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Everything posted by ctbram
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Is there a way to re-sort the tags? They start alphabetically but now I have some that were added and they just get stuffed onto the end of the tag stack.
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I have another quick (hopefully) question. See the image below. I have 49 and 50 assigned to my launch lights, and ship lights. and you can see I have panels and comms assigned to 1 and 2. I save the ship and every time I load the ship 49 and 50 become unassigned but 1 and 2 are fine? I then have to reassign the lights before launching which requires me to remove the fairings and most times I forget and then have to reassign them in flight. Is there something I can do to get them to not keep getting unassigned?
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TY for the kind Reply. Sorry I was typing quickly and seemed like I was getting 5 minutes of play time for very 2 hours of tracking down bugs yesterday. One is a dish the squad dts-m1 and the other is an omni from the AIES mod pack the ESC-EXP*. The dish only opens if I choose "Toggle" it does nothing when choosing "Toggle Antenna" and the omni only opens when I choose "Toggle Antenna" and I did nothing when I chose "Toggle". So I was getting very confused because I really do not know what the difference was. *(this is a really nice antenna under remotetech2 as when retracted it acts as a 500km omni for launch control and when extended you get a 6Mm range which is 1Mm ore then the remotetech communitron32).
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Another bug to report. See the screenshot. I installed Solviet_probes_and_Ships. There are two mod packs you can see in the RH panel RN_R7 and RN_Solviet_Probes yet on the LH panel you can see they did not get a tab added for them??? You can also see the parts area is blank when I filter all but the RN mods out. Yet I can load premade ships??? Also the interface drives me nuts! once I click on any tab in the LH window I cannot deselect all tabs. I can click on another one but I can never get back to the initial all deselected state. Oh and add tab doesn't. I can click add tab until I am blue in the face and no new tabs appear. There does not seem to be any manual that describes any of this on the forum page so I am terrified to click on anything for fear of deleted something and then never being able to get it back. Man page or better yet youtube demo video would be nice. Just a suggestion.
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I just have one MM installed. I am using the latest jenkins build 2.5.2. I will put the latest release back in 2.5.1 to see if it makes a difference if you think that might be causing the issue.
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I am having an issue when I try to target a dish the dts-m1 it keeps repeating the vessel name and creating a new tab endlessly. for instance if my sat is names commsat1 and I open the target screen a tab commsat1 is created, then another, then another, then another....infinitely or until I close the gui. If I open the target gui again it starts back with one copy, and then another, and so on again???? If this does not make sense I can make a camtasia video.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ctbram replied to rbray89's topic in KSP1 Mod Releases
astronomer's pack replaces cloud, citylight, and particle textures with png. I chose 512 textures from step 2. I checked the boudlerco folder and verifies all textures are .png. I did see in the citylights folder there are "detail" and "main" textures in both tga and png formats. So I am still confused about why I am getting the gimped lighting. I pulled the .tga files for main and particles from citylights and will test that. -
"You can display the current value by adding it to a window with the window editor." What do you mean by this? I would like to display "it" but I do not know what you mean by "window editor" I am using FAR and my rockets are turning far to slowly. I am practically still going straight up by the time I reach apo. I have tried setting the value to zero and to 100000 and it seems to have absolutely no effect??? I would think 100000 would effectively say turn hard all the way to orbit if I am understanding what this value does??? I am using FAR. Is this the equivalent of Q - max dynamic pressure? Yerah this does not seem to be working. I set DPF to 15000 which I reach at around 24k and the rocket still seems to be restricted to 5deg of AoA
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
ctbram replied to rbray89's topic in KSP1 Mod Releases
Guys I need your help. See the image below. Can anyone tell me why the shading on the planet it all gimped? I don't know if it's EVE 7-4, or Astromer's Visualization Pack - Edge of Oblivion, or Texture Replacer, or the phase of the moon, or the contents of my refresh register, or.... Can enyone help me to fix this because it looks terrible!!!! I'd rather play with stock rather then this! - I am using Texture Replacer and not using ATM because ATM just wrecks textures especially the gui icons they become black or unreadable. - I have a gtx-780 3GB - system I7, 32GB, win7x64 - I have been running 32-bit ksp with -force-opengl -
I did that. That is how I found the four mods I have installed that are using it - proc fairings, magicsmokeindustries, proc parts, and tweakscale. They are all listed in my post. I found the issue to be a mod had an old version of proceduralfairings.dll embedded in it. I removed that and the consistent lockup on load was fixed. I am still getting intermittent lockups on load at random points which is driving me insane. Because it locks up at random point and alt-f2 shows no error or warning at the point it locks up I cannot isolate the cause!!! The symptom is the progress bar stops updating, the comments above the progress bar continue updating, the module manager patch display stops updating. I can keep relaunching the game and eventually it will complete the load and run fine but that can take over an hour of reloads!!! I would really like to understand where and why this is hanging!! Btw this behavior started after I switched to -force-opengl but I cannot test it without the flag as I crash due to exceeding 3.5gb of memory without it.
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What is the difference between Toggle and Toggle Antenna???!?!?!???? I have a a dts-m1 and it only opens if I choose Toggle and I have a aies commtech esc-exp omni and it only opens if I choose Toggle Antenna? What is the difference?
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gui's not showing up in the vab??? I click the toolbar icon and nothing happens? I press alt-f2 and then press the fb icon and the gui appears along with the debug window. I get no errors or warnings in the debug window but if I close the debug window the fusebox gui goes away too!!! WTH??? This is crazy! I cannot use this if I have to have the debug window open to see the gui? Why is it doing this?? update: another clue to help figure out what is going on. if I select fusebox icon while in flight nothing happens but if I press f2 all the gui elements go away and the fusebox gui turns on?????
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I have been getting hangs while loading ksp for weeks now. It's been driving me insane because it seemed to be random where it would hang and if it would hang at all! So it has been impossible to track down to anything. Today I rebuilt my entire gamedata fold in stages and turned on the debug console as I load. The game hangs consistently just after the [Log]: PartLoader: Compiling Part 'ProceduralFairings/adapter2/KzInterstageAdapter2' log entry. I get the following exception and the load hangs - [Exception]: FileNotFoundException: Could not load file or assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. I grep'd the gamedata folder and I have four applications that are using KAE and all four have version 1.7.1.2. So what is trying to load version 1.7.0.0??? How can I fix this because I am seriously one step away from getting a bat and beating my system into pieces this is making me so crazy! Seriously, one day I can launch the game a dozen times and the next without adding a single mod I will spend hours trying to start the game and it just hangs over and over! It's really frustrating me. I have the latest versions of: ProceduralFairing 3.10 MagicSmokeIndustries KAS ProceduralParts Tweakscale These are the only mods that have a KAE dll and they are all 1.7.1.2?? So what is looking for 1.7.0.0???
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e-dog for weeks now ksp keeps hanging during loading. Today I reguilt my entire gamedata fold and have been loading with the debug console and I am consistently hanging just after [Log]: PartLoader: Compiling Part 'ProceduralFairings/adapter2/KzInterstageAdapter2' I get the following log entry and hang [Exception]: FileNotFoundException: Could not load file or assembly 'KSPAPIExtensions, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. What I do not understand is I have four mods that have that dll and all four are version 1.7.1.2??? So what is looking for 1.7.0.0 and casuing me to hang??? This has been driving me literally insane for nearly a month now!
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Browser based orbit calculator [Updated: version 0.3.5]
ctbram replied to cjameshuff's topic in KSP1 Tools and Applications
Is the source for this available? I would like to see the equations and how you handled the canvas graphics. -
Well 1. I would like the stock ports to act like the kipeng universal ones. IE 0.625 <> 1.25 <> 2.5 <> 3.75. 2. I would like to also be able to dock to the SDHI 1.25 paradocking port 3. I would like to also be able to dock to the OKS 1.25 docking port. At the moment I have a bunch of ships in orbit that cannot dock to each other and I do not want to have to de-orbit them to make the docking port compatible. Here is a screen shot as just one example. It's the SDHI and OKS docking rings and they just bounce off each other and I cannot dock!!!! The screen shot below is after I contacted dead center and bounced off. I have drifted off center a bit when I grabbed the image. I just wanted to show the oks docking ring and the SDHI rings was an example of what I would like to dock. As mentioned above I cannot dock clap-o-tron jr to normal clamp-o-tron. I know that adaptiveDockingNode was originally written for kips universal docking ports but I thought it was made to work with all the stock ports as well??? Is there some kind of config I am missing?
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Okay so what is the MM patch set up for? Can it be made to work with stock docking ports? Does it only work with kip universal docking ports. The documentation is very vague and ambiguous! The first post has two little code snippets but I don't know what to make of them. Not everyone understands MM patches. To work are we supposed to make some kind of MM cfg file? Instructions or better yet examples would be helpful for those of us that are not mod'er and do not know how to write MM patch files.
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If I decide to put it back in again I will do that. By the way there is no crash it just locks up the loading screen and hangs there forever until I kill the process.
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Confirmed that this mod is causing my game to randomly freeze up on the loading screen. Not sure why but the loading bar gets to about 80% or so and it appears to have loaded all the module manager patches. Then just freezes! At first it took a couple tries and eventually the game would load but with the number of mods I have that is just too damn painful to have to sit through five or more tries to get the game started. I pulled ksplua and partcatalog and the game starts first try every time. I put partcalog and ksplua back and it starts to randomly freeze up again. Btw because of the intermittent nature of this bug this was ridiculously hard to track down. I have been actively trying to find the culprit for the hangs for more then three weeks now! I really like the mod and would be happy to share any information that would help you to isolate and correct this problem so that I can use the mod again. I thought it might also have to do with -force-opengl which I have to use because of the number of mods I am using. But the game has been loading fine for more then a week now without partcatalog and with opengl so it really appears to be partcatalog that is causing the loading screen hangs. If necessary I can rar my entire gamedata folder for you to test it out at your end.
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Fusebox gui windows do not pop up after doing anything with OKS/MKS. As soon as I add an OKS or MKS part fusebox no longer seems to disply its controls. What is worse is it seem to be permanent. In order to get fuse box controls to appear again I have to exit KSP then delete the fusebox folder and reinstall it! Can you please explain why this is happening and how I can fix it with out having to do a complete shutdown and re-install of the fusebox mod?