MOARdV Posted February 10, 2017 Share Posted February 10, 2017 16 hours ago, WildLynx said: New update causes silent Krash while flight scene is loading. You've got an outdated version of the JSIAdvTransparentPods plugin that's causing a couple of problems at startup, and it looks like you're on the last beta of RPM v0.28.0, not the final released version. I'd get those two updated to start with. I don't know if that alone will solve the problem, since there's nothing in the log that jumps out at me. It might be helpful to turn on full logging for RPM after you updated it. In GameData/JSI/RasterPropMonitor/Plugins/PluginData/rpm-config.cfg, change DebugLogging to 'True' and reproduce the crash. If it's happening in RPM at load time, that will maybe provide more insight into where the problem is. Quote Link to comment Share on other sites More sharing options...
Guest Posted February 10, 2017 Share Posted February 10, 2017 2 hours ago, MOARdV said: You've got an outdated version of the JSIAdvTransparentPods plugin that's causing a couple of problems at startup, and it looks like you're on the last beta of RPM v0.28.0, not the final released version. I'd get those two updated to start with. I don't know if that alone will solve the problem, since there's nothing in the log that jumps out at me. It might be helpful to turn on full logging for RPM after you updated it. In GameData/JSI/RasterPropMonitor/Plugins/PluginData/rpm-config.cfg, change DebugLogging to 'True' and reproduce the crash. If it's happening in RPM at load time, that will maybe provide more insight into where the problem is. Thanks for the response. I was not even aware about existence of JSIAdvTransparentPods plugin. Not a single cfg except it's own references it. It's probably leftover from older RPM. So I removed it. In matter of fact, I removed entire JSI directory, re-downloaded RPM from github, and re-installed it. Also, I turned on the debug. Still crash in the middle of flight scene loading. Here is new logs. https://www.dropbox.com/s/x95evrsl20jsq91/10FEB2017.tar.gz?dl=0 Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted February 10, 2017 Share Posted February 10, 2017 I am fairly certain the landing used to be a seperate download... can't seem to find it. Help pls! Thanks. Quote Link to comment Share on other sites More sharing options...
V8jester Posted February 10, 2017 Share Posted February 10, 2017 (edited) 20 minutes ago, SmashBrown said: I am fairly certain the landing used to be a seperate download... can't seem to find it. Help pls! Thanks. You'll need two links for 1.2.2 here's 1 And here is 2 Edited February 10, 2017 by V8jester Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted February 10, 2017 Share Posted February 10, 2017 4 minutes ago, V8jester said: You'll need two links for 1.2.2 here's 1 And here is 2 Tyvm sir. Quote Link to comment Share on other sites More sharing options...
sp1989 Posted February 10, 2017 Share Posted February 10, 2017 14 hours ago, Virtualgenius said: What an awesome day came home from to find Alcor updated Alexustas your the man maybe Konquest next. you said it first!!! But now that he said it ummmm is there a possibility of that maybe happening? Quote Link to comment Share on other sites More sharing options...
nukeboyt Posted February 10, 2017 Share Posted February 10, 2017 A trip to a station on Mun, near the equatorial arch. Uses the Mk 1-2 Command Pod as the CM and the ALCOR capsule as the LM. The goal was to land within 500m of the station. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted February 11, 2017 Share Posted February 11, 2017 On 10/23/2013 at 5:12 PM, alexustas said: this thing is big enough? How about 8 Kerbals? @alexustas is this part of the mod? Quote Link to comment Share on other sites More sharing options...
nukeboyt Posted February 11, 2017 Share Posted February 11, 2017 32 minutes ago, The-Doctor said: @alexustas is this part of the mod? No. This was from a mod called Konquest. It was never released or put into beta. The thread is now closed and I doubt that Alexustas is working on this any more. Quote Link to comment Share on other sites More sharing options...
nukeboyt Posted February 11, 2017 Share Posted February 11, 2017 On 10/23/2013 at 2:54 PM, alexustas said: You can mark up action button switches with text by entering it into the vessel description in the VAB: On a separate line type "AG<number>=<text>" where "number" is the number of action group from 0 (i.e. 10) to 9. The text is limited to 14 characters. (More won't fit on the label.) __ __________________________________________________ ___ @alexustas, @MOARdV Do you know of a method of having two distinct groups of action group descriptions. For example: In an apollo-style ship, One group of actions for the CM and a different group for the LM? I wonder if this is even possible. Quote Link to comment Share on other sites More sharing options...
dueb Posted February 11, 2017 Share Posted February 11, 2017 (edited) 1 hour ago, nukeboyt said: @alexustas, @MOARdV Do you know of a method of having two distinct groups of action group descriptions. For example: In an apollo-style ship, One group of actions for the CM and a different group for the LM? I wonder if this is even possible. I'm not 100% sure, but I think there is a way to get this result with subassemblies: 1/ Build you main stack > set the AGs > save 2/ Build the lander in a separate craft file > set the AGs > save > export as subassembly 3/ Assemble your lander on your main stack > DON'T SAVE > launch At separation, I think you'll have your separate AGs (but i'm not 100% sure). Btw, I love your videos! Edit: Oh, and be carefull with that: that will mix your 2 sets of AGs, which is not ideal... [ Codewise: that mean that AGs are stored per-craft (I think). So, theoretically, that mean it "should" be possible to add different sets of AGs at different levels in the vessel parts hierarchy. But maybe I'm totally wrong on that, don't take my words for granted. ] Edited February 11, 2017 by dueb Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 11, 2017 Author Share Posted February 11, 2017 If someone knows of useful tutorials for setting up landing gear (for Unity 5 and KSP 1.2.2), please let me know. I tried to fix my landing gear and all consistently ends with epic explosions ((( Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2017 Share Posted February 11, 2017 3 minutes ago, alexustas said: If someone knows of useful tutorials for setting up landing gear (for Unity 5 and KSP 1.2.2), please let me know. I tried to fix my landing gear and all consistently ends with epic explosions ((( Go to the KSP Wheel thread, aka Kerbal Foundries . You should be able to get some help there Quote Link to comment Share on other sites More sharing options...
rasta013 Posted February 12, 2017 Share Posted February 12, 2017 12 hours ago, linuxgurugamer said: Go to the KSP Wheel thread, aka Kerbal Foundries . You should be able to get some help there @Shadowmage knows more about the wheel system now than anyone outside of Squad and maybe even there now... Quote Link to comment Share on other sites More sharing options...
Guest Posted February 12, 2017 Share Posted February 12, 2017 I was suspecting, that ALCOR is so heavy on VRAM, that is causes VRAM crashes. Those silent crashes without SIGSEGV look too similar to VRAM crashes. I was probably wrong about it. I set textures to half-res and even to quarter-res - still crashes. I was monitoring the VRAM use, and, max VRAM use is in VAB (~95% of 961 MB dedicated VRAM), then it drops to ~70% during loading, and then crash. So it happens before any VRAM-heavy operations. Rolled back to 0.9.4 and no more crashes. Only bad thing is color tags is now not working. The only plugin is in props mod. So may be ... may be using old ASET props mod with new ALCOR capsule and new IVA is a good idea? It can work this way? @alexustas @MOARdV - what are you think about it? Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 12, 2017 Author Share Posted February 12, 2017 a few hours of blind guesswork and it seems I fixed it )) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 12, 2017 Share Posted February 12, 2017 How did you fix it? and, more importantly, when will you release it? Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 12, 2017 Author Share Posted February 12, 2017 @linuxgurugamer I believe it should first be tested "in the field". If all goes well, then I can do an official release. What do you think, does it make sense to open a separate topic? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 12, 2017 Share Posted February 12, 2017 Your call. Might just muddy the waters, especially if they are going to be bundled in with one of the existing mods Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) then I prefer to leave discussion of this little add-on here --------------------------------------------------------------------- Fixed (I hope) version of the landing legs. Dropbox I want you to have tested these landing legs in different environments and situations, and also made some nice screenshots of your Lander fitted with these legs, for the album. Thanks in advance for your help! Edited February 12, 2017 by alexustas Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 12, 2017 Author Share Posted February 12, 2017 31 minutes ago, linuxgurugamer said: How did you fix it? I took the config from "LT-1 Landing Struts" and replaced the names of some of the transforms, and also added a one additional game object in the model and re-export the model again, at the same time updated shader for Unity 5 Quote Link to comment Share on other sites More sharing options...
MOARdV Posted February 12, 2017 Share Posted February 12, 2017 22 hours ago, nukeboyt said: @alexustas, @MOARdV Do you know of a method of having two distinct groups of action group descriptions. For example: In an apollo-style ship, One group of actions for the CM and a different group for the LM? I wonder if this is even possible. It's not possible the way AGs are implemented. They're part of the craft description, so it's a per-vessel item. If you make the LM and CM as separate parts, they'll have separate labels until you dock them. And then they'll share the labels of whichever craft is the dominant craft until they split again. What I should probably do for a future design is to attach a UI to the command pods that allows the AG fields to be filled in in the editor, so they're per-part instead of per-vessel. 1 hour ago, WildLynx said: what are you think about it? Some textures show errors on loading. It might be that your OS handles that differently than Windows, but I am guessing right now, since I have not had a chance to try to duplicate the error here. Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 12, 2017 Author Share Posted February 12, 2017 1 hour ago, WildLynx said: I was suspecting, that ALCOR is so heavy on VRAM, that is causes VRAM crashes. I had the same suggestion, but I can not test it, because I do not have access to the PC with 1GB video memory. at least 2 GB available. My own computer has 4 GB VRAM Quote Link to comment Share on other sites More sharing options...
nukeboyt Posted February 12, 2017 Share Posted February 12, 2017 @alexustas Granted, this is a 17t vehicle with only 3 legs, but you might want to increase the impact tolerance a bit. Quote Link to comment Share on other sites More sharing options...
alexustas Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) and a few hours of guesswork and it looks like everything is working as it should, well, almost as it should DOWNLOAD Edited February 12, 2017 by alexustas Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.