futrtrubl Posted June 2, 2014 Share Posted June 2, 2014 (edited) I installed this and for the core module it shows a Food and Water quantity of "NaN". This in turn makes MechJeb report the craft mass as NaN, and any other stats that depend on the craft mass (e.g. TWR).I think it's because you have resources where maxQuantity = 0 and it's dividing be zero, but I'm not entirely sure.Yup maxQuantity = 0 is the culprit. They put it in there so that TAC doesn't add certain resources to some habitable parts, but it isn't a good solution. They need to either put in a very small max amount (emergency supplies if they have to seal themselves in) or use :AFTER[TacLifeSupport] and remove those resource defs.Edward Edited June 2, 2014 by futrtrubl Link to comment Share on other sites More sharing options...
DPooly Posted June 2, 2014 Share Posted June 2, 2014 So, the following is a screen cap of my gamedata folder. As far as I know, I have followed everything correctly. I have all the dependencies. I start KSP, the loading bar loads as normal. However, when it is full, it crashes to desktop. Link to comment Share on other sites More sharing options...
wasmic Posted June 2, 2014 Share Posted June 2, 2014 So, the following is a screen cap of my gamedata folder. As far as I know, I have followed everything correctly. I have all the dependencies. I start KSP, the loading bar loads as normal. However, when it is full, it crashes to desktop. http://i62.tinypic.com/2n6x6xw.pngInstall BoulderCo active texture management, either aggressive or basic version. Find it here. Link to comment Share on other sites More sharing options...
softweir Posted June 2, 2014 Share Posted June 2, 2014 Install BoulderCo active texture management, either aggressive or basic version. Find it here.To explain: crashing to desktop is a symptom of running out of memory, commonly caused by having too many mods with too many textures. If Active Texture Management fixes the problem, then all well and good.If, however, it doesn't fix the crash then come back for more advice.Good luck! Link to comment Share on other sites More sharing options...
sumghai Posted June 3, 2014 Author Share Posted June 3, 2014 So, the following is a screen cap of my gamedata folder. As far as I know, I have followed everything correctly. I have all the dependencies. I start KSP, the loading bar loads as normal. However, when it is full, it crashes to desktop. http://i62.tinypic.com/2n6x6xw.pngInstall BoulderCo active texture management, either aggressive or basic version. Find it here.To explain: crashing to desktop is a symptom of running out of memory, commonly caused by having too many mods with too many textures. If Active Texture Management fixes the problem, then all well and good.If, however, it doesn't fix the crash then come back for more advice.Good luck!Active Texture Management is highly recommended if you don't have a lot of RAM and wish to run large numbers of add-ons.Could you also please post your error logs? Link to comment Share on other sites More sharing options...
DPooly Posted June 3, 2014 Share Posted June 3, 2014 Install BoulderCo active texture management, either aggressive or basic version. Find it here.It worked! No crashes, runs nice and smooth again. AND, I have all of the nice and shiny FusTek parts. Yay! You're awesome. (Not sure how to add multiple quotes)SumghaiI have 12GB RAM, 2GB dedicated graphics. Also, not sure how to attach the error log files. Link to comment Share on other sites More sharing options...
OOZ662 Posted June 3, 2014 Share Posted June 3, 2014 I have 12GB RAMKSP is a 32bit (apparently large address aware) application and thus tops out at 4gb usable RAM space. Link to comment Share on other sites More sharing options...
sumghai Posted June 3, 2014 Author Share Posted June 3, 2014 Glad to hear that things are working again, DPooly! Those logs aren't necessary now. Also, bear in mind that KSP can only use a maximum of 3.5GB of RAM. Link to comment Share on other sites More sharing options...
edemlama Posted June 3, 2014 Share Posted June 3, 2014 hello everyone, is there a texture reduction pack for this mod? Link to comment Share on other sites More sharing options...
sumghai Posted June 3, 2014 Author Share Posted June 3, 2014 hello everyone, is there a texture reduction pack for this mod?Short answer: No.Long answer: Many parts already share bits from a common texture set, so there are already significant memory savings.Depending on your computer's specs and/or number of add-ons you have installed, it is recommended that you get Active Texture Management to automatically reduce textures for all part-based add-ons. Link to comment Share on other sites More sharing options...
Starwaster Posted June 3, 2014 Share Posted June 3, 2014 (Not sure how to add multiple quotes)under the person's message you want to quote is dialogue balloon thing with a + next to it.. far right, underneath.click that for everyone you want to quote.After you do the last person that way then click 'Reply With Quote' Link to comment Share on other sites More sharing options...
softweir Posted June 3, 2014 Share Posted June 3, 2014 ...After you do the last person that way then click 'Reply With Quote'Or, indeed, "Reply to Thread" at the bottom of the page. Link to comment Share on other sites More sharing options...
edemlama Posted June 3, 2014 Share Posted June 3, 2014 Short answer: No.Long answer: Many parts already share bits from a common texture set, so there are already significant memory savings.Depending on your computer's specs and/or number of add-ons you have installed, it is recommended that you get Active Texture Management to automatically reduce textures for all part-based add-ons.thanks, I'm going to try it out now Link to comment Share on other sites More sharing options...
wasmic Posted June 3, 2014 Share Posted June 3, 2014 Hey Sumghai, now that SpacePort is down and Fusty's old stuff is gone, how about making a truss section? Possibly with a crew tunnel for use with CLS. Link to comment Share on other sites More sharing options...
sumghai Posted June 3, 2014 Author Share Posted June 3, 2014 Hey Sumghai, now that SpacePort is down and Fusty's old stuff is gone, how about making a truss section? Possibly with a crew tunnel for use with CLS.I've been musing about an ISS-like truss system for some time, consisting of procedural segments for use in the VAB/SPH and docking strut-like segments for EVA construction.That'll have to wait until V1.0, however. Link to comment Share on other sites More sharing options...
Starwaster Posted June 4, 2014 Share Posted June 4, 2014 Or, indeed, "Reply to Thread" at the bottom of the page.Does that work properly with multi-quoting? Link to comment Share on other sites More sharing options...
sumghai Posted June 4, 2014 Author Share Posted June 4, 2014 under the person's message you want to quote is dialogue balloon thing with a + next to it.. far right, underneath.click that for everyone you want to quote.After you do the last person that way then click 'Reply With Quote'Or, indeed, "Reply to Thread" at the bottom of the page.Does that work properly with multi-quoting?Yep, it definitely does - tried it just now Also, new dev build coming later this week. Link to comment Share on other sites More sharing options...
diomedea Posted June 4, 2014 Share Posted June 4, 2014 Sorry in case what is below was already mentioned (though I can't find about it with a fast thread search).I am testing what I can achieve with Fustek X0.04-3-1 Dev parts. Really beautiful, but I find an issue while surface attaching to them in VAB.Any of the Karmony modules, when rotated horizontal, show to have a single point from where the collider direction is oriented. That makes other parts to automatically rotate so to follow what appears like a spherical surface when in contact with a module, instead of the cylindrical surface of the module mesh. Those other surface-attachable parts will actually get attached with their center to the module mesh, but oriented in relation to the single-point center of the module, instead of the module center axis. With the warehouse module opened, that behaviour is also found with the internal surface. The same modules, if kept vertical (as they initially are, not rotated), are absolutely fine, surface attachment works well (parts are oriented in relation to the vertical center axis of the module).Sorry for any terminology mistake (I may not have right what a collider is, not being a modeler).Here a short gallery of images that should show the issue. Link to comment Share on other sites More sharing options...
softweir Posted June 4, 2014 Share Posted June 4, 2014 Does the same thing happen with stock parts, such as the hitchhiker can? If so, then it is probably a KSP bug. Link to comment Share on other sites More sharing options...
OOZ662 Posted June 4, 2014 Share Posted June 4, 2014 I've seen that in a lot of parts mods and have started taking it for granted. Link to comment Share on other sites More sharing options...
diomedea Posted June 4, 2014 Share Posted June 4, 2014 Does the same thing happen with stock parts, such as the hitchhiker can? If so, then it is probably a KSP bug.Yes, unfortunately (had to try, I'm not so fond of other parts to try using them in all possible positions). So that may not have a solution until Squad deals with it.Thank you a lot . Link to comment Share on other sites More sharing options...
likke_A_boss Posted June 4, 2014 Share Posted June 4, 2014 Sorry in case what is below was already mentioned (though I can't find about it with a fast thread search).I am testing what I can achieve with Fustek X0.04-3-1 Dev parts. Really beautiful, but I find an issue while surface attaching to them in VAB.Any of the Karmony modules, when rotated horizontal, show to have a single point from where the collider direction is oriented. That makes other parts to automatically rotate so to follow what appears like a spherical surface when in contact with a module, instead of the cylindrical surface of the module mesh. Those other surface-attachable parts will actually get attached with their center to the module mesh, but oriented in relation to the single-point center of the module, instead of the module center axis. With the warehouse module opened, that behaviour is also found with the internal surface. The same modules, if kept vertical (as they initially are, not rotated), are absolutely fine, surface attachment works well (parts are oriented in relation to the vertical center axis of the module).Sorry for any terminology mistake (I may not have right what a collider is, not being a modeler).Here a short gallery of images that should show the issue.I have had this issue, too, but i have fixed it my turning the part snapping (?) off, back to the sphere. Then it works. Link to comment Share on other sites More sharing options...
diomedea Posted June 4, 2014 Share Posted June 4, 2014 I have had this issue, too, but i have fixed it my turning the part snapping (?) off, back to the sphere. Then it works.Yes, seems to work for me too. Thanks for your suggestion . Link to comment Share on other sites More sharing options...
sumghai Posted June 4, 2014 Author Share Posted June 4, 2014 X0.04-4 DEV BUILD released - see first post for download linkX0.04-4 DEV BUILD 5 June 2014---------------------------Features: - New Parts - Karmony Payload Bay Module - Karmony Payload Bay Module Adapter - The Payload Bays are genericized variants of the Warehouse module that will be designed without the rotating payload rack magazine - Deadly Re-entry Continued support added - All FusTek parts will burn up during atmospheric re-entry (specifically, above 800°C) - If you're planning on building surface bases on Duna and Laythe, be sure to install heat shields properly - A Module Manager config, FusTek_MMPatch_DeadlyReentry.cfg, can be found under GameData\FusTek\Station Parts\Parts\MM_configs, and is used to define maximum heat tolerances for all FusTek parts - TAC Life Support integration finalized - Each module will have varying amounts of crew provision / waste storage tanks and resource processing capabilities, depending on their intended purpose - A Module Manager config, FusTek_MMPatch_TACLifeSupport_ModularFuelTanks.cfg, can be found under GameData\FusTek\Station Parts\Parts\MM_configs, and is used to define life support resource quantities for each FusTek part - The FusTek Resupply Module is now pre-configured to carry both life support crew provisions and various types of spacecraft fuel for resupplying space stations / planetary outposts - Crew provision quantities can be altered using the stock KSP tweakables system - Varying combinations of LiquidFuel/Oxidizer/Monopropellant/Xenon can be filled using Modular Fuel Tanks, up to a maximum total mass of 800 kgChanges: - Crew habitable modules now have unique IVAs - At present, they are only used to test layouts and crew seating positions - Karmony Utilities Modules can now hold up to 500 units of ElectricCharge - Some Karmony module viewports have been repositioned to match up with the WIP internals - Kirs Docking Module hatches have been resized to match up with the WIP internals - Inner bay textures for Karmony Warehouse and Payload Modules finalizedFixes: - Kuest / Kuest Legacy Airlocks will now store science reports acquired from EVA - Alternative texture switching now supports multiple objects with the same name on the same part - This requires the experimental v6.4 pre-release of the Firespitter pluginIssues: - IVAs are still a work in progress - Models and textures are placeholders - RasterPropMonitors are not yet implemented - KSO Phase II Alternative Textures have not been updated to coincide with changes / new parts - That's Sippyfrog's responsibility, not mine - Warehouse has incomplete functionality - Work will on this will continue in R0.05aSorry in case what is below was already mentioned (though I can't find about it with a fast thread search).I am testing what I can achieve with Fustek X0.04-3-1 Dev parts. Really beautiful, but I find an issue while surface attaching to them in VAB.Any of the Karmony modules, when rotated horizontal, show to have a single point from where the collider direction is oriented. That makes other parts to automatically rotate so to follow what appears like a spherical surface when in contact with a module, instead of the cylindrical surface of the module mesh. Those other surface-attachable parts will actually get attached with their center to the module mesh, but oriented in relation to the single-point center of the module, instead of the module center axis. With the warehouse module opened, that behaviour is also found with the internal surface. The same modules, if kept vertical (as they initially are, not rotated), are absolutely fine, surface attachment works well (parts are oriented in relation to the vertical center axis of the module).Sorry for any terminology mistake (I may not have right what a collider is, not being a modeler).Here a short gallery of images that should show the issue.Does the same thing happen with stock parts, such as the hitchhiker can? If so, then it is probably a KSP bug.I've seen that in a lot of parts mods and have started taking it for granted.Yes, unfortunately (had to try, I'm not so fond of other parts to try using them in all possible positions). So that may not have a solution until Squad deals with it.Thank you a lot .I have had this issue, too, but i have fixed it my turning the part snapping (?) off, back to the sphere. Then it works.Yes, seems to work for me too. Thanks for your suggestion .I've actually experienced this issue not only with the very first version of FusTek (R0.01a), but with all KSP parts in general.I suspect that this is because part snapping is partially dependent on the transform of the root part; the reason you are able to get proper surface attachment when modules are merely vertical is because most KSP parts have their default part transforms pointing upwards.As there are times I still wish to use part snapping in such situations, a solution would be to use SelectRoot to temporarily change your root part so that part snapping for surface attached parts on horiztonally-oriented modules work properly, then switch back to the original root part as required. Link to comment Share on other sites More sharing options...
diomedea Posted June 5, 2014 Share Posted June 5, 2014 As there are times I still wish to use part snapping in such situations, a solution would be to use SelectRoot to temporarily change your root part so that part snapping for surface attached parts on horiztonally-oriented modules work properly, then switch back to the original root part as required.Another excellent suggestion. Thank you .BTW, very happy to find a new version. Impressive work! Link to comment Share on other sites More sharing options...
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