the Sparky mission (that mission to Eeloo that my wife is making me do). I currently have $80 million saved up, which is more than enough to fund whatever the heck I want to do. I wouldn't suggest downloading other contract mods. But I would suggest downloading the Outer planets mod. It is quite good, and opens up more exploration possibilities. It's also of some very good quality, and appears to be professionally done and is seamless with the stock game. Another thing I would suggest is get into the modding scene. If you are unhappy with the current contracts, then make your own. With a mod called contract configurator, making contract mods is simply as modifying a text file.
-
VAB Acting Up with Mods ***FIXED***
Raven. replied to RoketMan's topic in KSP1 Technical Support (PC, modded installs)
I would try uninstalling and then re-installing Deadly Re-entry to eliminate it as a possibility; your logs are showing that the error is coming from Deadly Re-entry.- 4 replies
-
- null refrence exeptions
- vab bug
-
(and 1 more)
Tagged with:
-
If everyone was like me, everyone upgraded to Windows 10 the moment it came out. Or, some people may have waited for a few months and then upgraded. And you would had noticed that sometimes performance issues pop up. Over the last few months I have worked with computers that were very quick when running with Windows 8 or Windows 7, and then slow to an absolute crawl after upgrading to Windows 10. So here are some things that I've found that have helped considerably. Overtime, I may add more to this list. 1. Update to the 1511 build. The 1511 update came out a month ago. Several people have referred to the 1511 update as "Windows 10 SP 1." Whether this is accurate or not, one thing is for sure, the 1511 update does fix things. 2. Update all drivers. A bad driver, or an incorrect driver, will cause several issues with your computer. After a Windows upgrade, your computer will more than likely still be running driver meant for an older version of Windows. The first order of business after an OS upgrade should always be to run updates and to update drivers. Some drivers can be obtained through Windows update. Others, such as graphics drivers, will need to be downloaded from nVidia's, AMD's, or Intel's website as opposed to Windows update (Microsoft graphics drivers are garbage). After installing your graphics driver, refer to this site here in order to block Windows update from installing Microsoft graphics drivers. 3. Run CHKDSK Many IT professionals will tell you that it's always better to perform a clean installation of Windows as opposed to an upgrade installation. One of the many reasons for this is that a clean installation creates a new partition that is clean and healthy. After upgrading to Windows 10, it can help to CHKDSK to perform much needed maintenance on the partition for your Windows installation. I've personally seen this fix some performance issues with Windows 10 after an upgrade. Basically, right click on your start button, and then click on "Command Prompt (Admin)." Then type "chkdsk /spotfix /sdcleanup /offlinescanandfix" without the quotation marks. After running the command, type "shutdown -r -t 0" to restart your computer from the command prompt. 4. Defrag your hard drive (does not apply to SSD owners) If your computer has an SSD as its operating system drive, skip this step; SSD's are random access and do not suffer performance penalties due to disk fragmentation. However, if you are running an older magnetic hard drive, like I am, it's an extremely good idea to defrag your hard drive. You could use the built in Windows defrag utility, or you can get Defraggler or another third party defrag utility.
-
Actually, I did figure it out on my own. It's not that hard. Anyone who can read source code can do it. I didn't google it, nor look it up here on the forums, nor did I download someone else's hack.
-
As people have already mentioned, this is a touchy subject, and it's even one that I'm somewhat torn on. On one hand, I'm the type that I will determine the exact configuration of my install, whether it is 32 bit or 64 bit. That is, after all, one of the points of modding; modifying an existing product to your own specifications and expectations. On the other hand, I also respect the mod authors and understand fully their position on the 64 bit issue; players come to the modders complaining rather harshly that something broke because of an unsupported configuration. So here's the deal. Yes I play with KJR and FAR on a Windows x64 build. No, I'm not going to tell you how I did it because of my respect for the mod authors. And, if you can't figured out how to do it on your own, you have no business running an unsupported configuration (FAR/KJR on Win64 KSP).
-
I don't think it's with Astronomer's Pack. That looks like Procedural Gas Giants taking a crap. Someone posted this same issue a few posts before yours. I think someone suggested updating Kopernicus and Kopernicus Expansion. Also, I'm not 100% sure that Astronomer's Pack and Procedural Gas Giants are compatible (someone will correct me if I'm wrong).
-
Windows 10 issue
Raven. replied to Vegatoxi's topic in KSP1 Technical Support (PC, unmodded installs)
Update your video drivers. -
No More modding for me :(
Raven. replied to Scottwasnt's topic in KSP1 Technical Support (PC, modded installs)
For 1.0.4, you really don't need DDSLoader, as KSP now provides that function as part of the stock game as of 1.0. PlanetFactory and Kopernicus, although I'm not entirely sure, may be incompatible with each other. The most recent version of OPM relies on Kopernicus, and is, and always has been, a memory hog. Now don't get me wrong, OPM is an awesome that should be part of the stock game in my opinion, but it eats memory faster than I can eat bacon. The same applies to StarSystems. BoulderCo is more than likely, environment visual enhancements with some kind of texture pack such as Astronomer's Pack, another known memory hog (but very excellent mod). The others I don't have first hand experience. Now, about the memory issues. More than likely, your computer is a 64 bit system, right? And because it's a 64 bit system, it can address more than 4 GB of hardware memory. This includes both your RAM and the video memory on your graphics card(s). More than likely, your version of Windows is probably also a 64 bit operating system, meaning the OS can take advantage of the extra memory. However, Kerbal is not 64 bit software, it is 32 bit software running in a 64 bit environment. And now you see the pain in the rear. Kerbal itself can only use a max of 4 GB of memory. And guess what, approx. half a gig of that 4 GB is in video memory and is not reported by the OS. So according to Windows, Kerbal will crash at about 3.4 GB to 3.8 GB of memory usage. Active Texture Management will attempt to compress textures from mods in an attempt to bring the memory usage down. It does an extremely good job at this, within reason of course. Another thing to try is setting the texture resolution to half or quarter resolution (I visuall can't tell the different between half and full resolution with the new DDS textures, but I can tell the different in task manager). Hopes this helps set things straight for you. -
No More modding for me :(
Raven. replied to Scottwasnt's topic in KSP1 Technical Support (PC, modded installs)
More than likely, your game is crashing because you are using too much memory and not using some kind of memory management utility like Active Texture Management. Thirty mods later and I never had any bugs or crashes on my career in 0.90. On 1.0.4, I just need to change the conduction factor to 1 and it's solid with the same mod list. Was even able to migrate my save game from 0.90 to 1.0.4 without issue. Maybe if you can post a mod list along with a log file, maybe people can help you sort issues out. -
I did a mod about a year ago that created 140, hard coded biomes for Kerbin into the game (here: http://forum.kerbalspaceprogram.com/threads/88605-WIP-Kerbin-Science-Initiative-140-Biomes-for-Kerbin). Essentially, it tested the limits of the biome system in Kerbal. Now, unless things have significantly changed since a year ago, having a large number of biomes, or sub-biomes, has several, extremely annoying issues. The idea of a procedurally generated biome map is a nightmare in my own head, for several reasons: 1) A big issue with large number of biomes is the game getting confused between biomes, especially around border regions. A lot of this has to do with the colors used in the biome map; similar shades of colors representing each biome has smooth transitions from biome to biome, contrasting shades of colors will cause the current biome to erratically jump from biome to biome, thus causing the wrong biome to be displayed while on in a border region. With procedural generation, it will be very difficult to control this shading. 2) Another issue is science reports. For every possible biome you add, you need to have associated science reports added to a cfg file. Part of procedurally generated biomes will also include procedurally generating science reports to go alongside the biomes. 3) Another thing to consider is generating biomes that make sense. When I did the 140 biomes, I had to make sure that the biomes made sense for the location where they were at.
-
I just sent you a pm. In short, feel free to take over; the license permits anyone to make a fork and to create their own derivatives so long as they distribute under the exact same license as the original. CacyEye was never really dependent on DOE. The DOE patch was a completely optional patch that should had only been installed if DOE was installed alongside CactEye. In hind sight, it wasn't the most elegant solution ever conceived for resolving the incompatibility between the two mods. But it worked. The reason why it would break every time DOE updated is because the DOE author is good enough to update the version numbers in his Visual Studio project, which migrates into the DLL file when Visual Studio compiles said DLL. The problem is, when the DOE patch is compiled, Visual Studio creates this hard dependency on the specific version of DOE. More than likely, there is a better solution to this, I just never had the time to really fiddle with it.
-
Does the EULA prohibit multiple installs on the same computer now?
Raven. replied to a topic in KSP1 Discussion
"DEPORTED B.V.," in this case, could be a law firm that either Squad or an investor hired to do the EULA, in which case everything is just simply boilerplate. -
I'm curious as to why you are complaining about this? In all honesty, you kind of hit a pet peeve of mine when it comes to businesses that serve a product. If several customers are expressing a desire to have a feature implemented, good customer service dictates to at the very least listen to them, not complain. EDIT: In this case, it would nice if Squad would at least comment on this as to whether or not it's still on the table. thank you, I knew I saw it somewhere.
-
Eeloo was suppose to a moon for Gas Giant 2, and as people have pointed out, was suppose to have functional geysers (I also read somewhere that Laythe was suppose to have volcanoes). I think the reason why Gas Giant 2 was not originally implemented was because of performance reasons, although I think that's becoming less of a reason due to increase in computer power and eventually, 64 bit support. While you're waiting on it, the Outer Planets Mod is a good mod to play around with.
-
The fix for the person was to completely re-install KSP, and then re-install mods. Something about his install, either the mod or the game itself, was corrupted. Which was why earlier I was asking where he got his download files, in case there's a corrupted download, which does not appear to be the case. So, I would try to delete the CactEye directory, re-download it, and then reinstall it. Do not just simply overwrite the folder, delete it first. If that doesn't work, then delete and reinstall KSP, and try Cacteye with no other mods installed. Not at the moment, simply because I am unable to reproduce the issue with KSP 1.02 and CactEye 2 BETA 5.2 with no other mods installed. Like I told the person above, the issue is likely corruption of either the game or the mod files. Deleting and re-installing the CactEye mod should clear the issue up. If not, I've had another player report that completely re-installing KSP fixed the issue. The other thing is that without a KSP.log file, I really cannot get to the bottom of what's going on. I've purposely programmed CactEye 2, when it's in a failure state, to write error messages to the KSP.log file, which help tremendously in tracking down illusive bugs such as this. The CactEye entries are easy to find, as it writes "CactEye 2" to every log entry it makes, that way it can easily be word searched. Also, with the KSP.log file, it would be nice to get a list of what other mods are installed, so that way I can track a potential incompatibility if there is one. I will also say that BETA 5, 5.1 are buggy (they are betas after all). You should had already noticed the skybox bug in BETA 5.2. In fact, I'm extremely surprised that people aren't complaining about it more. My point being is that BETA 6, which I am currently working on, will have a truck-load of bug fixes.
-
Tell them to share and send some of that tequila this way! We all know that Jeb flies better with a good margarita in hand .
-
One thing that I've always done is use a KAS winch with a kerbal; If a kerbal grabs the connector to the winch, the craft can real the kerbal back in like a fish on a fishing rod.