Eskandare Posted December 18, 2014 Share Posted December 18, 2014 I'm getting this error in my game[ERR 01:22:34.522] Texture 'KerbinSide/Parts/Static/Admiral_Kerminsov_Class_Carrier/runway light d' not found!Also, if you want, can you change your .tga to .png so it needs less time to load in the textures.I'll investigate what happened there. The carrier is all one model and should not be losing any parts. My recommendation is reinstall from the latest release of Oceania and tell me if it is still happening. Link to comment Share on other sites More sharing options...
Olympic1 Posted December 18, 2014 Share Posted December 18, 2014 I'll investigate what happened there. The carrier is all one model and should not be losing any parts. My recommendation is reinstall from the latest release of Oceania and tell me if it is still happening.yep, still happening Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 18, 2014 Author Share Posted December 18, 2014 Many thanks. I downloaded the "All Of It In 1" vers. I'll install both now and report back.Nope, same problem with the one on Kerbal Stuff.Here's what I just did:1 - Shut down KSP.2 - Delete ActiveTextureManagement3 - Restarted KSPTada. Indicator is now an indicator and not a black square. Link to comment Share on other sites More sharing options...
Eskandare Posted December 18, 2014 Share Posted December 18, 2014 (edited) yep, still happeningStill really odd. The uploaded version is the exact same as the one running in my build, it works fine for me. I'll be remaking all the lights soon and adding the time of day conroller. This should reduce the number of textures used, thus decreasing ram footprint.Please send me your output_log.txt Edited December 18, 2014 by Eskandare Link to comment Share on other sites More sharing options...
karamazovnew Posted December 18, 2014 Share Posted December 18, 2014 Here's what I just did:1 - Shut down KSP.2 - Delete ActiveTextureManagement3 - Restarted KSPTada. Indicator is now an indicator and not a black square.That fixed it, thanks Link to comment Share on other sites More sharing options...
Gaalidas Posted December 18, 2014 Share Posted December 18, 2014 (edited) If deleting a mod like "ActiveTextureManagement" fixed it, then it's probably an issue with the configuration for that mod in the way it's handling that texture. Deleting the other mod is only a partial fix really.But, I don't use that mod personally... so I can't say if there's more to it than just a config error.Next up on my list will be a small base next to the (Krand Kanyon?) Large canyon on Kerbin and a secret science and logistics base hidden on Kerbin (I found an awesome location) this will include an underground hanger for large planes and space planes. (yes I'm aware of the static camera issue I'll design in a way so the camera can fit around the coliders, this will always be an issue until someone makes a way for the camera to ignore coliders.Look out for the next release of the KSS Kerminsov.That sounds seriously awesome. I assume this means you're going to be building a large static object meant to look like the side of a hill or something, since I don't believe we can manipulate the standard surface of the planet to create a "hole" where we can build underground. Still, if you can blend it in really nice it could be awesome. Edited December 18, 2014 by Gaalidas Link to comment Share on other sites More sharing options...
jebisthebest Posted December 19, 2014 Share Posted December 19, 2014 can i have some help im using the mod that was used with .25 update cause all the mods i have arnt being updated yet and all the launch sites are gone and its just land now Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 19, 2014 Author Share Posted December 19, 2014 (edited) If deleting a mod like "ActiveTextureManagement" fixed it, then it's probably an issue with the configuration for that mod in the way it's handling that texture. Deleting the other mod is only a partial fix really.ATM's default functionality is clearly to munch the tiniest textures and that a .cfg is required for each mod where you don't want it to do that. ATM is a popular mod for obvious reasons. Whilst it will give little to no benefit for a mod like KerbinSide with a relatively small batch of tiny textures (I don't use UV maps - it's overkill and too much work), apparently a .cfg is still required to avoid the chomping.This thread has a number of ATM users pointing out the chomping of the various icons used in KerbinSide. In several cases I've suggested they should go talk to the ATM devs.At no point has anyone shared an ATM .cfg for KerbinSide.The expectation is that I have to do it. I don't use ATM. I think it's fairly obvious by now that I think its default functionality is excessive, to say the least.Using KerbinSide with ATM is the players choice. I'm not going to support it until ATM is improved to handle more exceptions in its default functionality. The ATM thread is stuffed full of posts about corrupted icons and yet no improvements. Just "make a .cfg".Having looked at an ATM .cfg, hazarding a guess, here's what it should look like for KerbinSide:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = KerbinSide enabled = false}That's a guess. I don't use ATM.EDIT:For Kerbal Konstructs, which is where most of the issues with ATM will show up, the .cfg should probably be:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = medsouz enabled = false}Again a guess. I've tried unsuccessfully in the past to find documentation for configuring ATM. Edited December 19, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Dante Montana Posted December 19, 2014 Share Posted December 19, 2014 ..............Again a guess. I've tried unsuccessfully in the past to find documentation for configuring ATM.There comes an info file with ATM. Since I have no plan about texture, mipmapping and so, that is the only tip I have. Link to comment Share on other sites More sharing options...
Hektos Posted December 19, 2014 Share Posted December 19, 2014 I went ahead and took the liberty of packaging up the configs to disable ATM for KerbinSide and KK.You can get the files here on dropbox. Just unzip and drag the BoulderCo folder into your KSP GameData and say yes when asked to merge.@AlphaAsh, if you don't approve of this let me know and I shall edit my post. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 19, 2014 Author Share Posted December 19, 2014 I went ahead and took the liberty of packaging up the configs to disable ATM for KerbinSide and KK.You can get the files here on dropbox. Just unzip and drag the BoulderCo folder into your KSP GameData and say yes when asked to merge.@AlphaAsh, if you don't approve of this let me know and I shall edit my post.No you're good. Thanks for doing that chap. Link to comment Share on other sites More sharing options...
Eskandare Posted December 19, 2014 Share Posted December 19, 2014 That sounds seriously awesome. I assume this means you're going to be building a large static object meant to look like the side of a hill or something, since I don't believe we can manipulate the standard surface of the planet to create a "hole" where we can build underground. Still, if you can blend it in really nice it could be awesome.Yup one big block. I found a nice atoll to fill up with concrete. No I doubt Kerbals care too much about environmental impacts due to the amount of rocket fuel they use. Link to comment Share on other sites More sharing options...
Brownhair2 Posted December 21, 2014 Share Posted December 21, 2014 So I was cleaning up some unwanted models and enhancements and stuff, and I saw this at the KSC2:The same model is also next to the KSC Runway, which is why I was wondering: What is the model name so I can delete it? Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 21, 2014 Author Share Posted December 21, 2014 So I was cleaning up some unwanted models and enhancements and stuff, and I saw this at the KSC2:http://s27.postimg.org/gpalo213n/Annoyingboxes.pngThe same model is also next to the KSC Runway, which is why I was wondering: What is the model name so I can delete it?ksidestacks Link to comment Share on other sites More sharing options...
lordmuffin Posted December 21, 2014 Share Posted December 21, 2014 (edited) So, I saw an image in the OP about making launchsites, how exactly do I do that? I want one for my artic base.EDIT: I found how to open up the editor, but I can't do anything. Do I need models? Edited December 21, 2014 by lordmuffin Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 21, 2014 Author Share Posted December 21, 2014 (edited) So, I saw an image in the OP about making launchsites, how exactly do I do that? I want one for my artic base.EDIT: I found how to open up the editor, but I can't do anything. Do I need models?http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1535333&viewfull=1#post1535333thenhttp://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1580905&viewfull=1#post1580905A little out-of-date. And yes, you need some content, like KerbinSide. Edited December 21, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
lordmuffin Posted December 21, 2014 Share Posted December 21, 2014 http://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1535333&viewfull=1#post1535333thenhttp://forum.kerbalspaceprogram.com/threads/93699-0-90-WIP-Kerbal-Konstructs-v0-6-6-%28Dec-16%29-Static-Objects-and-Launch-Sites!?p=1580905&viewfull=1#post1580905A little out-of-date. And yes, you need some content, like KerbinSide.Thank you! Launching a rocket right now. Link to comment Share on other sites More sharing options...
Brownhair2 Posted December 21, 2014 Share Posted December 21, 2014 ksidestacksWhat about this? Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 21, 2014 Author Share Posted December 21, 2014 (edited) What about this?http://s29.postimg.org/4zad6kp6r/Annoying_Box.pngksideshipcontainerEDIT - If you go to a location with an example of something unwanted and open the editor (Ctrl+K), you can use Local Instances to list just those objects nearby. That should help you identify the model name. Edited December 21, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
Brownhair2 Posted December 22, 2014 Share Posted December 22, 2014 Ah, I see. I thought I already tried shipcontainer. Well, thanks for the tip! Link to comment Share on other sites More sharing options...
orangewarning Posted December 23, 2014 Share Posted December 23, 2014 I think something is wrong with my Great Lakes Launchsite Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 23, 2014 Author Share Posted December 23, 2014 Unless Squad changed Kerbin's terrain map, that can only happen if your terrain details aren't set to high. KerbinSide's static placement is done on high terrain detail. On default and low, some buildings may appear to float above or be submerged under the surface of the planet. Link to comment Share on other sites More sharing options...
djnattyd Posted December 23, 2014 Share Posted December 23, 2014 Also, if you want, can you change your .tga to .png so it needs less time to load in the textures.Or (if possible) DDS format. Link to comment Share on other sites More sharing options...
olivertk Posted December 24, 2014 Share Posted December 24, 2014 Im having another problem! when i want to select a launch pad or runway a message comes up it says that i choose launchpad but i choose another. Link to comment Share on other sites More sharing options...
T.Lancer Posted December 24, 2014 Share Posted December 24, 2014 (edited) I have installed the All in 1 pack, and while the lauch sites appear in the map view and list menu. there are no buildings when I launch from these locations. they are empty. my launch clamps attach directly to the ground.I am running KSP windows 32bit.fixed it. I had Kerbal Konstruct installed twice. Edited December 24, 2014 by T.Lancer Link to comment Share on other sites More sharing options...
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