JadeOfMaar Posted October 2, 2016 Share Posted October 2, 2016 On the subject of stress, I just had to do a mega launch on my alternate PC as my main one power trips and I have to reset the PSU for it. The only visual mod I have in is Scatterer and Texture Replacer and I can't play without those two. And I also don't want to cull mods. I really don't. D: Yay Tellumo love. And yes, more boosters. I still needed some more as the main ship still used its own engines to escape Kerbin. Link to comment Share on other sites More sharing options...
Duski Posted October 2, 2016 Share Posted October 2, 2016 Oh by the way, could I have a recap of all the planets in this pack? Or could you update the picture showing all the planets and moons? Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 12 minutes ago, Duski said: Oh by the way, could I have a recap of all the planets in this pack? Or could you update the picture showing all the planets and moons? Yeah give me a little bit Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 ok @Duski, new planet layout in the OP Link to comment Share on other sites More sharing options...
blackrack Posted October 2, 2016 Share Posted October 2, 2016 17 hours ago, Galileo said: Yeah I'm 28 years young. Spent all of my adult life in the military so in my mind I'm still 20. Ha, I'm 25 and spent most of my life, adult ot otherwise, in classrooms, so I still feel 17 I'm glad I'm done with all that. Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 (edited) This is a Pre-release. Expect to find things wrong and maybe a few bugs. This will only work for 1.1.3 I understand 1.2 is about to drop but seeing as Kopernicus wont be updated immediately, best course of action was a 1.1.3 release. Some mods lack compatibility. Thats what this release is for! Although I had an awesome team helping me get this planet pack going, we just don't have the time to get all of the mods compatible. So, if you are capable and want to help, please let me know! At the moment I have not implemented anyone elses submitted biome maps but mine and poodmunds for now. Not because I don't like you or your work, there were some limitations or small things I needed to fix that I didnt get to yet. Science Defs are not done. If you want to contribute to that see @JadeOfMaar Planet Descriptions are also not done. I figured this could be a fun way to get other involved in this planet pack. If you think you have a good description for a planet, post it in the thread! I also did a terrible job naming biome regions. If you can come up with better names please let me know. Big thank you to @OhioBob for the everything atmosphere related. What he has done truly makes this planet pack what it is. Also, a big thank you to @Poodmund who put together some very awesome biome maps and was key in helping me figure out many other things. Overall I hope everyone enjoys this planet pack as much as I enjoyed making it. Yes, it is a large download. This is a very large planet pack. SCREENSHOTS OR I TAKE THE MOD DOWN! just kidding...but seriously...screenshots. Make a save of your stock game before installing this mod. This mod replaces every stock planet and will destroy every ship you have in orbit if you try to continue a career. Start a new game to avoid this. This is your warning. GET IT HERE Edited October 2, 2016 by Galileo Link to comment Share on other sites More sharing options...
Duski Posted October 2, 2016 Share Posted October 2, 2016 1 hour ago, Galileo said: This is a Pre-release. Expect to find things wrong and maybe a few bugs. This will only work for 1.1.3 I understand 1.2 is about to drop but seeing as Kopernicus wont be updated immediately, best course of action was a 1.1.3 release. Some mods lack compatibility. Thats what this release is for! Although I had an awesome team helping me get this planet pack going, we just don't have the time to get all of the mods compatible. So, if you are capable and want to help, please let me know! At the moment I have not implemented anyone elses submitted biome maps but mine and poodmunds for now. Not because I don't like you or your work, there were some limitations or small things I needed to fix that I didnt get to yet. Science Defs are not done. If you want to contribute to that see @JadeOfMaar Planet Descriptions are also not done. I figured this could be a fun way to get other involved in this planet pack. If you think you have a good description for a planet, post it in the thread! I also did a terrible job naming biome regions. If you can come up with better names please let me know. Big thank you to @OhioBob for the everything atmosphere related. What he has done truly makes this planet pack what it is. Also, a big thank you to @Poodmund who put together some very awesome biome maps and was key in helping me figure out many other things. Overall I hope everyone enjoys this planet pack as much as I enjoyed making it. Yes, it is a large download. This is a very large planet pack. SCREENSHOTS OR I TAKE THE MOD DOWN! just kidding...but seriously...screenshots. Make a save of your stock game before installing this mod. This mod replaces every stock planet and will destroy every ship you have in orbit if you try to continue a career. Start a new game to avoid this. This is your warning. GET IT HERE Woohoo! Clicking that download button. Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 2, 2016 Share Posted October 2, 2016 (edited) Holy --*launch fails* O.O Yes! Yes there shall be screenshots. And I have just the ship to use for this. The updated planet chart is quite welcome too. Edited October 2, 2016 by JadeOfMaar Link to comment Share on other sites More sharing options...
Fobok Posted October 2, 2016 Share Posted October 2, 2016 I just clicked download. :-) Making a copy of my 1.1.3 install now to start testing mods with it. I won't be doing a lot of exploring just yet, I'll save that for a proper campaign, but hopefully I can find a few bugs for you. :-) Link to comment Share on other sites More sharing options...
OhioBob Posted October 2, 2016 Share Posted October 2, 2016 I have a couple of observations and suggestions regarding the new package: (1) I have two installs of GPP - the first is a clean install with nothing but GPP, and the second includes all the recommended mods. Everything looks great in the one with all the mods, but in the other the sun looks terrible. I traced this down to sunLensFlareColor = 0, 0, 0, 1 in Ciro.cfg. This setting is apparently necessary to allow Scatterer's sunflare effects to take precedence. But without scatterer installed, this really messes up the appearance of the sun. All that can be seen is the disc of the sun, so from a distance it looks like nothing but a tiny dot. I realize the need to have sunLensFlareColor = 0, 0, 0, 1, but perhaps in the ReadMe there should be instructions stating that if scatter is not installed then, for best results, Ciro.cfg should be edited so that sunLensFlareColor = 1, 0.92, 0.85, 1. (2) I think I goofed with the atmosphere of Hadrian. I wanted to give one of the outer moons a thick Titan-like atmosphere, so I selected Hadrian without considering its temperature. Hadrian has a black body temperature of 56 K, which is below the freezing point of nitrogen (63 K). I think this would cause its atmosphere to freeze out, leaving it with only a very thin atmosphere, not the thick atmosphere that I gave it. I think that Augustus is probably a better candidate to have a thick Titan-like atmosphere. (Tarsiss is also a candidate, but there is already a thick atmosphere in that system with Catullus.) I'd like to switch some of the atmospheres around. Although I'll have to rework the atmospheres from scratch, essentially I'd like to move Hadrian's atmosphere to Augustus, Augustus' to Tarsiss, and Tarsiss' to Hadrain. I also think that Augustus has the right temperature range that with a thicker atmosphere it could possibly support liquid methane lakes on its surface (I'll know more about that after I've recomputed its atmosphere). @Galileo, with your OK I'll start reworking the atmospheres. Link to comment Share on other sites More sharing options...
Fobok Posted October 2, 2016 Share Posted October 2, 2016 (edited) All right, first bug report! I've done some initial testing. Just some initial flights, mostly just getting into Gael orbit, so that's all I've seen so far, not any of the other worlds. I've taken just the core and optional mods from the zip file, Kopernicus (of course), ModuleManager, ModuleFlightIntegrator, MechJeb and KER. So far, it seemed at first glance to be working perfectly, except for a lack of city lights, but I initially assumed that's just not set up yet in the SVE configs. However, as soon as I checked out my log file, I saw the following repeated over and over: [EXC 16:06:08.833] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () [EXC 16:06:08.835] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:06:08.837] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:06:08.843] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) This is being spammed constantly while in flight, to the point where I have many thousands of lines of it in my log file. After seeing these errors, I realized I hadn't checked KER or MechJeb's surface windows. So I launched again and flew another flight, and this time I tried it. As soon as I turned on KER's surface display, the window stopped working altogether, just showing a little grey square. MechJeb's surface window worked fine, until I edited it to add the current biome, which resulted immediately in it no longer displaying anything either. Doing this new test added the following errors to my logs, added in between the spam above: [LOG 16:27:46.895] KerbalEngineer -> DisplayStack->Window // Array index is out of range. [LOG 16:27:46.896] KerbalEngineer -> at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.DrawSections (IEnumerable`1 sections) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.Window (Int32 windowId) [0x00000] in <filename unknown>:0 [LOG 16:27:46.897] KerbalEngineer -> DisplayStack->Window // GUILayout: Mismatched LayoutGroup.Repaint [LOG 16:27:46.898] KerbalEngineer -> at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.ReadoutModule.DrawLine (System.String value, Boolean compact) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Orbital.ApoapsisHeight.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.DrawSections (IEnumerable`1 sections) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.Window (Int32 windowId) [0x00000] in <filename unknown>:0 So, it seems to me that there must be something wrong with the biomes, that mods trying to access this information can't do so. And, since you asked for screenshots, here's one that shows a lack of city lights plus both displays acting up (KER is the tiny square under the Delta V stats): Edited October 2, 2016 by Fobok Forgot one of the mods added as required for Kopernicus. Link to comment Share on other sites More sharing options...
OhioBob Posted October 2, 2016 Share Posted October 2, 2016 2 minutes ago, Fobok said: As soon as I turned on KER's surface display, the window stopped working altogether, just showing a little grey square. I've had that problem too, with the little grey square. Sometimes KER works and sometimes it doesn't, though I've never been able to identify a root cause. Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 (edited) OK cool I'll look into these issues. Try removing the city lights plugin if it's not already removed in eve. I may have forgotten. Can someone check that this happens on other bodies? Edited October 2, 2016 by Galileo Link to comment Share on other sites More sharing options...
Fobok Posted October 2, 2016 Share Posted October 2, 2016 (edited) Oops, I missed that there were some lines from MechJeb now as well, since I added the current biome to the surface info screen and it stopped showing anything: [EXC 16:58:01.400] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (double,double) <0x00167> MuMech.MechJebModuleInfoItems.CurrentBiome () <0x00128> (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042> MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024> MuMech.ValueInfoItem.DrawItem () <0x00045> MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124> MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f> UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4> UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4> 13 minutes ago, Galileo said: OK cool I'll look into these issues. Try removing the city lights plugin if it's not already removed in eve. I may have forgotten. Yeah, it was still in there. That did get rid of the CityLights error. Can someone check that this happens on other bodies? I'll load it up and check right now. Edited October 2, 2016 by Fobok Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 2 minutes ago, Fobok said: Oops, I missed that there were some lines from MechJeb now as well, since I added the current biome to the surface info screen and it stopped showing anything: [EXC 16:58:01.400] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (double,double) <0x00167> MuMech.MechJebModuleInfoItems.CurrentBiome () <0x00128> (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042> MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024> MuMech.ValueInfoItem.DrawItem () <0x00045> MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124> MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f> UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4> UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4> Yeah, it was still in there. That did get rid of the CityLights error. Yeah I just haven't made city lights for this yet. I will eventually Link to comment Share on other sites More sharing options...
Duski Posted October 2, 2016 Share Posted October 2, 2016 (edited) Downloaded it overnight. Will I need to uninstall SSRSS for this? Edited October 2, 2016 by Duski Link to comment Share on other sites More sharing options...
Fobok Posted October 2, 2016 Share Posted October 2, 2016 Ok, I just used Hyperedit to check every single planet/moon. The only one having the biome/long/lat/whatever problem is Gael. Everything else loads the current biome no problem and no more spam in the log when not on/around Gael. Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 2 minutes ago, Duski said: Downloaded it overnight. Will I need to uninstall SSRSS for this? yes! dont you go messing up my ssrss porn duski lol Just now, Fobok said: Ok, I just used Hyperedit to check every single planet/moon. The only one having the biome/long/lat/whatever problem is Gael. Everything else loads the current biome no problem and no more spam in the log when not on/around Gael. i just fixed the issue with mechjeb and ker. ill upload as soon as ohiobob finishes his tweaks Link to comment Share on other sites More sharing options...
ProtoJeb21 Posted October 2, 2016 Share Posted October 2, 2016 @Galileo Congratulations on the first pre-release! How are the biomes for Icarus, Thalia, and Eta working? And are there other biomes I can work on? (Sorry for not doing any more biomes; Been really busy with school these past few weeks) Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 (edited) @Fobok until he is done, will you check these fix mechjeb and ker? just replace gaels and loki's cfg with these https://www.dropbox.com/s/xmjyabrikt1wpj5/MJ_KER Fix.zip?dl=0 Edited October 2, 2016 by Galileo Link to comment Share on other sites More sharing options...
Fobok Posted October 2, 2016 Share Posted October 2, 2016 1 minute ago, Galileo said: @Fobok until he is done, will you check these fix mechjeb and ker? https://www.dropbox.com/s/xmjyabrikt1wpj5/MJ_KER Fix.zip?dl=0 Sure, I'll test right now.. Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 1 minute ago, ProtoJeb21 said: @Galileo Congratulations on the first pre-release! How are the biomes for Icarus, Thalia, and Eta working? And are there other biomes I can work on? (Sorry for not doing any more biomes; Been really busy with school these past few weeks) i actually didnt use them just yet. i have to go back over them and fix some small gaps. i just didnt have time and i threw some quick ones together. yours were way better though. If you want just dl the prerelease and edit whatever ones you want. the ones poodmund did are perfect but anything inside of otho is fair game After testing those cfgs i no longer getting spammed with errors Link to comment Share on other sites More sharing options...
Duski Posted October 2, 2016 Share Posted October 2, 2016 12 minutes ago, Galileo said: yes! dont you go messing up my ssrss porn duski lol LOOL! XDD Don't worry i'll get some GPP porn Link to comment Share on other sites More sharing options...
Fobok Posted October 2, 2016 Share Posted October 2, 2016 11 minutes ago, Galileo said: @Fobok until he is done, will you check these fix mechjeb and ker? https://www.dropbox.com/s/xmjyabrikt1wpj5/MJ_KER Fix.zip?dl=0 Wth these updated configs, (and no other changes, just copied them over their original versions), I can't even get past the main menu. Kopernicus NRE's start immediately. There's also a few errors before the NRE spam, which I included here: [LOG 17:34:01.868] [Kopernicus]: texture does not exist! D:/Games/KSP Galilean Test/KSP_x64_Data/../GameData/GPP/Gael/PluginData/Gael_biome.png [EXC 17:34:20.005] Exception: "Kerbin" not found. Kopernicus.Configuration.Loader.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, Boolean getChilds) Kopernicus.Configuration.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, Boolean getChilds) Kopernicus.Injector.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) [LOG 17:34:20.007] AddonLoader: Instantiating addon 'Core' from assembly 'scatterer' [LOG 17:34:20.007] [Scatterer] Core instance created [LOG 17:34:20.013] [Scatterer] Detected Direct3D 9.0c [aticfx64.dll 8.17.10.1474] [LOG 17:34:20.013] AddonLoader: Instantiating addon 'renderTypeFixer' from assembly 'scatterer' [LOG 17:34:20.017] UIMasterController: HideUI [LOG 17:34:20.124] UIMasterController: HideUI [LOG 17:34:20.136] Agent: Found 18 agent mentality types [LOG 17:34:20.138] AgentList: 27 agents parsed and loaded. [LOG 17:34:20.140] [MFIManager] Current active VesselModule : ModularFI.ModularFlightIntegrator active=True order=0 [LOG 17:34:20.316] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 9s long [LOG 17:34:20.399] UIMasterController: HideUI [LOG 17:34:20.400] FF: EventObserver:: OnGameSceneLoadRequested: MAINMENU current=LOADING [LOG 17:34:20.401] FF: storing configuration in D:/Games/KSP Galilean Test/KSP_x64_Data/../GameData/FinalFrontier.dat [LOG 17:34:20.402] FF: storing window positions [LOG 17:34:20.402] FF: writing 5 window positions [WRN 17:34:20.404] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 17:34:21.051] AddonLoader: Instantiating addon 'DarkenSky' from assembly 'DistantObject' [LOG 17:34:21.051] AddonLoader: Instantiating addon 'SettingsGui' from assembly 'DistantObject' [LOG 17:34:21.052] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' [LOG 17:34:21.054] AddonLoader: Instantiating addon 'HyperEditModule' from assembly 'HyperEdit' [LOG 17:34:21.057] AddonLoader: Instantiating addon 'MFIManager' from assembly 'ModularFlightIntegrator' [LOG 17:34:21.058] AddonLoader: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus' [LOG 17:34:21.058] AddonLoader: Instantiating addon 'RuntimeUtility' from assembly 'Kopernicus' [LOG 17:34:21.064] AddonLoader: Instantiating addon 'StarLightSwitcher' from assembly 'Kopernicus' [LOG 17:34:21.066] AddonLoader: Instantiating addon 'InstallChecker' from assembly 'MechJeb2' [LOG 17:34:21.066] AddonLoader: Instantiating addon 'Core' from assembly 'scatterer' [LOG 17:34:21.067] [Scatterer] Core instance created [LOG 17:34:21.073] [Scatterer] Detected Direct3D 9.0c [aticfx64.dll 8.17.10.1474] [LOG 17:34:21.078] [Scatterer] Couldn't remove stock ocean for Gael [LOG 17:34:21.079] [Scatterer] Couldn't remove stock ocean for Tellumo [LOG 17:34:21.079] [Scatterer] Removed stock oceans [LOG 17:34:21.079] AddonLoader: Instantiating addon 'renderTypeFixer' from assembly 'scatterer' [LOG 17:34:21.081] UIMasterController: ShowUI [EXC 17:34:21.082] NullReferenceException: Object reference not set to an instance of an object Sun.SunlightEnabled (Boolean state) PSystemSetup.SetMainMenu () PSystemSetup.OnLevelWasLoaded (Int32 level) [LOG 17:34:21.468] [MFIManager] Current active VesselModule : ModularFI.ModularFlightIntegrator active=True order=0 [EXC 17:34:21.474] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.UpdateMenu () Kopernicus.RuntimeUtility.Start () [EXC 17:34:21.475] IndexOutOfRangeException: Array index is out of range. Kopernicus.Components.KopernicusStar.Start () [LOG 17:34:21.479] TextureConfig: Running Setup [LOG 17:34:21.479] TextureConfig: Loading... [LOG 17:34:21.481] PQSManagerClass: Running Setup [LOG 17:34:21.481] PQSManagerClass: Loading... [LOG 17:34:21.482] PQSManagerClass: StockVisualEnhancements/EVE/pqs/PQS_MANAGER [LOG 17:34:21.484] TerrainManager: Running Setup [LOG 17:34:21.485] TerrainManager: Loading... [LOG 17:34:21.485] CloudsManager: Running Setup [LOG 17:34:21.486] CloudsManager: Loading... [LOG 17:34:21.486] CloudsManager: StockVisualEnhancements/EVE/Atmosphere/GPPclouds/EVE_CLOUDS [LOG 17:34:21.487] CloudsManager: Cleaning Clouds! [LOG 17:34:21.488] CloudsManager: Unable to parse config node: OBJECT { name = Gael-Aurora body = Gael altitude = 8000 speed = 0,50,0 killBodyRotation = True detailSpeed = 1000,3000,0 settings { _DetailScale = 6 _Color = 255,255,255,325 _DetailDist = 1E-07 _UVNoiseTex = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1 _UVNoiseScale = 0.5 _UVNoiseStrength = 0.05 _UVNoiseAnimation = 0.05,0.02 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/AuroraDetail } } layer2D { macroCloudMaterial { } } } [LOG 17:34:21.490] EVEManager: Issue loading CloudsManager! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 [LOG 17:34:21.491] AtmosphereManager: Running Setup [LOG 17:34:21.491] AtmosphereManager: Loading... [LOG 17:34:21.492] AtmosphereManager: Cleaning Atmosphere! [LOG 17:34:21.493] [ModuleManager] Total loading Time = 38.952s [EXC 17:34:21.498] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.565] NullReferenceException: Object reference not set to an instance of an object Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) HighLogic+<FireLoadedEvent>c__Iterator50.MoveNext () [WRN 17:34:21.566] [ApplicationLauncher] Awake False [LOG 17:34:21.567] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [LOG 17:34:21.578] ScaleModList: listSize 41 maxListSize 0 [LOG 17:34:21.579] ScaleModList: listSize 41 maxListSize 0 [LOG 17:34:21.580] FF: using stock toolbar button [LOG 17:34:21.580] FF: creating stock toolbar button [LOG 17:34:21.581] ScaleModList: listSize 41 maxListSize 0 [WRN 17:34:21.582] [UiApp] Awake: MessageSystem [EXC 17:34:21.583] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.592] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.598] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [LOG 17:34:21.615] [UIApp] Adding MessageSystem to Application Launcher [LOG 17:34:21.616] [ApplicationLauncher] SetHidden: [EXC 17:34:21.617] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [LOG 17:34:21.631] [MessageSystem] OnAppInitialized [LOG 17:34:21.632] [MessageSystem] Reposition 0.06170193 6553 [EXC 17:34:21.633] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.648] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.665] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.682] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () Link to comment Share on other sites More sharing options...
Galileo Posted October 2, 2016 Author Share Posted October 2, 2016 (edited) @Fobok ok one more time i forgot to give you the texture https://www.dropbox.com/s/xmjyabrikt1wpj5/MJ_KER FIX.zip?dl=0 Edited October 2, 2016 by Galileo Link to comment Share on other sites More sharing options...
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