Jump to content

[KSP >= 1.3.0] TweakScale - Under Lisias' Management - 2.4.8.8 - 2024-1117


Lisias

Recommended Posts

Posted (edited)
12 minutes ago, Trollkowski said:

Gotcha, so its most likely another mod interfering? Heres my KSP.logĀ  file if you would like to take a peek! :D

Not exactly - I just didn't gave any attention to Robotics yet. Without fully understanding what in hell KSP was doing to TweakScale under the bonnet (what I only grasped in the last weeks, check this if you like gory details), there were no point on expanding my surface for "attacks" adding support to Robotics that are already brittle by themselves.

Of course, there're "alternatives" to fix the problem directly - but the ones I'm aware are not EULA neither Forum's rules compliant. So I'm reluctant to doing what they do. My Country's legislation even forbids me from doing it without permission.

I'm checking your KSP.log right now. Stay tuned.

=== == = POST EDIT = == ==

Ahh!! Now I understood! You are using the Beta Branch! :)

Scale v2.5.0.62
...
[LOG 13:55:05.139] [TweakScale] Version 2.5.0.62 /L BETA

Wait a few hours, I'm finalizing the (toilet) paper treadmill and publishing 2.5.0.63 before (my) midnight. There's a good chance that whatever I did to finally avoiding being thrown under the bus by Editor will also help to fix your specific issue.

But don't hold your breath on it yet - Robotics are Experimental at this point yet. If it will get fixed, it will be by plain "luck".

Edited by Lisias
POST EDIT
Link to comment
Share on other sites

32 minutes ago, Lisias said:

Not exactly - I just didn't gave any attention to Robotics yet. Without fully understanding what in hell KSP was doing to TweakScale under the bonnet (what I only grasped in the last weeks, check this if you like gory details), there were no point on expanding my surface for "attacks" adding support to Robotics that are already brittle by themselves.

Of course, there're "alternatives" to fix the problem directly - but the ones I'm aware are not EULA neither Forum's rules compliant. So I'm reluctant to doing what they do. My Country's legislation even forbids me from doing it without permission.

I'm checking your KSP.log right now. Stay tuned.

=== == = POST EDIT = == ==

Ahh!! Now I understood! You are using the Beta Branch! :)

Scale v2.5.0.62
...
[LOG 13:55:05.139] [TweakScale] Version 2.5.0.62 /L BETA

Wait a few hours, I'm finalizing the (toilet) paper treadmill and publishing 2.5.0.63 before (my) midnight. There's a good chance that whatever I did to finally avoiding being thrown under the bus by Editor will also help to fix your specific issue.

But don't hold your breath on it yet - Robotics are Experimental at this point yet. If it will get fixed, it will be by plain "luck".

Thank you Lisias! I will give it a try once it is released!

Link to comment
Share on other sites

2 hours ago, Trollkowski said:

Thank you Lisias! I will give it a try once it is released!

This is not going to happen before today's midnight. I just found a regression that I need to tack it down. Worst, the whole process got screwed on previous KSP versions, what's a serious hint that I'm doing the thing wrongly.

KSP's quirks were being introduced gradually over the time. If you do something that kinda works on an newer one, but not on the older, it's a serious hint that you are doing it on the wrong place and, so, by insisting on it it means that you are going to screw someone else that expects things to happen in a certain way since forever.

What's puzzling me, however, is that I'm failing now on things that I had documented is was working fine some days ago (in special, this specific use case). I'm trying to figure out what happened in two days, since the code is essentially still the same - perhaps I had an old version of something lingering around that fooled me on the testings?

In a way or another, I'm still working on it.

Link to comment
Share on other sites

One thing ive noticed by the way that might be helpful for when you do figure out how to scale robotics is that they seem to get wobblier as their mass decreases. Might just be my installation but, when trying to adjust the mass of the rotors through the configs for example they get more wobbly the lower of a value i put in. So perhaps keeping the same weight/mass as they scale might be something to look into

Link to comment
Share on other sites

14 hours ago, Trollkowski said:

One thing ive noticed by the way that might be helpful for when you do figure out how to scale robotics is that they seem to get wobblier as their mass decreases. Might just be my installation but, when trying to adjust the mass of the rotors through the configs for example they get more wobbly the lower of a value i put in. So perhaps keeping the same weight/mass as they scale might be something to look into

You see... One of the many problems plaguing KSPĀ¹ lately may be the root cause of this.

Check the history here:

Once I managed to correct the last standing bug on that !#$!#@#$@!!# problem of being overrulled all the time by Editor (I managed to get everything tight, less the Cloning of parts - heck, I just can't see from where and how my values are being written over on this one), I suggest trying KSP 1.7.3 to see if the Robotics gets more stable. Or less unstable...

Link to comment
Share on other sites

On 5/15/2024 at 3:29 PM, Trollkowski said:

Hi! Im experiencing an issue with rescaling breaking ground robotics, when I do they appear fine at first but after launching the craft and going back to the sph the nodes are floating way in the distance and after launching the cylinders/hinges and whatnot still have the same range of motion making the whole thing look very weird

Hi, @Trollkowski!

I just fixed a weird misbehaviour on KSP-Recall that, perhaps, may be related to the problem you reported. Kraken knows it "fixed" a problem I'm having the whole week on TweakScale, and ended up chasing my own tail because the problem wasn't on TweakScale...

Well, give it a try - I just updated all the Distribution Channels.

Ā 

Link to comment
Share on other sites

Posted (edited)

NOTAM

TweakScale 2.4.8.0, with a lot of important regressions fixed, is almost out of the oven.

I originally planned to publish it today, but this dawn I had finally diagnosed something on KSP-Recall, and it made me wonder if would not be a better idea to further test the damned thing again and see if I don't find anything new now that I know where to look.

I have mixed feeling about this one - on a hand, it's something I could had done slightly better, but on the other hand such a subtle but critical change on how things behave on the game (like having the PartModule enabled during Merge, when it wasn't before) should had been listed on the release notes for sure.

I wish I could had detected this way earlier, this appears to explain some pretty interesting misbehaviours in the past that I tackled down by brute force - what worked at that time, but aged pretty badly.

In a way or another, a lot of pesky glitches and misbehaviours that are plaguing TweakScale since 2.4.7.2 were identified, fixed, and are currently under heavy testing.

Scale safe!!!

Edited by Lisias
This time was the autocomplete, I swear!!
Link to comment
Share on other sites

Posted (edited)

ANNOUNCE

ReleaseĀ 2.4.8.0 is available for downloading, with the following changes:

  • This release finally solves some long standing problems caused by Editor when handling ModulePartVariant that I only managed to diagnose recently, see issues #307 and #314 et all for the full history for this one.
  • I hope that, finally, the 2.4.8.x series will put an end point on the legacy branch. I plan to do only minor adjustments (if needed) on the legacy from now on.
    • If I manage to do everything right (this time), the already legendary 2.5 series will be bought into the mainstream Soonā„¢.
  • ATTENTION: You need to update KSP-Recall to 0.5.0.1 at least.
  • Closes Issues:
    • #325 Cope with net-lisias-ksp/KSP-Recall#73
    • #312 Write an internal Self Check Mechanism
    • #307 Attachment Points are not being scaled (or being reset) after changing the Variant
    • #283 New screw up from KSP 1.11.0 Editor was revealed by the 2.4.6.20 release

A major screw up (I can't say this one is mine) was (finally) detected and fixed. And this one was the worst I ever faced around here.

When I diagnosed yet another misbehaviour on Editor on KSP-Recall (again!), I finally understood what in hell had changed so badly on KSP 1.9.0 that royally screwed me up on a lot of things, not only on TweakScaleā„¢ (besides TweakScaleā„¢ being be most visible victim). In a nutshell, a important detail of the (at that time) established PartModule's life cycle changed: the MonoBehaviour's enabled attribute when you are merging crafts - and this essentially changed how things are initialized.

When the enable thing is true, some MonoBehaviours callbacks are active, like Update and FixedUpdate. When it's false, these callbacks are left dormant. This way you can save some cycles by no calling these PartModule's callbacks that are not significant at the current moment.

And TweakScaleā„¢ makes a smart use of the Update to control an internal Finite State Machine that is responsible to handling the internal changes on the remaining Part's PartModules since some can't be changed on the spot for a reason or another (like the PartModules being initialized by alphabetical order, and anything after TweakScaleā„¢ wasn't initialized yet when it is being).

However, since sometimes the enabled is false during the initialization (like when taking a subassembly from the Part Manager), and sometimes it's true (when loading it from a file or after attaching the part into the craft), I had, obviously, to split the initialization process in phases and selectively call (or not) some subphases accordingly - not to mention that I don't need to worry about some details when the damned thingy is disabled (and this was what triggered the problem on KSP-Recall when a method mysteriously was being called twice when merging crafts, doubling it's internal data structure's sizes).

This explains so many things (and not only on TweakScaleā„¢, damnit!). Currently I'm on the process of reviewing all my add'ons (like the Companions, as some also make use of an FSM on the Update). This is going to take a bit of time due, obviously, Real LifeĀ® issues.

I spent the (not exactly abundant) free time last days toying with TS on KSP 1.12.5 (somewhat uncomfortable, I'm still playing on 1.7.3 - and, frankly, all this stunt left me with a bad taste in the mouth), merging monstrous crafts, probing the Sub Assemblies, autoscaling large portions of the craft (with parts with and without Variants) and sometimes flying (or trying to) the contraptions in Flight mode to see if something blows up. Until this moment, things are working - but I can't say I thoroughly tested the whole thing, it's a huge amount of Use Cases and I, obviously, prioritize the ones being directly affect by the problem. I didn't resurrected any older issue, my older savegames were loaded without flaws - so no harm will be done by updating this. Hopefully - being the reason I will publish this thing gradually, just in case.

TweakScaleā„¢ 2.4.8.0 is still the legacy code branch with the ugly gambiarras (I just adapted them to this new discovery), but at least it's working fine until this moment. But in a way or another, I really expect this one to be the last of the 2.4 series (again). Other then some mishaps that I probably let pass trough, I really intent to finish the 2.4 series with 2.4.8.x .

My intentions will be to finish 2.5 ASAP, now that I had tackled down this last show stopper, and then finally proceed with the Companionsā„¢ that not only are kinda abandoned at this moment, but some are in need to be refactored to take better advantage of the new 2.5 features (what will solve a lot of glitches - without monkey patching the target PartModules, by Turing's Sake!)

Scale safe!!!
(and keep launching)

KeepWalking.jpg

Thing are slow, but still ongoing. Keep scaling walking.

Know Issues

  • There's a long standing issue on TweakScaleā„¢ about scalingĀ ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScaleā„¢, and it will only be really fixed on TweakScaleā„¢ 2.5 (when this thing goes gold)
    • The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall.
      • For SmokeScreen, you need:
        • SmokeScreenĀ itself.
        • Real PlumesĀ (to enable SmokeScreen on Stock parts)
          • Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes.
      • For Waterfall, you need:
        • WaterfallĀ itself.
        • StockWaterfallEffectsĀ (to enable SmokeScreen on Stock parts)
          • Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects.
    • See IssueĀ #27

Disclaimer

By last, but not the least...

Spoiler

No Module Manager, EULA or Forum Publishing Guidelines were harmed during the development of TweakScaleā„¢.

But a priest may had...

Ā 

This Release will be published using the following Schedule:

  • GitHub, reaching first manual installers and users of KSP-AVC. Right now.
  • CurseForge. Right Now.
  • SpaceDock. Right Now.

As I already had screwed the pooch badly, it's wise to gradually publish the thing and over watch how things develop.

Edited by Lisias
All your Distributions Channels are belong to us.
Link to comment
Share on other sites

Posted (edited)
25 minutes ago, Joose said:

TweakScale found 2 **FATAL** issue(s) on my KSP installment.

Heres the log:Ā https://drive.google.com/file/d/1GN3v0CfdJ10jBPfhvnod5S-pZArDd8eW/view?usp=sharing

I know its two Modular Rocket System parts but I'm not sure why its duplicating

Checking it.

For starters, please, please, pretty please, update KSP-Recall to 0.5.0.1. I works around a very important idiossyncrasy that started to happen on Editor on KSP 1.9.0 (uh? me, late?). Really, it fix an issue related to Attachment Nodes when merging crafts (i.e., you load a craft, then you load another one but clicking on "Merge" instead of "Load").

About the issues, I think you are using an older version of the ModularRocketSystems. The one currently on SpaceDock is this one:

https://github.com/zer0Kerbal/ModularRocketSystems/tree/master/GameData/NecroBones/ModularRocketSystems

And the TweakScale patches are on a directory called Compatibility, while on yours is on aĀ  Patches one.

Just to be sure: I checked the following repositories:

And I could not find the faulty patches on:

  • NecroBones/ModularRocketSystems/Patches/MRS_HotRockets.cfg
  • NecroBones/ModularRocketSystems/Patches/TweakScale.cfg

That are the sources of your headaches - again, because there's no Patches directory on these repositories.

I think you should update MRS (too - please, please update KSP-Recall). If by some reason you are unable, I think that removing the file NecroBones/ModularRocketSystems/Patches/MRS_HotRockets.cfg may fix this issue, but I'm unsure if this would not screw something else - as I didn't found this file for inspection on the web.

When updating, please completely remove all files from the previous version(s).

Cheers!

Edited by Lisias
Missing link.
Link to comment
Share on other sites

18 minutes ago, Lisias said:

For starters, please, please, pretty please, update KSP-Recall to 0.5.0.1. I works around a very important idiossyncrasy that started to happen on Editor on KSP 1.9.0 (uh? me, late?). Really, it fix an issue related to Attachment Nodes when merging crafts (i.e., you load a craft, then you load another one but clicking on "Merge" instead of "Load").

CKAN tells me it is 0.5.0.1. I just removed all my mods yesterday to start a fresh game so I'm not sure why I would have any outdated mods, unless I shouldn't be using CKAN?

Manually installing MRS seems to have fixed the issue, I think CKAN does not have the updated version

Link to comment
Share on other sites

Posted (edited)
39 minutes ago, Joose said:

CKAN tells me it is 0.5.0.1. I just removed all my mods yesterday to start a fresh game so I'm not sure why I would have any outdated mods, unless I shouldn't be using CKAN?

No, CKAN takes the ZIP file from SpaceDock, and I had updated it with the last compilation. This one appears to be on me: I almost surely forgot to update an internal datum while building the thing - it was early Sunday, and I was already tired. :blush:

Ā 

39 minutes ago, Joose said:

Manually installing MRS seems to have fixed the issue, I think CKAN does not have the updated version

So you are good to go! Cheers

(I will check the KSP-Recall and update it if needed, thank you for the warning!)

Ā 

--- -- - POST EDIT - -- ---

Confirmed, I forgot to update the versioning. I'm issuing a new KSP-Recall release, fixed, to prevent further misunderstandings like this one!

Thanks again!

--- -- - POST POST EDIT - -- ---

Done! KSP-Recall 0.5.0.2 was published!

Edited by Lisias
Sleepy developers should do more sleeping and less releases.
Link to comment
Share on other sites

Posted (edited)

ANNOUNCE

ReleaseĀ 2.4.8.2 is available for downloading, with the following changes:

  • Detected and fixed a borderline situation in which theĀ IPartCostModifierĀ from the TweakScaleā€™sĀ PartModulewas being calledĀ beforeĀ theĀ OnLoadĀ while merging a craft with scaled cockpit - unsure if the cockpit made any difference, but whatever.
    • Iā€™m shooting first and making questions later - I will left a proper diagnose to be tackled down on the Beta 2.5.

I let this one pass trough, I found this one by accident while trying to play (really play!) KSP 1.12.5 to see if I get any emotional attachment from it (I'm still playing 1.7.3, as it still have the best cost/benefit - i.e. bug/feature - ratio for me).

As one can see, I was not too happy with the endevour, but at least I managed to find a bug and fix (or work around) it quickly! :D

This wasn't really bad, saving and loading the craft solved the issue, but... Hell, I'm the author of this damned thing and I got liquided off (as I had the expectation of having these pesky bugs tackled down by this time), what to say about the users?

So I hushed this quick release with the thing fixed. KSP players deserve (and given recent news, need) a proper KSP gaming session on this week end!!** (And if I find anything new, I will do it again on the spot)

Scale safe!!!
(and keep launching)

KeepWalking.jpg

Thing are slow, but still ongoing. Keep scaling walking.

** In which I didn't exactly succeeded. See 2.4.8.3 below. ;.;

Known Issues

  • There's a long standing issue on TweakScaleā„¢ about scalingĀ ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScaleā„¢, and it will only be really fixed on TweakScaleā„¢ 2.5 (when this thing goes gold)
    • The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall.
      • For SmokeScreen, you need:
        • SmokeScreenĀ itself.
        • Real PlumesĀ (to enable SmokeScreen on Stock parts)
          • Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes.
      • For Waterfall, you need:
        • WaterfallĀ itself.
        • StockWaterfallEffectsĀ (to enable SmokeScreen on Stock parts)
          • Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects.
    • See IssueĀ #27

Disclaimer

By last, but not the least...

Spoiler

No Module Manager, EULA or Forum Publishing Guidelines were harmed during the development of TweakScaleā„¢.

But a priest may had...

Ā 

This Release will be published using the following Schedule:

  • GitHub, reaching first manual installers and users of KSP-AVC. Right now.
  • CurseForge. Right Now.
  • SpaceDock. Right Now.

Being essentially a hot fix for a Not So Seriousā„¢ bug, I hushed the thing into everything at once.

Edited by Lisias
All your Distributions Channels are belong to us.
Link to comment
Share on other sites

Posted (edited)

ANNOUNCE

ReleaseĀ 2.4.8.3 is available for downloading, with the following changes:

  • Fixes a (yet another :P) major screwup of mine, this one while handling systems withoutĀ ModuleManagerWatchDogĀ installed - exactly the situation theĀ TweakScale.WatchDogĀ was born to handle on 2.4.8.0ā€¦
    • Yep, sometimes Iā€™m just overwhelmed by Real LifeĀ©ā€¦
  • Reworks Issues:
    • #312Ā Write an internal Self Check Mechanism

I let another one pass trough. This one had bit users that decided to not use MMWD, my apologies. I hope they would come back one day.

Again, any further mishaps detected will be fixed and published ASAP this weekend.

DON'T PANIC
and
CARRY A TOWEL!

Spoiler

towelday-1-740x776.png

Happy Towel Day!!!
(and keep launching)

KeepWalkingTowelDay.jpg

Thing are slow, but still ongoing. Keep scaling walking.

Known Issues

  • There's a long standing issue on TweakScaleā„¢ about scalingĀ ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScaleā„¢, and it will only be really fixed on TweakScaleā„¢ 2.5 (when this thing goes gold)
    • The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall.
      • For SmokeScreen, you need:
        • SmokeScreenĀ itself.
        • Real PlumesĀ (to enable SmokeScreen on Stock parts)
          • Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes.
      • For Waterfall, you need:
        • WaterfallĀ itself.
        • StockWaterfallEffectsĀ (to enable SmokeScreen on Stock parts)
          • Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects.
    • See IssueĀ #27

Disclaimer

By last, but not the least...

Spoiler

No Module Manager, EULA or Forum Publishing Guidelines were harmed during the development of TweakScaleā„¢.

But a priest may had...

Ā 

This Release will be published using the following Schedule:

  • GitHub, reaching first manual installers and users of KSP-AVC. Right now.
  • CurseForge. Right Now.
  • SpaceDock. Right Now.

Being essentially a (yet another) hot fix for a Not So Seriousā„¢ bug, I hushed the thing into everything at once.

Edited by Lisias
Missing image
Link to comment
Share on other sites

  • 3 weeks later...

@Lisias

Facing a problem here.

Upon Load, KSP keeps telling me that I have multiple different 999_Ksp_Redist files but I only have one, and I've checked.

Is this a known issue? I just updated my Tweakscale to the latest version.

Link to comment
Share on other sites

6 minutes ago, CollectingSP said:

@Lisias

Facing a problem here.

Upon Load, KSP keeps telling me that I have multiple different 999_Ksp_Redist files but I only have one, and I've checked.

Is this a known issue? I just updated my Tweakscale to the latest version.

Send me the KSP.log - whatever is happening, it's being logged and I will be able to detect by digging on it.

Link to comment
Share on other sites

1 minute ago, CollectingSP said:

Found it!

[LOG 20:17:28.671] Load(Assembly): MagicSmokeIndustries/Plugins/Scale_Redist
[LOG 20:17:28.671] AssemblyLoader: Loading assembly at C:\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins\Scale_Redist.dll

You have an old copy of Infernal Robotics, apparently, from the times it was safe (besides still undesirable) to have multiple copies of an Assembly in memory.

Delete C:\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins\Scale_Redist.dll and you will be fine.

Link to comment
Share on other sites

1 minute ago, Lisias said:

Found it!

[LOG 20:17:28.671] Load(Assembly): MagicSmokeIndustries/Plugins/Scale_Redist
[LOG 20:17:28.671] AssemblyLoader: Loading assembly at C:\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins\Scale_Redist.dll

You have an old copy of Infernal Robotics, apparently, from the times it was safe (besides still undesirable) to have multiple copies of an Assembly in memory.

Delete C:\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins\Scale_Redist.dll and you will be fine.

Thank you so much!

Edited by CollectingSP
Link to comment
Share on other sites

  • 3 weeks later...
Posted (edited)
37 minutes ago, MixelFan95 said:

Nope. It's something you forgot to do! :)

You have Kopernicus installed, and it needs a thingy called Harmony2 to work properly.

Make sure you are using the latest version, available on this page (here on Forum)

And then install Harmony2. You will find it here: https://github.com/KSPModdingLibs/HarmonyKSP/releases

I noticed Parallax, and it needs a lot of things, and I didn't checked if you installed them. You will find the complete install instructions here (also here on Forum), I copied and pasted it on the spoiler for convenience:

Spoiler

Installation

Instructions for installing Parallax and its scatters:

  1. Download Parallax, Parallax_StockTextures and Parallax_ScatterTextures from the GitHub release page.
  2. Download and install Kopernicus. Minimum version release 139 or later.
  3. Open the Parallax zip and move the Parallax Folder to GameData.
  4. Open the Parallax_StockTextures zip and move the Parallax_StockTextures folder to GameData.
  5. Open the Parallax_ScatterTextures.zip and move the Parallax_StockTextures folder to GameData, merging it with the existing folder.Ā Yes, they are named the same. This is intentional. Do not miss this step.
  6. Launch the game, and set your terrain quality to High. Set your terrain shader quality to High or Ultra. Ultra will enable tessellation.

Cheers!

Edited by Lisias
Better phrasing.
Link to comment
Share on other sites

39 minutes ago, Lisias said:

Nope. It's something you forgot to do! :)

You have Kopernicus installed, and it needs a thingy called Harmony2 to work properly.

Make sure you are using the latest version, available on this page (here on Forum)

And then install Harmony2. You will find it here: https://github.com/KSPModdingLibs/HarmonyKSP/releases

I noticed Parallax, and it needs a lot of things, and I didn't checked if you installed them. You will find the complete install instructions here (also here on Forum), I copied and pasted it on the spoiler for convenience:

Ā  Hide contents

Installation

Instructions for installing Parallax and its scatters:

  1. Download Parallax, Parallax_StockTextures and Parallax_ScatterTextures from the GitHub release page.
  2. Download and install Kopernicus. Minimum version release 139 or later.
  3. Open the Parallax zip and move the Parallax Folder to GameData.
  4. Open the Parallax_StockTextures zip and move the Parallax_StockTextures folder to GameData.
  5. Open the Parallax_ScatterTextures.zip and move the Parallax_StockTextures folder to GameData, merging it with the existing folder.Ā Yes, they are named the same. This is intentional. Do not miss this step.
  6. Launch the game, and set your terrain quality to High. Set your terrain shader quality to High or Ultra. Ultra will enable tessellation.

Cheers!

It worked and All of that but, I got these Stupid Errors.Ā 

"2 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

6 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

8 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

15 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

2 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

2 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER305LqdHydrogen.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER310LqdMethane.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER315Hydrazine.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER505LqdOxygen.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER510HTP.cfg"

2 minutes ago, MixelFan95 said:

It worked and All of that but, I got these Stupid Errors.Ā 

"2 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

6 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

8 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

15 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

2 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

2 Errors related to GameData/InterstellarFuelSwitch/Patches/IFSISTGmodular.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER305LqdHydrogen.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER310LqdMethane.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER315Hydrazine.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER505LqdOxygen.cfg

5 Errors related Gamedata/InterstellarFuelSwitch/PatchManager/ActiveMMPatches/IFSWRAPPER510HTP.cfg"

and it got Stuck at loading for "WarpPlugin/Parts/Radiators/ActiveCoolingSystem/activeCoolingSystemv3".

Link to comment
Share on other sites

Posted (edited)
6 hours ago, MixelFan95 said:

It worked and All of that but, I got these Stupid Errors.Ā 

<..>

and it got Stuck at loading for "WarpPlugin/Parts/Radiators/ActiveCoolingSystem/activeCoolingSystemv3".

I need your full KSP.log in order to see who is borking the WarpPlugin.

You will find instructions about how to locate it here on the spoiler, also copied & pasted below for convenience:

Spoiler

Please provide:

  • A concise, textual description of the problem
    • Mentioning the KSP version and the TweakScale version involved
  • A screenshot of the problem
  • WhenĀ applicable, the .craft file with a vessel that have the problem
  • When asked, the KSP.log and output_txt log from Unity.
    • See this article for instructions.
    • The Player.log changed location:
      • On MacOS
        • For KSP < 1.8, they are onĀ ~/Library/Logs/Unity
        • On KSP >=1.8, you will find the Player.log on ~/Library/Logs/Squad/KSP/
      • On Windows
        • On KSP >=1.8, you will find the Player.log onĀ C:\Users\<USERNAME>\AppData\LocalLow\Squad\KSP\
      • On Linux
        • On KSP >=1.8, you will find the Player.log onĀ ~/.config/unity3d/Squad/KSP/
    • Publish the files on DropBox, Google Drive or similar, and post the link so we can inspect it.
      • DO NOTĀ paste the log on Forum, this causes a lot of problems and it's useless, as Forum also truncate the file
        • It's ok to paste small excerpts to pinpoint something, but we still need theĀ fullĀ KSP.log and Player.log in order to help you/
      • Do not use pastebin, gist or similars. They have a pretty small cap on the file size, and will truncate the log rendering yet more useless
    • Imgur is a good choice for publishing screenshots when needed.

Be sure to quit KSP before copyong the KSP.log, otherwise we risk losing information due the internal file buffers (technical thingy, it's a way to make writing files faster by consolidating lots of small writes into a big one).

Using the Issue Tracker is highly encouraged, as GitHub provides services that make everything above easier. You can open an issue there, and call me here pinpointing there to be sure to get my attention.

Thank you.

Cheers.

Edited by Lisias
Missing bits of information
Link to comment
Share on other sites

23 minutes ago, Lisias said:

I need your full KSP.log in order to see who is borking the WarpPlugin.

You will find instructions about how to locate it here on the spoiler, also copied & pasted below for convenience:

Ā  Hide contents

Please provide:

  • A concise, textual description of the problem
    • Mentioning the KSP version and the TweakScale version involved
  • A screenshot of the problem
  • WhenĀ applicable, the .craft file with a vessel that have the problem
  • When asked, the KSP.log and output_txt log from Unity.
    • See this article for instructions.
    • The Player.log changed location:
      • On MacOS
        • For KSP < 1.8, they are onĀ ~/Library/Logs/Unity
        • On KSP >=1.8, you will find the Player.log on ~/Library/Logs/Squad/KSP/
      • On Windows
        • On KSP >=1.8, you will find the Player.log onĀ C:\Users\<USERNAME>\AppData\LocalLow\Squad\KSP\
      • On Linux
        • On KSP >=1.8, you will find the Player.log onĀ ~/.config/unity3d/Squad/KSP/
    • Publish the files on DropBox, Google Drive or similar, and post the link so we can inspect it.
      • DO NOTĀ paste the log on Forum, this causes a lot of problems and it's useless, as Forum also truncate the file
        • It's ok to paste small excerpts to pinpoint something, but we still need theĀ fullĀ KSP.log and Player.log in order to help you/
      • Do not use pastebin, gist or similars. They have a pretty small cap on the file size, and will truncate the log rendering yet more useless
    • Imgur is a good choice for publishing screenshots when needed.

Be sure to quit KSP before copyong the KSP.log, otherwise we risk losing information due the internal file buffers (technical thingy, it's a way to make writing files faster by consolidating lots of small writes into a big one).

Using the Issue Tracker is highly encouraged, as GitHub provides services that make everything above easier. You can open an issue there, and call me here pinpointing there to be sure to get my attention.

Thank you.

Cheers.

Okay, Here's the Log.Ā https://www.dropbox.com/scl/fi/tyn8so4918zyyv330sbyw/KSP.log?rlkey=ioh0dgbffn4r6qbm435iinh2b&st=8i4lxtmf&dl=0

Link to comment
Share on other sites

Posted (edited)
6 hours ago, MixelFan95 said:

There's a lot of missing RESOURCEs from KSPI, but if I understood it correctly, you just want the Interstellar Fuel Switch and the WarpPlugin, I'm right?

I'm reproducing your setup here and seeing what's wrong - I don't think you did something wrong, I think we are dealing with some undocumented dependencies.

Stay tuned, I will edit this post as soon as I have some answers.

--- POST EDIT ---

@MixelFan95

Well... It's something you didn't installed. :) But, granted, there're no instructions about how to install only what you want from that packages.

From Kopernicus, you forgot to install ModularFlightIntegrator.

You want to use Interstellar Fuel Switch, right? So please download the latest version from SpaceDock here (assuming you didn't did it already) then copy the following directories to your GameData:

  • CommunityResourcePack
  • CommunityTechTree
  • InterstellarFuelSwitch

DO NOT copy ModuleManagerWatchDog, TweakScale, neither the others DLLs not inside a directory - they are outdated. I didn't copied PatchManager neither.

To get the newest copy of Warp Plugin, download the latest KSPIE, also from SpaceDock, here (assuming you didn't did it already), then copy only the directory WarpPlugin (assuming, again, you didn't did it already), as well the DLL Interstellar_Redist.dll .

By doing that, I got a KSP installment similar to yours (except by Parallax, my rig doesn't withhold it) without perceptible issues:

Folders and files in GameData:
000_Harmony
000_KSPe
999_KSP-Recall
CommunityResourcePack				<-- Here! Note this directory!
CommunityTechTree				<-- Here! Note this directory!
InterstellarFuelSwitch
Kopernicus
ModularFlightIntegrator				<-- Here! Note this directory!
ModularManagement
ModuleManager
ModuleManagerWatchDog
Stock folder: Squad

Stock folder: SquadExpansion

TweakScale
TweakScaleCompanion
WarpPlugin
__LOCAL
Stock file: .DS_Store

000_KSPe.dll
001_KSPe.dll
666_ModuleManagerWatchDog.dll
999_Scale_Redist.dll
Interstellar_Redist.dll			<-- Here! Note this file!
ModuleManager.4.2.3.dll
ModuleManager.ConfigCache
ModuleManager.ConfigSHA
ModuleManager.Physics
ModuleManager.TechTree
[LOG 04:22:45.677] Done patching
[LOG 04:22:45.677] Saving Cache		<-- HERE! MM only saves the cache when everything if fine with the patching!
[LOG 04:22:59.214] Done!

And, since we are here, how about giving WarpDrive a chance? It looks promising.

Edited by Lisias
POST EDIT
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...