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FuriousSquirrel

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Everything posted by FuriousSquirrel

  1. @linuxgurugamer do you take configs for Engine Ignitor to place in the Github? I created a set for Streamline Engines. I found it bothersome to not have ignitors on such beautifully crafted engines. heh
  2. Sweet. Glad you were able to find the issue. Doing Kerbalkind a huge service!
  3. Yes, the rocket shows at a right angle and the engine particle effects show as well. It's pretty common with KCT and has been for a very long time or at least as long as I've been playing with the mod the last couple years.
  4. Interesting. I'll see into it more when I get home from work and I'll get you a log and compile as much information together as I can. When I build my test rocket I use a pod, a booster, and parachute and yes I do it on career mode.
  5. KCT Version: 1.4.5.4 Science Alert Version: 1.9.6 KSP Version: 1.6.1 On the vessels you have problems trying to recover, were they involved with a contract, and if so, which contract? No contracts taken, completely fresh install, just built a craft, tried to recover on the launch pad, unable to recover.
  6. @BlackHat Glad, this helped then. Today they released [x] Science again, and so I'm using that once again, it's working fine with KCT, so I recommend doing that instead. The timing for it to come back was perfect.
  7. Great news! @linuxgurugamer I found the offending mod preventing craft from being recovered. It's actually another mod you are looking after as well. ScienceAlert Realerted. It took some time to narrow down but once I did, I tested just KCT, with ScienceAlert Realerted and it's dependencies and noticed that it would not allow recovery of craft. I then tested it without sciencealert installed and keeping the dependencies to rule them out (click through blocker and toolbar controller) and that worked fine. So 100% positive ScienceAlert Realerted is preventing craft from being recovered. I even reinstalled all my mods, and tested just without ScienceAlert to rule out any other issues, and voila! Things are working correctly! It seems odd that ScienceAlert has this effect on the vessel recoveries. I'm sure this is more than enough for you to find the reason for this. I'll happily enjoy KCT without ScienceAlert.
  8. Yeah, it's reoccuring under new saves as well. I'm trying another thing to see if it occurs before I head to bed.
  9. I tried the updated Contract pack for Bases & Stations to no avail. So I eliminated the contract packs from the equation and the problem persists, the error line I'm getting is: [ERR 23:58:42.711] [KCT] Error while recovering craft into inventory. I've been slowly removing mods to find the culprit and still have not found anything after removing a whole lot of mods. I'm falling asleep at this point and have been working on this for hours. I'll post another log file without the contract pack errors, in hopes to guide you further in the process and I'll leave a save file for you to look at. I'll continue looking into this when I have more free time. KSP Log without contracts pack and variety of mods: https://drive.google.com/file/d/1nwvhXMhns9tH4TGOBBArCeIHx6z7mq7f/view?usp=sharing Save file (been using for test purposes: https://drive.google.com/drive/folders/1aCPeGBSITWYwCDuXt9AfL_GbwETtEdr0?usp=sharing Best of luck, I'm starting to lean towards the mod itself at this point. I'll try one more test with just the mod and see if I can get it to fail as a last ditch effort.
  10. Well usually I'm doing part contracts, and that's when I first noticed it. But I even noticed it after a flight when completing a SETI Contract of researching 18km. I have also noticed it happen on GAP contracts, and the errors are all the same whether I take contracts or not. So I'm not sure if it's the contracts error that is causing the unrecoverable vessel. I'm having a hard time narrowing it out to any specific one thing otherwise I would've come to you with more information. This may have to do with another mod entirely, since I just completed some contracts with just KCT and the contract packs without any weird behaviour. It's odd how it doesn't show up at first, but then appears all the time and even with no contracts on the go, craft are still unrecoverable. I'm sorry I don't have any more information, this problem is difficult to find. However, after it occurs once, it never goes away.
  11. Well I use Contract Pack with the following contract packages: - Bases and Stations Reborn - Clever Sats - Field Research - GAP - Kerbal Academy - Remote Tech - Tourism Plus Along with Contract Parser, Contract Reward Modifier, Contract Configurator, and SETI-Contracts. I'll put together a separate KSP, and let you know what I can find in regards to this, at first though everything will work fine, even with some contracts, but then things just go awry. I'll see if I can nail down the moment it happens. EDIT: After testing a new game, and being able to recover aircraft, the logs still show a repeat in contract errors as you stated and as seen in the log after craft are not recoverable. Still doing more testing.... Link to screenshot of error message. https://drive.google.com/file/d/1wjJWXwVqDf-i7gn9Nl_d0jPVkCXAsXus/view?usp=sharing
  12. I've run into an issue with recovering vessels, it works fine at first when starting off in my game, but the moment I start doing part contracts or even contracts it prevents me from recovering aircraft and gives me the error message, I've tried reloading the scene and the game to no avail. I'm not sure if it's related to contracts or if it's related to part unlocks. I'm not entirely sure, I've posted the link to the log if you want to have a look. https://drive.google.com/file/d/1Ragst3o7KQ-nDGVEPt-6eZrHXz-Cs6LY/view?usp=sharing
  13. You are the man Linuxgurugamer, taking on the mods we love, keeping them alive and doing the hard work. Hopefully KCT will work for me again, been waiting for the fix, figured I wasn't the only one and it looked like you were already on the hunt! BZ! Keep up the amazing work, I dread the day you disappear from the community.
  14. Couldn't find any information on this but the Offices produce cash at an alarming rate. They don't seem to follow the standard cash flow model that was created. I could make 24000 off one guy in a matter of seconds as oppose to the rate of 0.12 per 12 hours! It's producing at 0.12 per millisecond it seems. I'm going to see if I can slow it down by adjusting the config file for the office, however, is there another way to bring the rate in to the correct amount? I would love to use this feature but it feels like cheating to me.
  15. So I learned two things when unpacking and building my rover as well as issues pertaining to when it lands on its side. First off, let me say, the rover wheels can only be removed once from a KAS container, if you put them in, you will have issues with attachment when pulling them out again. Secondly, When building your rover, build just the essential parts, do not add anything extra on the chassis except the 1 seat, then remove the ground pylon. I learned the hard way where the ground pylon would keep attached to the rover when I tried to remove it leading to very unexpected and explosive consequences due to too many parts attached. Lastly, Always install the roof rack, its essentially a rollcage and not only is it helpful at protecting any sensitive equipment you may be carrying, but you can also use it to flip your rover back onto its wheels. Just EVA, remove the roof rack, reattach once it settles, and it'll pop the rover back onto its wheels due to the collision mesh! Its a cheap way of getting her back on her wheels but the most effective method.
  16. So far, in the newest version for 0.90 I have had zero luck with stage recovery. I've launched stages after checking whether they will work, and tried countless times with not one successful stage recovered. I have tried only the standard Squad parachutes with zero success. For some reason I'm getting terminal readings 200+ for just a empty fuel can with a chute on it.
  17. As mentioned above by obsessed and by my lengthy last post, you want to bring up your debug screen while in a game at a launch stage, check the debug for an error pertaining to a plugin not being readable, and go to your boulderCo-> activetexturemanagerconfigs and find the pertaining file and change the appropriate setting for make_not_readable = true and change it to make_not_readable = false.
  18. I had this same issue, if you still haven't resolved it I would suggest looking into KSP interstellar and active texture management. I found I was having issues with getting KSP interstellar to work with active texture manager which caused this gray screen issue as well as an issue with resource mapping causing massive lag. If you go into the boulderCo folder, go to activetexturemanagerconfigs, you will find the .cfg that controls ksp interstellar (aka warpplugin.cfg) with active texture management. I ended up adjusting the one issue which caused the massive lag, and it fixed the monitors. Whether your problem is the same or not is unknown to me, although I changed inside the file in this line: WarpPlugin/PlanetResourceData/.* { compress = true mipmaps = false scale = 1 max_size = 0 make_not_readable = true "<------ I changed this to false." } Not only did this fix the massive lag issue, but fixed my grey screen as well. It seems absolutely ridiculous that the game was fixed by something not pertaining to RPM. But its definitely got to do with your ActiveTextureManager. I hope this helped unless you already figured it out. Also note, bring up debug in game Alt+F12, I found by doing so I resolved all my issues regarding with having like 30+ mods loaded, mind you it took me a few days to adjust the settings.
  19. Once you have reshaped your wing or control surfaces, remove and reapply them to the aircraft, this will update both parts to be symmetrical and will fix your issue.
  20. Having issues with changing the root and tip thickness. When using symmetry it doesn't mirror the root and tip thickness properly, and instead does the thickness for both sides the same, pictured below. Any thoughts on this? It seems all other wing parts have proper symmetry, but the control surfaces, as clearly shown do not.
  21. Still having issues with this, even with just the one mod installed the issue still persists. http://i.imgur.com/hNEgFd6l.png http://i.imgur.com/4b8hGJw.jpg
  22. Using an I7 2600k, with ATI 7970 and latest driver. I tried all graphic settings, nothing fixed it, also changed refresh rate with no success.
  23. Having issues with docking camera, for some reason I get a lot of noise on the screen. If anyone knows of a way to resolve this issue that would be great, might possibly have to do with refresh rate, I'll have to check. Anyways if anyone can help that would be great, pic below for what it currently looks like. Also, experiencing a fair bit of crashing, seems to be caused by a memory leak, not sure if the cause is related to the graphical issues, or possibly just the use of the docking cam. I'll have to play the game without using the docking cam and see if i can replicate the problem. Anyways, one problem at a time. EDIT: So after some time, I seem to get no more memory leaks, the only thing I changed was wiping out my debris. Even though I didn't have a lot of debris, there must have been conflicts since the new mod patches. All is well there. Also, I fiddled with everything in my graphics setting to get the docking cam to work and look correct, and I came up empty. Nothing I did changed the effect on the camera so I'm still stumped over that.
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