AkaiAndromedus Posted April 13, 2017 Share Posted April 13, 2017 20 minutes ago, Galileo said: With what? A little context please? I'm certain nobody wants to look through an entire log looking for a problem. Game crashes during loading, at ModuleManager FINAL: Quote Link to comment Share on other sites More sharing options...
Galileo Posted April 13, 2017 Share Posted April 13, 2017 (edited) 1 hour ago, AkaiAndromedus said: Game crashes during loading, at ModuleManager FINAL: I don't know what you mean by "ModuleManager FINAL:" but according to your log, you aren't running ksp in x64 and trying to run a bunch of mods. That's not going to work. Run KSP in x64 and see if that fixes your problem Edited April 13, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
AkaiAndromedus Posted April 13, 2017 Share Posted April 13, 2017 3 minutes ago, Galileo said: I don't know what you mean by "ModuleManager FINAL:" but according to your log, you aren't running ksp in x64 and trying to run a bunch of mods. That's not going to work. Run KSP in x64 and see if that fixes our problem It still does it. At the same spot to. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 13, 2017 Share Posted April 13, 2017 43 minutes ago, AkaiAndromedus said: It still does it. At the same spot to. You're using Active Texture Management (which hasn't been updated since April 28, 2015). Don't. Quote Link to comment Share on other sites More sharing options...
AkaiAndromedus Posted April 13, 2017 Share Posted April 13, 2017 5 minutes ago, TheRagingIrishman said: You're using Active Texture Management (which hasn't been updated since April 28, 2015). Don't. I'm still crashing at the same area as before, when it tries to load Modulemanager :FINAL Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 13, 2017 Share Posted April 13, 2017 Just now, AkaiAndromedus said: I'm still crashing at the same area as before, when it tries to load Modulemanager :FINAL post a new log using KSP x64 and no ATM (also, please don't copy and paste it in, instead upload it to dropbox or google drive and post a link to it) Quote Link to comment Share on other sites More sharing options...
AkaiAndromedus Posted April 13, 2017 Share Posted April 13, 2017 3 minutes ago, TheRagingIrishman said: post a new log using KSP x64 and no ATM (also, please don't copy and paste it in, instead upload it to dropbox or google drive and post a link to it) https://www.dropbox.com/s/kstjkjfk4hp8a7i/output_log.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
ColKlonk2 Posted April 13, 2017 Share Posted April 13, 2017 (edited) Crashhhhhh... The most unfortunate thing about this game when you start loading mods is... memory management. The mods themselves... for the most part it's dysfunctional - only load collaborative mod suites. If you prefer freedom (and hassles), it's up to you a) load a mod b) run the game c) check game.. problems unload mod, load next mod goto a) d) No problems.. load next mod ... goto a) e) happy.. play game. Edited April 13, 2017 by ColKlonk2 Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted April 13, 2017 Share Posted April 13, 2017 5 minutes ago, AkaiAndromedus said: https://www.dropbox.com/s/kstjkjfk4hp8a7i/output_log.txt?dl=0 I really don't think you're using KSPx64. Also, the game isn't crashing due to MM. While the last thing on the bar might be Module Manager : FINAL, KSP had loaded several resources when it crashed. I'd take these problems over to http://forum.kerbalspaceprogram.com/index.php?/forum/70-technical-support-pc-modded-installs/ Quote Link to comment Share on other sites More sharing options...
AkaiAndromedus Posted April 13, 2017 Share Posted April 13, 2017 4 minutes ago, TheRagingIrishman said: I really don't think you're using KSPx64. Also, the game isn't crashing due to MM. While the last thing on the bar might be Module Manager : FINAL, KSP had loaded several resources when it crashed. I'd take these problems over to http://forum.kerbalspaceprogram.com/index.php?/forum/70-technical-support-pc-modded-installs/ I am, Steam gives me an option to run KSP or KSP(x64) and I picked 64, same result as before. Quote Link to comment Share on other sites More sharing options...
Galileo Posted April 13, 2017 Share Posted April 13, 2017 (edited) 55 minutes ago, AkaiAndromedus said: I am, Steam gives me an option to run KSP or KSP(x64) and I picked 64, same result as before. That does not work. Go into your directory and make a short cut of your x64 version and launch it from there. I can tell you right now, you are not running KSP_x64.exe Edited April 13, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted April 14, 2017 Share Posted April 14, 2017 1 hour ago, Galileo said: That does not work. Go into your directory and make a short cut of your x64 version and launch it from there. I can tell you right now, you are not running KSP_x64.exe It could be possible that he runs ksp64 but goes to copy the output log from the non64 folder. But Im not sure Quote Link to comment Share on other sites More sharing options...
Galileo Posted April 14, 2017 Share Posted April 14, 2017 (edited) 3 minutes ago, Sigma88 said: It could be possible that he runs ksp64 but goes to copy the output log from the non64 folder. But Im not sure I am pretty sure the non64 folder doesn't produce a log if you are running x64. But I too, could be wrong. i do know you have to manually put in the correct directory into steam for it to run x64. By default, even the x64 option on steam runs x32. Its dumb Edited April 14, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 14, 2017 Author Share Posted April 14, 2017 8 hours ago, Galileo said: I am pretty sure the non64 folder doesn't produce a log if you are running x64. But I too, could be wrong. i do know you have to manually put in the correct directory into steam for it to run x64. By default, even the x64 option on steam runs x32. Its dumb Err, no. It runs the x64 here. Quote Link to comment Share on other sites More sharing options...
garwel Posted April 14, 2017 Share Posted April 14, 2017 I always run the x64 version with the Steam dialog, no problems whatsoever. Quote Link to comment Share on other sites More sharing options...
Kwarazi Posted April 14, 2017 Share Posted April 14, 2017 9 hours ago, Galileo said: I am pretty sure the non64 folder doesn't produce a log if you are running x64. But I too, could be wrong. i do know you have to manually put in the correct directory into steam for it to run x64. By default, even the x64 option on steam runs x32. Its dumb Not sure how you have your Steam set up but whenever I use the 64bit option for KSP I am definitely running the 64bit version... Quote Link to comment Share on other sites More sharing options...
drhay53 Posted April 14, 2017 Share Posted April 14, 2017 I'm looking to change the biomeMask and situationMask on a set of experiments whose id's I know. From looking at various MM files in the community patches post, I think it would look something like this: Quote @EXPERIMENT_DEFINITION[id] { %biomeMask = newbiomeMask %situationMask = newsituationMask } Does this look about right? For the id, is there way to do wildcards if I know how to isolate the experiments in question? Like 'all experiments with id=000*' ? Quote Link to comment Share on other sites More sharing options...
drhay53 Posted April 14, 2017 Share Posted April 14, 2017 (edited) 1 hour ago, drhay53 said: I'm looking to change the biomeMask and situationMask on a set of experiments whose id's I know. From looking at various MM files in the community patches post, I think it would look something like this: Does this look about right? For the id, is there way to do wildcards if I know how to isolate the experiments in question? Like 'all experiments with id=000*' ? Ok, it looks like I was close, but this is the format I was looking for after messing around a bit: Quote @EXPERIMENT_DEFINITION[*]:HAS[#id[id]]:FINAL { %biomeMask = 0 %situationMask = 16 } Edited April 14, 2017 by drhay53 Quote Link to comment Share on other sites More sharing options...
Jarin Posted April 17, 2017 Share Posted April 17, 2017 If I get MM errors reported on game loading, but everything otherwise loads fine, where would I go about finding details on those errors, since there's no crash log? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted April 17, 2017 Share Posted April 17, 2017 35 minutes ago, Jarin said: If I get MM errors reported on game loading, but everything otherwise loads fine, where would I go about finding details on those errors, since there's no crash log? Go into KSP.log and search the word "error" You'll find a list of mm errors Quote Link to comment Share on other sites More sharing options...
Jarin Posted April 17, 2017 Share Posted April 17, 2017 7 hours ago, Sigma88 said: Go into KSP.log and search the word "error" You'll find a list of mm errors Much appreciated. Quote Link to comment Share on other sites More sharing options...
toric5 Posted April 18, 2017 Share Posted April 18, 2017 On 4/13/2017 at 11:49 AM, toric5 said: is it possible to multiply an atmospherecurve by a set value? so say i have an engine with an atmospherecurve of key = x1 y1 key = x2 y2 key = x3 y3 ... and i want to get key = x1 1.1*y1 key = x2 1.1*y2 key = x3 1.1*y3 ... ive tried @atmospherecurve { key *= 1 1.1 key *= 1 1.1 key *= 1 1.1 } but it just invalidates the entire part file. another big issue is that i dont necessarily know the number of key = entries in the list, but i want to multiply all of them. does MM have any special handling for pointcurves? is it possible to do this? Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted April 18, 2017 Share Posted April 18, 2017 Just now, toric5 said: is it possible to do this? not as far as I know. I've never come across MM having special functionality to edit floatcurves Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 18, 2017 Share Posted April 18, 2017 34 minutes ago, toric5 said: is it possible to do this? 33 minutes ago, Warezcrawler said: not as far as I know. I've never come across MM having special functionality to edit floatcurves I think it actually is. You'd want @key,*[1, ] *= 1.1 Since you want to edit every key, then edit the item at index 1 (separated by spaces). The shape of the curve would get messed up if tangents (3rd and 4th values) are specified though Quote Link to comment Share on other sites More sharing options...
toric5 Posted April 18, 2017 Share Posted April 18, 2017 Just now, blowfish said: I think it actually is. You'd want @key,*[1, ] *= 1.1 Since you want to edit every key, then edit the item at index 1 (separated by spaces). The shape of the curve would get messed up if tangents (3rd and 4th values) are specified though i would like to edit every key, regardless of the numbers. this is for engines ISP curves, whitch usually have 3 or 4 keys. Quote Link to comment Share on other sites More sharing options...
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