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  1. I installed some visual mods to make my game a bit nicer to look at, but now I found out the kerbals visors are pink. I dont know why, or what mods are doing this. help? Here is a screenshot that I had to upload as artwork because Steam Overlay hates me and is broken: Installed mods: (As seen in the GameData folder) BoulderCo CalmNebula EnviromentalVisiualEnchancements KerbalVisiualEnhancements Kopernicus ModularFlightIntegrator Reflections & Skybox scatterer Squad (of course) TextureReplacer
  2. TextureReplacerReplaced v0.5.4 aka TRR Kerbal and suits personalisation, texture replacement and reflections. This is the continuation of TextureReplacer. TextureReplacerReplaced is a plugin for Kerbal Space Program that allows you to replace stock textures and customise your Kerbals. . More specifically, it can: replace stock textures with custom ones, assign personalized head and suit textures for each Kerbal, assign suits based on class and experience level, configure the elements of the heads and suits, toggle between 3 suits : Iva , Eva Ground, Eva Space , add reflections to parts and helmet visors, generate missing mipmaps for PNG and JPEG model textures, compress uncompressed textures from `GameData/` to shrink textures in VRAM, unload textures from RAM after KSP finishes loading to reduce RAM usage and change bilinear texture filter to trilinear to improve mipmap quality. Special thanks to Shaw for making TextureReplacer in the first place, You rock man ! RangeMachine who kept this mod alive, rbray89 who contributed a reflective visor shader and for [thread=59005]Active Texture Management[/thread] and [thread=55905]Visual Enhancements[/thread] where some code has been borrowed from, Tingle for [thread=44135]Universe Replacer[/thread]; studying his code helped me a lot while developing this plugin, taniwha for [thread=99018]KerbalStats[/thread] that was optionally used by this plugin for gender determination and role-based suit assignment, Razchek and Starwaster for [thread=70089]Reflection Plugin[/thread] where I learnt how to implement reflections, sarbian for fixing an issue with non-mupliple-of-4 texture dimensions, therealcrow999 for testing and benchmarking this plugin, Ippo343 for contributing KSP-AVC configuration, JPLRepo for contributing DeepFreeze compatibility fixes, Proot, Scart91, Green Skull and many others for creating texture packs and Sylith and Scart91 for giving others permissions to make derivatives of their texture packs, Sigma88 for his contribution on the MM compatibility and the new folder system, Ger_space for his brilliant work on the shader system, ThirdOfSeven for his help fixing the shaders on Linux and MacOs. Links TextureReplacerReplaced : You can find the releases and patch notes at this address (temporary fix for the pink visor reflections in 1.4.2 for windows : Thanks to Tentei Venser Place this shaders.windows file in KSP/GameData/TextureReplacerReplaced/Shaders , you can also set the reflections to NONE in the TRR's menu to avoid the pink visor) Github Sources Link You can find an empty premade folder for your custom textures here . TRR_guide (a collection of textures to learn of to use TRR and make your own textures) : Download it here. Github Sources Link Important note : The navball texture replacement is disabled. You can use Navball Texture Changer to change your navball. Recommended Mods WindowShine Texture Packs Galenmacil_Skybox The Horsehead Nebula - 4K Skybox Diverse Kerbal Heads Human Colored Heads Recolored Cetera's Suits for TextureReplacerReplaced Araym's Stock-alike Advanced Suits Fix for others mods Reflections for FASA (Thanks to @Mecripp ) Instructions Look at the Readme of the source's Readme for detailed explanations. Important Stuff If you had Texture Replacer (TR) installed, uninstall it before using TRR. Its not recommended to use both TR and TRR. TRR is provided with mandatory default textures. DON'T REMOVE THEM except for these 4 if you don't like them: Suit_Iva_Veteran_Default : this the veteran version of the IVA suit Suit_EvaSpace_Veteran_Default : this the veteran version of the EVAground suit Suit_EvaGround_Veteran_Default : this the veteran version of the EVAspace suit logoFullRed_alt : this is the custom logo at the main menu You can still replace these textures as you did before with Texture Replacer, but if you remove them , your game WILL crash. It is now recommended that you use a different folder than TRR for your custom textures WITH A PREFIX CALLED "TRR" like "TRR_MyTextureMod" (or at least one that goes alphabetically after "Squad" and "TextureReplacerReplaced") You can find an empty premade here You just have to make 3 steps to make it ready for you : Change the name "TRR_MyTextureMod" by the one you want, Of the folder that goes in GameData/ Of the file TRR_MyTextureMod.cfg Inside the .cfg You can make this "TRR_MyTextureMod.cfg" also by yourself, make a TRR_MyTextureMod.txt file and rename it TRR_MyTextureMod.cfg and put this inside : TextureReplacerReplaced { Folders { Default = TRR_MyTextureMod/Default/ EnvMap = TRR_MyTextureMod/EnvMap/ Heads = TRR_MyTextureMod/Heads/ Suits = TRR_MyTextureMod/Suits/ } } General Suit settings Your kerbals have now 3 suits that are used generally this way : IVA : Used inside vehicle and outside of vehicle, on the ground, with atmosphere EVA Ground : Used outside of vehicle, on the ground, without atmosphere EVA Space : Used outside of Vehicle, in Space You can assign one of these suits (and their elements, suit,helmet,visor and jetpack) for each of these situations : EVAground Atmo : Out Of Vehicle, On the Ground, With Atmosphere, EVAground NoAtmo : Out Of Vehicle, On the Ground, Without Atmosphere, EVAspace : Out Of Vehicle, In Space, IVA Safe : In Vehicle, Safe (landed or in orbit), IVA Unsafe : In Vehicle, UnSafe (flying) You can also configure the color and the reflection color of the 3 visors. This setting will affect how your visor custom texture will appear. TRR is provided with 3 visor textures with different transparency level IVA : grey 40% (clear but you still see the reflections) EVAground : grey 70% (mid clear) EVAspace : grey 85% (nearly not clear , you can still see the head) The EVAspace visor is colored in yellow by default. Don't forget to change the base color if you use a custom texture. All of this can be changed in the new in-game menus Head Set Head textures reside inside a directory inside either Heads/Male/ or Heads/Female/ directory. Each head set must reside inside its own directory: GameData/TRR_MyTextureMod/Heads/Male/ // for the male heads GameData/TRR_MyTextureMod/Heads/Female/ // for the female heads MyTextureModMaleHead1/ // the custom folder for your head set HeadTexture0 // The texture for the head at level 0 (mandatory) HeadTexture1 // The texture for the head at level 1 HeadTexture2 // The texture for the head at level 2 HeadTexture3 // The texture for the head at level 3 HeadTexture4 // The texture for the head at level 4 HeadTexture5 // The texture for the head at level 5 HeadTextureNRM0 // The normal map for the head at level 0 (mandatory) HeadTextureNRM1 // The normal map for the head at level 1 HeadTextureNRM2 // The normal map for the head at level 2 HeadTextureNRM3 // The normal map for the head at level 3 HeadTextureNRM4 // The normal map for the head at level 4 HeadTextureNRM5 // The normal map for the head at level 5 Suit Set Suit textures reside inside a directory and their name are not the same as the ones you use to replace the default textures. You can make variants for the level, the gender and the veteran, badass, veteran badass status of each elements and their normal maps Each suit set must reside inside its own directory. You can find the full list in the source's Readme. KNOW ISSUES STATIC reflections are not recommended. Resetting a suit in the visor menu or in the suit menu will reset it for both. You need to get out/get in the vehicle or reload the scene to see the change in the IVA_safe and IVA_unsafe situation. female teeth texture use only the one from the 'DEFAULT_MALE', the male use the head's texture normally. the 'lvlToHide_TeethUp' setting works for both teeth for the male and normally for the female. the 'lvlToHide_TeethDown' setting don't work for the male and work normally for the female. the 'lvlToHide_Ponytail' don't work for the male (obviously). When in EVAground Atmo, you can switch the suit status to the 3 situations (EVAground Atmo, ,EVAground NoAtmo, ,EVAspace), when in EVAground NoAtmo, you can switch to 2 situations (EVAground, EVAspace) and you can't switch when in EVAspace. Because of the bug of the jetpack flags being displaced from the mesh, I disabled them. REAL reflections don't work on Linux and Mac, you will have a pink visor, the shader seems to have a problem with OpenGL. You need to name you custom folder with a name that goes alphabetically AFTER "Squad" and "TextureReplacerReplaced". (I suggest "TRR_" as prefix for only texture mods). If you don't, the textures that loads in the "Squad" (the parts textures) and "TextureReplacerReplaced" (the new head and suits default texture) folder will load after yours and thus, override your custom texture. Licence Copyright © 2013-2017 Davorin Učakar, Ryan Bray, RangeMachine, HaArliNsH Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  3. CURRENT VERSION : I always liked the idea of box sat or the cube mods, but, for me, those two were not the thing I was looking for. Basically, what I wanted was an easier system to make cube walls for a satellite. Not only that, but having internal nodes to attach different parts to it would be nice. Unfortunately, no one did it, that the case until I saw a video on youtube and the person (Felborn aka bob fitch) had done something amazing and that was, adding few nodes to an existing stock part! That was when I decided to go for this idea, now, here you have it, a mod that adds only two parts, one as the satellite frame with built in electric charge and SAS, and one as the wall to cover it up and make it a real cube. The frame has 26 sets of internal nodes that are attachable on every 6 directions. Using B9 Part Switch as an optional mod side by side this mod, you will get a nice little addition in your GUI's menu to toggle those nodes on/off for ease of access. Also, the wall is designed so that when it snap attached to a node, it would still have another stack node toward the outside, making it easier to attach engines to the wall if need to. License : Creative Commons Attribution-ShareAlike 3.0 Unported License DOWNLOAD the MOD from SPACEDOCK B9PartSwitch change Log :
  4. This mod provides the player with a new line of probe models called the K-Sat series, with integrated power (storage and generation) as well as buildt in antennas. It is usable in stock KSP, but it truly shines when used alongside Remote Tech, where the buildt in antennas can be put to good use. Alongside the probe cores the K-Sat series also includes some accessories, such as structural pylons, fuel tanks, stand-alone antennas and science equipment. It also comes with a brand new engine made specifically with satellites in mind. All parts are balanced to work equally well in all game modes. The probe cores may seem a bit costly in career, but the cost is taking the nuclear generated power into account and is actually a bit low compared to the stock nuclear generator when measured against charge per second. Mass has been calculated by comparing all integrated functions to stock parts. Download the mod here: SpaceDock -=::::::::v::::::::=- So how does it work? Just use the parts provided to build satellites. The upside compared to stock probes is that all K-Sat probes come with integrated power storage and generation and buildt in antennas. In a stock game the antennas are regular data transmitters, but when used with Remote Tech the K-Sat probes will provide several options for building various com networks. You can also use the new engine to get a bit moire Dv for your satellites, as it is has a very high Isp in vacuum, and you have a selection of structural pylons to choose from. If you so choose, you can also equip your satellites with the new inline science part that comes with all four sensors buildt into one. The K-Sat Series also includes a fuel tank, a stand-alone dish and an inline battery bank capable of storing 500 units of electrical charge. Can it be used in KSP 1.3.1? Yes. It also supports Remote Tech version 1.8.9 I think part A should do thing B instead! Balancing the gameplay has been trying since I have done it alone. Input and suggestions are therefore very welcome, please post your thought and I will take them into consideration for the next build. I found a bug! Good. Please share it in a post below, and I will look into it. Pics or it didn't happen Imgur Album -=::::::::v::::::::=- Installation 1. Locate your gamedata folder in your KSP installation. For example, if you are a Steam user it should be something like Steam/steamapps/common/Kerbal Space Program/GameData 2. Double click on the downloaded zip file (PzL_Ksat_1.1.zip) to open it up. 3. Drag and drop the folder named 'PanzerLabs' into your GameData directory. 4. If asked, allow windows to overwrite content (In case you have other PanzerLabs mods installed) 5. Drag and drop 'ModuleManager.3.0.1.dll' into your GameData directory. 6. Have a Gin & Tonic and enjoy the game. License This work uses the Creative Commons Attribution-ShareAlike 4.0 License. For a full legal text, go to: http://creativecommons.org/licenses/by-sa/4.0/legalcode This means that you can: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material for any purpose, even commercially. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. This work is distributed along with Module Manager, as permitted by the license of that particular work. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: This work provides support for the mod Decal Stickers, as permitted by the license of that particular work. Decal Stickers was created by blackheart612 and can be found here: This work provides support for version checking through MiniAVC, as permitted by the license of that particular work. For more information on MiniAVC: -=::::::::v::::::::=- Changelog 1.1.1 -Fixed a typo that lowered the cost of the LO-242 by almost 75%. 1.1 -Included MiniAVC support -Included support for Decal Stickers -Updated all antennas for KSP 1.3.1 -Updated the MM patch for Remote Tech 1.8.9 -Changed folder structure -Changed category for the inline battery, from Utility to Electrical -Made the small dish (PzL-COM D1) physicsless -K-Sat PzL-BB 888 *Added "Marble" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT omni range to 2.5Mm -K-Sat PzL-LO 242 *Now allows surface attachments (on it, not with it) *Added "Lancelot" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1138 *Added "Cobra" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 90Mm *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1142 *Added "Crabhead" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 50Gm *Changed RT integrated omni range to 150km 1.0 -Lowered the heat production of LFE-808 "Bolt" by a significant amount. It should no longer cause critical overheating of parts attached to it. -Changed the name of the tripod girder from "K-Sat Structural Support A" to the correct "K-Sat Structural Support C". -Changed the description of the tripod to differentiate it more from the regular structural support. -Added cross feed toggles for all Structural Supports. 0.9 -Initial Release.
  5. Hi all, I'm fairly new to KSP (couple of hundred hours into career mode) and playing a pretty fresh installation of 64-bit 1.3.1 on Windows 10. Good old X58 platform with a Xeon X5660, 4GB GTX970 and 12GB of DDR3. I'm aware that Unity has some known issues regarding joystick input handling, and I've searched/scrolled through this support forum to read the previously posted questions re. multi-input, HOTAS throttles and Thrustmaster peripherals. But I haven't seen my specific issue previously reported, so I thought I'd post a thread... doubting it will be a super-quick-fix kind of issue, but I may as well document it eh? So, prepare yourselves... wall-o-text post incoming... SITUATION: I got all inspired by Cupcake's videos and bought myself a wee christmas present... Thrustmaster 16000.M FCS flightstick and the TWCS HOTAS throttle to go with it. These units can be used "plug'n'play" (in which case the game detects them as two separate input devices), or they can use a software app/virtual device driver called "T.A.R.G.E.T." which is basically a GUI laid over Thrustmaster's custom scripting engine. This software allows you to combine multiple physical controllers into one "virtual device", with customised axis mapping/response curves, button mapping, keystroke generation, mouse pointer control, etc. PROBLEM: Now, if I go the plug'n'pray route and don't use a T.A.R.G.E.T. profile, KSP recognises both devices as separate controllers and I can map the axes with no problems, everything behaves as it should. Except the JoyButton inputs are duplicated for both devices (whether due to limitations of the DirectX API, the Unity engine, or KSP's input handling code, I'm not completely sure), e.g. the flightstick trigger registers as JoyButton0 in the game but so does the thumb button on the throttle, and this behaviour is the same for all the buttons on both devices. Obviously this makes most of the buttons on one or both devices unusable for specific functions. Some duplication is acceptable, but you really need more than 16 buttons across both devices in order to make the best use of the HOTAS setup. BIGGER PROBLEM: "That ain't no problem..." says I, "...just create a T.A.R.G.E.T. profile with all the axes and buttons mapped the way I want". So I did this, and all the button mapping/keystroke generation worked perfectly. Except, as soon as I launch a craft and touch the joystick, all the control surfaces travel to their authority limit and stay there. When I push the joystick to the limit of an axis, the relevant control surface moves through its normal "rest point" to the other extent of travel, and then back to the first limit again when I release the stick back to centre. If I move the stick to the other limit on the same axis, the control surface in question exhibits the same behaviour. The throttle also seems to set its 100% limit at the middle of the DX_SLIDER axis' physical travel, and moving the throttle either side of this point causes the in-game throttle to move sharply back to 0%. Reversing the axes, either in the TARGET software, in the KSP input settings, or by changing the "deploy direction" of a control surface, merely results in the part moving to the opposite extent of travel on launch. All other response curve adjustments, absolute/relative settings, sensitivity and deadzone adjustments in TARGET and in KSP appear to have no effect on this behaviour. FURTHER BACKGROUND INFO: It should be noted that when observing the behaviour of the "Thrustmaster Combined" virtual device's axes (either via the Windows properties dialog or via the TARGET software's built-in "device analyser" function), all the axes and buttons appear to behave normally, the visual indicators sit at a center rest point (or lower extent of travel in the case of the Throttle/Slider axes) and move to their full extent of travel along with the appropriate physical movements of the controller/s. I've also tried previously suggested fixes such as starting the game with the physical throttle set at 50%, and I've tried starting the game with the joystick pulled over to the full extent of X/Y travel. No difference to be seen. Furthermore, I've tried disabling the TWCS throttle in the combined TARGET profile in case there was some weird axis mapping/config conflict occurring, and the FCS flightstick alone still exhibits the same behaviour on its assigned X/Y/Z/slider axes when being detected by the game as a "Thrustmaster Combined" device. POTENTIAL CAUSE: So it seems obvious to me that the issue lies with how Unity/KSP interprets the "rest value" of the virtual device's axes at startup. It assigns the centre "rest value" of the joystick axes as being one extent of travel and the axis limit (in either direction) as the other extent. But it's the opposite with the "virtual" throttle... the rest point is defined as being halfway along the physical axis (instead of at the lower limit of travel), with movement in either direction dropping the throttle back to 0% (or throwing it up to 100%, if the axis is inverted). When you analyse and think about this behaviour, it seems that Unity/KSP is getting the virtual device's "joystick" (self-centering) axes and "slider" (non-centering) axis behaviour ass-backwards. Self-centering axes behave as though the joystick's center rest position is one extent of travel and the axis limit/s are the other extent; i.e. behaving like a throttle/accelerator pedal. Non-centering axes behave as though the mid-point of travel is the rest position, with movement in either direction throwing the control to its limit; i.e. behaving like a self-centering joystick. But I have no ideas as to why this behaviour is only occurring with the combined "virtual" device, and not when the controllers are mapped as separate input devices. CONCLUSION: Sorry for the long long post, but I'm hoping this report might make possible some kind of fix in a future update, so I can use my AUD$250 HOTAS setup effectively in the game. At the moment I'm stuck using it as 2 separate input devices with severely limited button mapping/control options, which is pretty disappointing. I also suspect that squishing this bug might solve a lot of similar issues that people are having with other HOTAS/multi-input setups, especially where third-party "virtual device driver" software is involved. However, I also recognise that this is very much an edge-case bug, and probably not worth the dev time/cost to fix. But maybe the community can come up with its own fix... it's been done before. I've considered the possibility that this bug may be fixable by digging deeper into Thrustmaster's scripting engine/language - it's pretty much syntax-identical to C code - but the fact that Windows reports the virtual device as behaving normally leads me to believe that the issue doesn't lie with the TARGET profile/script, it's to do with how Unity/KSP interprets the input/rest position values of the virtual controller's axes. If I knew Unity at all I'd dig deeper into the game code/mod API to try and fix it myself, but that's beyond my scope at the moment. Feedback/input from anyone else using the Thrustmaster T.16000M FCS HOTAS setup specifically, or Unity/Mod developers generally, would be appreciated as a worthwhile contribution to this bug report thread. I'll capture a video of the behaviour and link to it from this post shortly. Logs and other supporting documentation etc. can also be willingly provided upon request. Cheers, BR
  6. I don't have any experience in modding ksp and I am playing on 1.3.1 with realism overhaul and I want to create my own parts but with realistic stats who hard is that? And who can I do that? Thanks for helping
  7. I am trying to get an RSSRO install going with RSSVE in KSP 1.3.1 and I am running into a rather annoying issue. At various points during flight the Scatterer layer seems to turn off and on without any rhyme or reason. As seen in the images below, up until 95ish km everything looks just fine, but at 135km or so in altitude the Scatterer layer just turns off. It then gradually starts to re-appear at about 247km in altitude, but it only lasts for a short while. When in orbit the effect turns on and off every 5 minutes or so. My installed mods can be seen here: If anyone knows how to resolve this issue I would be very thankful.
  8. Hi everyone, I finally made it to Laythe, and I put a tiny rover on the surface as a result. Unfortunately, after timewarping to get my relay in position to control it, the wheels are always active, and my reaction wheel always pitches down. I can still drive the rover around, but to stop I have to disable the motor on all the wheels, and disable the reaction wheel outright. Its a shame since it has been a long and hard journey to get where I am. Can anyone help?
  9. I've been dealing with this issue for a few days now. I wanted to get back into KSP after investing, like, 500 hours into Fallout 4... ... So, I downloaded v.1.3.1 of KSP, because I noticed more mods were compatible with that version versus the latest version. I used CKAN to properly install the mods I wanted, most of which are modest mods (a few are larger, of course). I installed the mods systematically to ensure the memory bleed issues from the past wouldn't show up now. Unfortunately, it looks like this is still an issue even today. I've looked in the forums, but most of the answers I've come across are outdated, or don't seem to apply to my particular situation. I experience CTDs at random. The latest time was during a de-orbit burn. The time before that, I was building the rocket in the VAB. I'm not seeing any correlation between a particular action and the crash occurring. The error logs I get are the same every time: TL;DR: I'm not finding the answer I'm looking for regarding my memory bleed issue, please help! Thanks for any and all help!!!!
  10. My astronaut complex is empty. No hireable kerbals (list is empty and cost for next hire also says 0), none active ( although it says there's 10 active out of 12 max), none available and none lost. I have the 4 starter kerbals, Jeb, Bill, Bob and Valentina. I have no vessels in flight/orbit. I've checked persistent save and changed idx of the 4 kerbals to -1 from 1 (read that -1 value signifies available) with no effect, positive OR negative. I've timewarped in an attenpt to populate the list (read that it might fix it) but again, no effect. Mods are all in working order to the best of my knowledge. EDIT: I was unable to find a fix for this issue, so I removed all the mods, un installed Kerbal and started over with a fresh install. After some permissions tweaking for CKAN I was able to reinstall my old mods, plus some additional mods I didn't notice before and start a new career with a working astronaut complex. I'm guessing there was a corrupt save or maybe a bad mod install (tried modding without CKAN, failed)
  11. Hello, Yesterday, I found out that about a week and a half prior, Realism Overhaul had (finally! ) been updated for 1.3.1. So, I did this sequence of events (I'm on Windows 10, BTW): Backed up saves and screenshots for safety, Deleted my copy of CKAN and the CKAN folder, as it was malfunctioning. Recalling the tumultuous experience I had with upgrading to 1.2.2, I uninstalled KSP and reinstalled it as 1.3.1. I reinstalled CKAN. CKAN recognized the mods that still existed in the Game Data folder, but (presumably because I deleted my CKAN folder), they were marked by 2 capital letters (which I can't recall) and I could not do anything with them. I permanently deleted all the Game Data, as I always have very little space on my computer. This took with it all of my custom engine configs, yaay... Now I could reinstall the mods. I attempted to do so, but it kept aborting the procedure as the mods were attempting to install a craft that was already in the Ships folder, which also strangely wasn't swept away by the reinstall. I sent the craft to the Recycle Bin. I tried again. This time a different craft showed up. What should I do? Should I delete my Ships folder or just the contents? What about the stock crafts or pre-made crafts that may not be provided in 1.3.1 RO?
  12. I'm basically just learning KSP 1.3.1 with RO RSS. Meaning, I had some issues getting it all to work together (a couple posts here), but with help from here I finally got the game to work. :-) I've been fiddling around in sandbox mode and decided I wanted to go to the moon. So by now I've followed Mark Tuggle's "Building and Landing a Rocket on the Moon in KSP RO/RSS" video at youtube.com/watch?v=3UfKbaoPUvA (put a www. in front of it if you want to see it...I didn't want to clog up the post with large videos!) and have been able to land a couple of his landers on the moon, within 20km of each other actually. That accomplished, I felt like experimenting with getting Jeb to the moon and back, and stumbled upon Kyle Laskowski's "FASA Saturn V Assembly 1.0.5" video at youtube.com/watch?v=bkMcQ9ugELo. I've finally managed to pause the video about 1000 times to figure out what part he's grabbing, and have built the rocket. Now the questions begin! Staging and LEM: I did the best I could with pausing and rewinding and replaying the sometimes 1 second clips of the staging, and I can burn all the way through the 3rd stage. But from there, I'm confused. Can somebody help me understand how to stage the ascent and descent parts of the LEM, the service module, and the Spacecraft Module Lunar Adapter - long base? Also, how (and where) to put the service module stage so I can undock it, flip it around and dock with the LEM ascent? There's probably a file I can upload that somebody could look at and tell me how to re-arrange stuff, but I don't know what that file is...so if you want to look at it, please tell me what to upload. :-) Anyway, I know this is probably old hat for most here, but it's new to me and I'm enjoying it a lot. Thanks in advance for your help!
  13. Is there an other good space shuttle mod other than Cromorant aeronology, CSS, etc If you know reply
  14. I am currently running version 1.2.2 and haven't updated in a while to keep my mods operating in a compatible manner. From what I understand I have a lot of mods, but I am also not sure how many of them I am using. But I am having some compatibility problems and am looking at upgrading to a more current version potentially looking at getting the DLC. The big issue is that I have been running a career mode where I have several off-world colonies, bases and research facilities that I would like to carry forward. What I would like from people is feedback on what difficulties and resources work with this. I have 2 installs (1.3.1 and 1.4.1) that I have been trying to get mods updated to run my setup and I am getting loads of notices that mod x or y is a different version. I have tried using Ckan but even Ckan seems to install mods that are not compatible and I am having a harder time finding the best compatible older versions. It isn't the end of the world to use the F12 menu to rebuild incompatible relays or probes or even empty rovers and sending them back to location, but doing that a lot or when dealing with active bases is a lot more difficult.
  15. Even though its for an older version, maybe someone knows a workaround (want to stay on 1.3.1 because of mods) When I enter the Astronaut Complex no crew is displayed and it shows 10 crew members of 12 assigned, even on a new game. KSP Version: (backdated from Steam), same on 32bit and 64bit version (Windows 10), clean install Steps to Replicate: (start new game) and enter astronaut complex Log shows these lines: NullReferenceException: Object reference not set to an instance of an object at CrewGenerator.GetRandomName (Gender g, System.Random generator) [0x00000] in <filename unknown>:0 at CrewGenerator.RandomCrewMemberPrototype (KerbalType type) [0x00000] in <filename unknown>:0 at KerbalRoster.AddApplicant (Double UT) [0x00000] in <filename unknown>:0 at KerbalRoster.Update (Double UT) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.AstronautComplex.InitiateGUI () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.AstronautComplex.Start () [0x00000] in <filename unknown>:0 Full log: output_log Screenshot
  16. Hey all, Recently started another RSS career with about 90 some odd mods. The most important one obviously being real fuels. I dont think my issue with oxygen boil off is related to real fuels as I've made a config file with the FINAL designation to change all the tanks with the variable 'loss_rate' to '0' and have confirmed that it is working by checking modulemanager.configcache. So my only conclusion is that its a different mod. I had cryogenic engines and tanks installed and found variables called BoiloffRate and some other localization stuff related to that mod, but I wasnt sure I had found all the instances within its configuration so I elected to play without it. Deleted my configcache so it would generate a new one and I'm still experiencing Liquid oxygen boil off and I can't find the variable responsible for it, so I've come here for help. Here's a combined pic of my mod list. Appreciate everyones time. - https://imgur.com/L9ldERG
  17. So, I've got an insanely modded version of KSP with procedural parts as one of the mods that's been installed basically since the beginning. Recently it stopped working. Like, the game doesn't even load past it. All data is here. I've also got an issue put up on github here. Please help.
  18. While this pack has been discontinued since 1.1.3, I have tested it and it still works fine on 1.3.1. I have also changed the version # to 1.0 to signal the end of development. I have updated and bumped this forum thread one last time for if anyone's interested. You can visit the forum thread for InterKalactic 2 here: (Original Description) This Kopernicus planet pack puts all of the old KSP bodies into new locations, plus adds 2 new ones. More will be added in the future. The goal of this pack is to make sure there isn't a single planet in the game that isn't worth visiting. Development started on 6/4/16. NOTE: If you choose to use this mod, I highly recommend a faster timewarp mod as well. If you go without one, it could take up to an hour or more on full timewarp to get to some planets. I will add more here as I expand the mod. If you would like to download it, click here to go to the Spacedock page (Updated to 1.1.3, probably will also work with 1.2 and beyond) or alternatively, the download it directly from here. The curseforge page will no longer be updated as I have lost me CurseID. Also, I highly recommend you download from Spacedock if you can, as I like to keep track of exactly how many people have downloaded it, which as of writing this is around 900-1000 people. -- Known Problems: Green = Can be fixed | Red = Can't be fixed - The sky at the KSC stays static, instead of moving based on time of day. (minor) - Kethane overlay on the main menu doesn't appear. Only affects you if you have the Kethane mod (minor) - Contracts sometimes show up for landing on Kirius. Just decline these and you should be fine. - A black screen may occasionally show up for the KSC when loading a new save. This likely only happens when running the planet pack for the first time. To fix, just reload the save. (minor) Please let me know if you encounter any bugs or other weird anomalies that I should add here. Extensions OPM Compatibility InterKalactic already is technically compatible with OPM, but all the new planets orbit the black hole and not Kirius or any other star. This extension should work with any KSP version and any version of the mod, and simply put, it makes Plock and Sarnus orbit Kirius, while Neidon and Urlum both are rogue planets, having modified orbits around the black hole. To prevent messing up the saves of anyone who already has OPM installed prior to this mod, the moons of all the planets remain untouched, with the only exception being Eeloo, which would otherwise be a moon of Sarnus. In order to download this extension correctly, delete your existing OPM mod and replace it with this version. In case something gets messed up, backing up your saves is highly recommended. To download the extension, click here. Jupiter This extension adds 1 new planet and 4 moons, which as you could probably guess, are Jupiter, Io, Europa, Callisto and Ganymede. These planets are relatively featureless and have generally a flat terrain, and are all very far from Kirius which Jupiter orbits. However, Jupiter and its moons could make for an excellent multiplanetary base, as well as a supply stop for traveling even deeper into space. To download, click here. Changelog Spoiler that I STILL can't get rid of for some reason:
  19. Hey all, A frustrating one for you. My 1.3.1 Career save has suddenly started misbehaving. KSP loads to the menu as usual but the persistent and renamed quicksaves do not load when 'resume' is selected, instead crashing the game. Even more frustratingly, there are no crash logs to try and narrow down the problem. KSP: 1.3.1 Windows 64bit Problem: Career save crashes on load. KSP initializes as normal, when selecting resume career save, the screen goes black, the gray animated loading tab in the bottom right appears and the planets rotate a little, then a windows error pops up ("something caused KSP_64 to stop working") and it crashes to desktop. Mods installed: Lots! But it has been working reliably for at least 2-3 weeks on an offline Laptop, nothing has been updated and steam is in offline mode. There are some outdated mods on the install but I've been using them with 1.3.1 since it came out with no issues. Reproduction steps: Reverting to a backup save works, but any saves made after this point refuse to load. The game works fine for as long as i want, but the saves made after the initial loading become dysfunctional. I have tried re-naming quicksaves to persistent and this also does not work. Removing all ship and sub-assembly files (not the folders themselves) doesnt seem to make any difference. Log: None generated So, my questions are - firstly is there any way to get it to generate a output log to try and track down the issue? Or any other tips or hints to track down the gremlins? Secondly, is there something on the last craft I was using that's causing the issue (a simple satellite round Ike, mostly stock with some Scansat, Karbonite, RLA and ProbePlus parts)? A mod causing chaos (I am going to start removing them one by one, but I'm not sure I'll have many crafts left after!)? Or, more depressingly, is their something deeper wrong with the savefile itself and I'm just going to have to start again? *cries* Anyhow, sorry that's not particularly illuminating. Thanks in advance for your attention. BF
  20. Hi All, First for the required info: KSP Version: I'm running in Linux Mint 18.3 (64 bit), and the game is running via steam; From BuildID.txt: 02077; From readme.txt: 1.4.0; Detailed explanation of what happens: I run the game and i get a VERY brief window which closes immediately, this is with both the 32 and 64 bit versions, reverting to v1.3.1Ican play no problem. No need for screenshots or save files as the game doesn't run Player.log: System specs: I run a Lenovo L512 laptop; Chipset: core i5 430M; Graphics: Integrated Intel HD (inex reports it as "Mesa DRI Intel(R) Ironlake Mobile"); RAM: 4GB; HDD: 512GB SSD (Samsung Evo); Clean Install, no mods Generally I assume my machine is too old now and cannot support the minimum level of OpenGL required for 1.4?? It works no problem on 1.3.1 which I can revert to in steam (for now atleast). Is there any way around this at all? I think it might work if I run Win7 but I prefer Linux really. Is there anything I can do here or am I destined to run no later than 1.3.1 on this machine, it s shame as I was just getting into a decent career with it! Cheers All.
  21. KSP: 1.3.1 Windows Version x64 [Simplified Chinese] Problem: My game freezes at Loading Resource Definition Bundles screen when the game language is simplified Chinese. It loads successfully once I change the game language to English. Mods installed: Community Resource Pack (CommunityResourcePack Module Manager (ModuleManager 3.0.1) Reproduction steps: Set the game language to Simplified Chinese while have mod Community Resource Pack(CRP) or any mods require CRP installed and launch the game. It will freeze at screen "正在加载资源包定义"(Loading Resource Definition Bundles). Log: output_log.txt ArgumentOutOfRangeException: startIndex + length > this.length Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at PartResourceDefinition.GetShortName (Int32 length) [0x00000] in <filename unknown>:0 at PartResourceDefinition.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartResourceDefinitionList.Add (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartResourceLibrary.LoadDefinitions () [0x00000] in <filename unknown>:0 at GameDatabase+<CreateDatabase>c__Iterator4B.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
  22. Hi there! So I have this problem with all of my vessels with a scansat probe installed. Basically even if they are at the optimal orbit, they will scan the planet's map, but they won't show any resources whatsoever. I've also installed MKS and Khetane, is it possible that those mods are creating some sort of conflincts?
  23. After some related discussion earlier this week, I've seen fit to re-do my old 1.1 thermal extremis testing for 1.3.1! This time I've built a fun little testbed of a nuclear engine, an NCS adapter with only 8 units of LF in it, a z200 battery, an OKTO core, another z200 battery, another NCS adapter with minimal fuel, and another LV-N NTR engine; and once again attached various cooling structures to it. I've saved those as new craft, and to save time this time, used the in-game hyperedit to toss them into an 88km orbit. Methodology was again to turn on infinite fuel, burn to an internal temp of 1100K in the probe core, record burn time by comparing MET to MET at start of burn, then cut throttle to see if it can coast cool before the core hits 1200 and explodes. No need to angle burns to avoid escape or anything this time, thanks to the opposing engines. Tested where a two pairs each of Gigantor solar arrays, structural girders, radial intakes, airbrakes, wing strakes, tail fins, delta-deluxe winglets, and Big-S spaceplane tails. As well as a pair of structural fuselages, and Kerbodyne adapters. Getting more serious, I also tested two pairs each of Large, Small, and Edge static radiator panels, and of course small and medium thermal control systems, ending with a pair of large TCS, and as a bonus, a single large TCS. On to the results! Keep in mind these are tests of a tiny, mostly-engine flame satellite with tanks perpetually almost out of fuel, and thus terrible heat sinks. As such, the given times are to be regarded as impossibly extreme lower bounds. Of interest, the total internal flux the LV-N produces seems to've doubled since 1.1. (Also, to explain the odd numbers to any flux-accountants, the active radiators would steal internal flux from the engine. It was indeed producing 14942.53kW for all tests, though.)
  24. So I'm returning to the game since last playing in 1.2, and I'm encountering an odd issue. After each flight, regardless of craft or flight time, when I return to KSC or recover my craft the game no longer allows me to do anything. I'm just stuck in the space centre and can't exit the game unless I force close via task manager (Exit to main menu does nothing). If I came back to the KSC via the recover button the craft does not actually get recovered. Clicking on the tracking station does nothing, the R&D building says it's closed, and if I go to the astronaut complex it won't let me leave. I can see my spashed down/landed craft if it's near KSC, but I can't fly or recover it. If I force cloase the game and load back up I can recover my craft and launch another flight, but the whole thing repeats itself each time I return to KSC. I've already resolved a few mod conflicts/issues with this install, but this issue has me stumped. I've had a look at the ksp.log and ouput_log files, but I honestly don't know what I should be looking for. The install is heavily modded, so I'm not really sure where to start (Short of doing some kind of binary search through my mod list). I've uploaded my ksp.log , output_log , and ckan list to Dropbox. Thanks in advance!
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