wraith257 Posted October 21, 2014 Share Posted October 21, 2014 cool. i might experiment with it a bit. Link to comment Share on other sites More sharing options...
Redmanjbj Posted October 21, 2014 Share Posted October 21, 2014 I meant `KSP.log`, or better, `KSP_Data/output_log.txt`.My bad. I copy/pasted the portion related to me trying to click the buildings below. But if you want to see the entire log i uploaded here http://wikisend.com/download/158334/output_log.zipFilename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Flight State Captured(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at VehicleAssemblyBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Flight State Captured(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at TrackingStationBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Flight State Captured(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at SpacePlaneHangarBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Flight State Captured(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at CMAstronautComplex.ButtonExit (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Link to comment Share on other sites More sharing options...
shaw Posted October 22, 2014 Author Share Posted October 22, 2014 It's crashing in contract subsystem, I don't see how that could be related to TR or ATM. Try to use original, non-modified configuration files for TR and ATM, that's the only thing that could theoretically break something. Link to comment Share on other sites More sharing options...
RyanRising Posted October 22, 2014 Share Posted October 22, 2014 http://i.imgur.com/9MglkrM.jpgExtended Sylith's Kerbal heads pack v1.3.Download (ZIP, 6.3 MiB).Download source (7Zip, 15.3 MiB).Dependencies[thread=96729]DDSLoader[/thread]. Textures are in DDS format and KSP can't load them unless you have DDSLoader installed.Change logAll textures have been converted to DDS format, so the textures are already compressed, include mipmaps and are loaded directly onto graphics card. That means they load much faster than PNGs and use (almost) no RAM.Added eye shadows and skin tones from Diverse Kerbal Heads pack.Added configuration files for TR that define female heads and set Jeb's, Bill's and Bob's head.CreditsSylith (original pack)IOI-655362 (Diverse Kerbal Heads pack)Shaw (put everything together)LicenceCC BY 4.0So m_42 (or male42 now) is back? The stubble? If so, thank you! Link to comment Share on other sites More sharing options...
amo28 Posted October 22, 2014 Share Posted October 22, 2014 It's crashing in contract subsystem, I don't see how that could be related to TR or ATM. Try to use original, non-modified configuration files for TR and ATM, that's the only thing that could theoretically break something.I had the same issue myself with ATM and TR. I even found that I couldn't see contracts get generated if I got into that building. I found it was with ATM. Keeping TR and turning on compression, mipmapping, and unload to replace ATM's functions resolved these issues. I couldn't identify what the specific issue with ATM was, but I'm thinking it has something to do with the Squad folder. Link to comment Share on other sites More sharing options...
Las-pen Posted October 22, 2014 Share Posted October 22, 2014 (edited) Can I choose which parts of the mod I install and which I leave out.I'd really like to give this a go, but I also like my kerbals as they are, black haired males in white suits (want the visor reflections and golden visor though). Edited October 22, 2014 by Las-pen Link to comment Share on other sites More sharing options...
AlMacTavish Posted October 22, 2014 Share Posted October 22, 2014 Can I choose which parts of the mod I install and which I leave out.I'd really like to give this a go, but I also like my kerbals as they are, black haired males in white suits (want the visor reflections though).Yeah, you can remove the re-textured kerbals. Link to comment Share on other sites More sharing options...
Beale Posted October 22, 2014 Share Posted October 22, 2014 Forgive me if this has been asked a million times before. But I couldn't find much.But is it possible to edit ground textures?I've been looking to make Eve brown. Link to comment Share on other sites More sharing options...
Las-pen Posted October 22, 2014 Share Posted October 22, 2014 Yeah, you can remove the re-textured kerbals.By removing Heads and Suits (for keeping original suits) folders?Are they supposed to be empty, btw. Link to comment Share on other sites More sharing options...
CalculusWarrior Posted October 22, 2014 Share Posted October 22, 2014 By removing Heads and Suits (for keeping original suits) folders?Are they supposed to be empty, btw.If there are no files in the Heads and Suits folders, the game will default to showing the standard kerbal textures. Link to comment Share on other sites More sharing options...
shaw Posted October 22, 2014 Author Share Posted October 22, 2014 Forgive me if this has been asked a million times before. But I couldn't find much.But is it possible to edit ground textures?I've been looking to make Eve brown.I think it's not possible (with this plug-in). Link to comment Share on other sites More sharing options...
Beale Posted October 22, 2014 Share Posted October 22, 2014 I think it's not possible (with this plug-in).Ah ok, thanks for the answer Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 22, 2014 Share Posted October 22, 2014 How would one (me) enable helmet removal in only safe conditions, like on Kerbin and in orbit, but disable it on Laythe? Because I personally think Laythe air is full of salt and is unbreathable. Link to comment Share on other sites More sharing options...
shaw Posted October 23, 2014 Author Share Posted October 23, 2014 No, it's not possible. I (can) only check for air pressure and oxygen, planet objects don't provide any information about atmosphere toxicity in the code. I don't want to hard-code Kerbin as the only planet with breathable atmosphere since people may add new planets with Planet Factory. The only workaround would be to add a list of planets with breathable atmospheres to a configuration file. Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 23, 2014 Share Posted October 23, 2014 Hmmm... then is there a way to turn off kerbals taking their helmet off on eva, but have them take it off in safe situations, like in orbit (on IVA) Link to comment Share on other sites More sharing options...
shaw Posted October 23, 2014 Author Share Posted October 23, 2014 Yes, look into `GameData/TextureRepalcer/@Default.cfg`. Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 23, 2014 Share Posted October 23, 2014 Meh, I'll just pretend that they have filters that filter out all the salt. By the time I get the tech to go Laythe, they'll probably have something like that. (I like to RP, and I use TAC-LS, which also supports my theory. ) Link to comment Share on other sites More sharing options...
shaw Posted October 23, 2014 Author Share Posted October 23, 2014 Download TR 1.8. You can configure breathable atmospheres. Link to comment Share on other sites More sharing options...
SmarterThanMe Posted October 25, 2014 Share Posted October 25, 2014 (edited) --EditI am the dumb. Downloaded DDSLoader, every intention to install, then forgot. I'm going to blame lack of sleep. Edited October 25, 2014 by SmarterThanMe Link to comment Share on other sites More sharing options...
Retrograde Posted October 26, 2014 Share Posted October 26, 2014 I have this mod installed with some custom kerbal heads and a custom skybox, and whenever I try to install custom suits, this happens:I'm not sure what's wrong. Everything is up to date. Link to comment Share on other sites More sharing options...
shaw Posted October 26, 2014 Author Share Posted October 26, 2014 Wrong ATM configuration or outdated ATM. Link to comment Share on other sites More sharing options...
shaw Posted October 26, 2014 Author Share Posted October 26, 2014 I see ATM 3-8 still has that bug. One solution is to remove ATM if you have enough RAM. The other solution is to convert *NRM textures to Unity format and export them as DDS. Luckily, there's a shortcut: use *NRM.dds textures from the latest Pimp My Kerbals pack, they should match your suits. And you also need to delete old *NRM.png textures and install DDSLoader plugin. Link to comment Share on other sites More sharing options...
Retrograde Posted October 26, 2014 Share Posted October 26, 2014 Thank you very much, this seems to have resolved my issue. All the shadows are normal again! Link to comment Share on other sites More sharing options...
Redmanjbj Posted October 26, 2014 Share Posted October 26, 2014 I had the same issue myself with ATM and TR. I even found that I couldn't see contracts get generated if I got into that building. I found it was with ATM. Keeping TR and turning on compression, mipmapping, and unload to replace ATM's functions resolved these issues. I couldn't identify what the specific issue with ATM was, but I'm thinking it has something to do with the Squad folder.An update on this issue... Did a clean install of KSP with TR as the only mod. Absolutely no issues. So I began reinstalling each mod, one by one, then loading KSP and checking for the issue. Everything was fine until I installed RealChute. As soon as i install that mod, i'm unable to enter the TS, VAB, or SPH.. and when i enter the contracts building there are zero contracts generated. Uninstall RealChute and everything goes back to normal.So, I'm no skilled enough to identify exactly what's causing that mod to clash with TR. Just wanted to post my findings in case anyone else is having this issue with TR... and maybe somebody out here might have a theory as to why RealChute would cause TR to crash. For all I know it could be something completely specific to my machine. Link to comment Share on other sites More sharing options...
Proot Posted October 26, 2014 Share Posted October 26, 2014 Download TR 1.8. You can configure breathable atmospheres.NavBall texture replacement! Great improvement!And btw, the breathable atmospheres configuration is perfect for Laythe... as always, many thanks for your work, Saw.I'm gonna use it right now! Link to comment Share on other sites More sharing options...
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