LatiMacciato Posted February 23, 2017 Share Posted February 23, 2017 (edited) 1 hour ago, TheKurgan said: -snip- @allista By the way the Configurable Containers included in Hangar 3.3.1 has no parts folder in it... the Configurable Containers as a separate download from SpaceDock does have a Parts folder... not sure if this was a mistake? I'm sure @allista did not do this on purpose, I seen that too *refers to my previous posts* (parts is required for proper working I think) Edited February 23, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
allista Posted February 23, 2017 Author Share Posted February 23, 2017 1 hour ago, LatiMacciato said: I'm sure @allista did not do this on purpose, I seen that too *refers to my previous posts* (parts is required for proper working I think) This was always the case, actually. At least for 4 months: https://github.com/allista/hangar/commit/a9a3072127eb1c479e171cf3070d00ac3a5c9051 Hangar does not require the patches, so it does not include them. Especially taking into account the conflicts they cause with other fuel switchers. Quote Link to comment Share on other sites More sharing options...
jjjaaayyy Posted February 25, 2017 Share Posted February 25, 2017 oh no.... Where is spaceport? Quote Link to comment Share on other sites More sharing options...
allista Posted February 25, 2017 Author Share Posted February 25, 2017 4 hours ago, jjjaaayyy said: oh no.... Where is spaceport? The last I checked (2 seconds ago) it's in the archive where it should be. So probably and installation problem. Quote Link to comment Share on other sites More sharing options...
jjjaaayyy Posted February 27, 2017 Share Posted February 27, 2017 On 2017. 2. 25. at 10:26 PM, allista said: The last I checked (2 seconds ago) it's in the archive where it should be. So probably and installation problem. So, What can I do? Quote Link to comment Share on other sites More sharing options...
allista Posted February 27, 2017 Author Share Posted February 27, 2017 8 hours ago, jjjaaayyy said: So, What can I do? Reinstall using the archive from SpaceDock. Quote Link to comment Share on other sites More sharing options...
NexusLink Posted March 1, 2017 Share Posted March 1, 2017 Just wondering, do kerbonauts that are in vessels that have been stored in hangars gain experience during the time that they are in the hangar? (wondering because I have a Jool mission with a lander ship planned , and I'm wondering whether I have to cart the whole lander all the way to Jool loaded outside a hangar, or whether the crew will gain EXP in the hangar) Quote Link to comment Share on other sites More sharing options...
allista Posted March 4, 2017 Author Share Posted March 4, 2017 On 3/2/2017 at 1:33 AM, NexusLink said: Just wondering, do kerbonauts that are in vessels that have been stored in hangars gain experience during the time that they are in the hangar? (wondering because I have a Jool mission with a lander ship planned , and I'm wondering whether I have to cart the whole lander all the way to Jool loaded outside a hangar, or whether the crew will gain EXP in the hangar) Kerbonauts are not placed into the hangar in any special way: they're just transferred to vacant seats of available crewable parts of the receiving ship. So they continue to exist in a normal way, receiving experience as any other kerbals do. Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted March 5, 2017 Share Posted March 5, 2017 Hi Allista, I've been having lots of crashes in the SPH lately. The last thing in the log right before the crash is: Autogen thumbnail for C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../thumbs/Holistic Space Exploration_SPH_Minmus Rover.png from C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves\Holistic Space Exploration\Ships\SPH\Minmus Rover.craft (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\000_AT_Utils\Plugins\..\000_AT_Utils.user' does not exist (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! (Emphasis by me) Is this an installation problem? I can upload the entire log if you need. Quote Link to comment Share on other sites More sharing options...
allista Posted March 5, 2017 Author Share Posted March 5, 2017 9 minutes ago, FirroSeranel said: Hi Allista, I've been having lots of crashes in the SPH lately. The last thing in the log right before the crash is: Autogen thumbnail for C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../thumbs/Holistic Space Exploration_SPH_Minmus Rover.png from C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves\Holistic Space Exploration\Ships\SPH\Minmus Rover.craft (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) File 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\000_AT_Utils\Plugins\..\000_AT_Utils.user' does not exist (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! (Emphasis by me) Is this an installation problem? I can upload the entire log if you need. This is not an installation problem and this message is harmless: it just informs that AT_Utils tried to load a config file and failed because it does not exist. This is part of the normal operation. The cause of the crash is somewhere else. And as CTDs go, you'll probably find nothing related in the logs, because the logs are written by a living Unity instance, while at the moment of the "crash" it is terminated by the OS. So only native stack traces or core dumps could help to debug here. Quote Link to comment Share on other sites More sharing options...
LatiMacciato Posted March 5, 2017 Share Posted March 5, 2017 (edited) 2 minutes ago, allista said: This is not an installation problem and this message is harmless: it just informs that AT_Utils tried to load a config file and failed because it does not exist. This is part of the normal operation. The cause of the crash is somewhere else. And as CTDs go, you'll probably find nothing related in the logs, because the logs are written by a living Unity instance, while at the moment of the "crash" it is terminated by the OS. So only native stack traces or core dumps could help to debug here. how to collect them? (might also be helpful in my particular case with the grabber) Edited March 5, 2017 by LatiMacciato Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted March 5, 2017 Share Posted March 5, 2017 (edited) 13 minutes ago, allista said: This is not an installation problem and this message is harmless: it just informs that AT_Utils tried to load a config file and failed because it does not exist. This is part of the normal operation. The cause of the crash is somewhere else. And as CTDs go, you'll probably find nothing related in the logs, because the logs are written by a living Unity instance, while at the moment of the "crash" it is terminated by the OS. So only native stack traces or core dumps could help to debug here. I have core dumps, but I don't know how to read them. Obviously they're in code of some kind... is there an app that can make sense of them? I did a total delete, CKAN cache wipe, and reinstall of AT_Utils and everything dependent on it (Hangar, TCA, Ground Construction, Configurable Containers, MKS), and it seems to have solved it... so far, anyway. Keeping fingers crossed. Edit: Nope, crashed again as soon as I went back into the game after posting this. D: Edited March 5, 2017 by FirroSeranel Quote Link to comment Share on other sites More sharing options...
drhay53 Posted March 5, 2017 Share Posted March 5, 2017 7 minutes ago, FirroSeranel said: I have core dumps, but I don't know how to read them. Obviously they're in code of some kind... is there an app that can make sense of them? I did a total delete, CKAN cache wipe, and reinstall of AT_Utils and everything dependent on it (Hangar, TCA, Ground Construction, Configurable Containers, MKS), and it seems to have solved it... so far, anyway. Keeping fingers crossed. Edit: Nope, crashed again as soon as I went back into the game after posting this. D: My long-term KSP experience is that there are times where whatever combination of mods you have installed makes the game unstable with no obvious cause. My current installation with ~100 mods crashes somewhat frequently and literally never closes properly. If I try to exit the game, I get the "stopped working" dialog box; the game never closes gracefully. Usually the only way this stops is either with game and mod updates it randomly goes away, or when I start a new career with a different mod list it sometimes stops. I have a high-end gaming system btw. Some people never see problems, and try to tell the people who DO have problems that it's their system. Even with heavily modded installs. Some people can't even get a stock game to stop crashing in the VAB/SPH. Wish I had concrete advice but really, this is a long-time issue with KSP. Quote Link to comment Share on other sites More sharing options...
FirroSeranel Posted March 6, 2017 Share Posted March 6, 2017 3 hours ago, drhay53 said: My long-term KSP experience is that there are times where whatever combination of mods you have installed makes the game unstable with no obvious cause. My current installation with ~100 mods crashes somewhat frequently and literally never closes properly. If I try to exit the game, I get the "stopped working" dialog box; the game never closes gracefully. Usually the only way this stops is either with game and mod updates it randomly goes away, or when I start a new career with a different mod list it sometimes stops. I have a high-end gaming system btw. Some people never see problems, and try to tell the people who DO have problems that it's their system. Even with heavily modded installs. Some people can't even get a stock game to stop crashing in the VAB/SPH. Wish I had concrete advice but really, this is a long-time issue with KSP. Yeah, I never close gracefully either with my mod list, which I currently have trimmed down to about 60 mods. I'd love to keep running with 100+, but the load times are just mind-numbing. If I could be sure it would load once and then stay up for a few days, fine, but it doesn't stay stable that long, and with crashes, it's just not worth it, so I keep parts mods to a reasonable level. Anyway, I narrowed it down to a conflict between JSI Advanced Transparent Pods, and Feline Utility Rovers' latest update. Posted in both places, so hopefully one of them will be able to figure out what's up. Quote Link to comment Share on other sites More sharing options...
drhay53 Posted March 6, 2017 Share Posted March 6, 2017 32 minutes ago, FirroSeranel said: Yeah, I never close gracefully either with my mod list, which I currently have trimmed down to about 60 mods. I'd love to keep running with 100+, but the load times are just mind-numbing. If I could be sure it would load once and then stay up for a few days, fine, but it doesn't stay stable that long, and with crashes, it's just not worth it, so I keep parts mods to a reasonable level. Anyway, I narrowed it down to a conflict between JSI Advanced Transparent Pods, and Feline Utility Rovers' latest update. Posted in both places, so hopefully one of them will be able to figure out what's up. Typically what happens with me is I will crash relatively quickly after starting the game, and then after that it will last quite a while. Anyway, I don't have either of those mods installed, and I still crash and don't exit gracefully Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 7, 2017 Share Posted March 7, 2017 hanger is not on the newest version of ckan . Quote Link to comment Share on other sites More sharing options...
allista Posted March 9, 2017 Author Share Posted March 9, 2017 On 3/8/2017 at 0:59 AM, nascarlaser1 said: hanger is not on the newest version of ckan . I'm seeing it just fine: Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 11, 2017 Share Posted March 11, 2017 On 3/9/2017 at 5:41 AM, allista said: I'm seeing it just fine: huh... it says AD next to it on my list (my orginal problem of it not appear was caused by my own fault of forgetting to let CKAN auto update the list ). Quote Link to comment Share on other sites More sharing options...
0111narwhalz Posted March 11, 2017 Share Posted March 11, 2017 2 hours ago, nascarlaser1 said: huh... it says AD next to it on my list (my orginal problem of it not appear was caused by my own fault of forgetting to let CKAN auto update the list ). That's because you've installed it manually. If you delete the folder and refresh CKAN, the AD should go away. Quote Link to comment Share on other sites More sharing options...
nascarlaser1 Posted March 11, 2017 Share Posted March 11, 2017 1 hour ago, 0111narwhalz said: That's because you've installed it manually. If you delete the folder and refresh CKAN, the AD should go away. oh ok. I must of messed up the manual install because there were no parts in game. Quote Link to comment Share on other sites More sharing options...
oniontrain Posted March 14, 2017 Share Posted March 14, 2017 Why are my solar panels deploying from ground and inline hangars when I launch a vessel? It fits fine with them stowed but when they deploy it causes everything to flip out and explode. The payload fairing hangar doesn't do this (and is something I don't ever want to play without now, it's amazing.) Quote Link to comment Share on other sites More sharing options...
allista Posted March 16, 2017 Author Share Posted March 16, 2017 On 3/14/2017 at 6:37 AM, oniontrain said: Why are my solar panels deploying from ground and inline hangars when I launch a vessel? It fits fine with them stowed but when they deploy it causes everything to flip out and explode. The payload fairing hangar doesn't do this (and is something I don't ever want to play without now, it's amazing.) Didn't quite catch the situation. You launch a vessel with solar panels that were stowed at the moment of docking into the hangar, but when it is launched, the panels appear deployed again, correct? Have you stored this vessel in the editor, or in flight? Are the panels stock or from a mod? I myself have launched the stock "ion probe" microsatellite from the inline hangar without problems, so this should be something trickier. Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 16, 2017 Share Posted March 16, 2017 Also: If you're running MechJeb, check your MechJeb utilities settings. Make sure it isn't auto-deploying for you. Quote Link to comment Share on other sites More sharing options...
oniontrain Posted March 17, 2017 Share Posted March 17, 2017 Panels were stowed when put in the hangar in the editor. The ones in particular I was using at the time were from Near Future, but I got some different but also kind of weird behavior with stock 2x3 panels where they were deployed but the graphics didn't reflect that, they stayed in the stowed position but still generated electricity and rotated around to track the sun Mechjeb's auto deploy was turned off. I'll do some more testing and see if I can figure it out. Quote Link to comment Share on other sites More sharing options...
Jackaroo0505 Posted March 27, 2017 Share Posted March 27, 2017 Hey, what mod is the radial engines attached to the Mk3 fuel tanks from that video? I don't believe it is this mod but I am seeing it everywhere coming from this mod. Help please? Quote Link to comment Share on other sites More sharing options...
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