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Weird Ring on modded install


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What ARE the mods you are running?

That might just be helpful to know.

.gitattributes

.gitignore

000_Toolbar

0PinlineFairings

AnchoredDecouplerFix.cs

AnchoredDecouplerFix.dll

ArtOfReentry

ATC

BahaSP

Chatterer

ChuteFixer.cs

ChuteQuickloadFixer.dll

ContractManager

CrewManifest

CustomBiomes

DeadlyReentry

DMagic Orbital Science

EVAEjectionFix.cs

EVAEjectionFix.dll

FerramAerospaceResearch

FinePrint

Firespitter

FreeEVA

ftmn_new

Fusebox

GermanSpaceAlliance

JSI

KAS

KASA

KAX

KerbalEngineer

KerbalFlightData

KerbalFlightIndicators

KerbalJointReinforcement

KPseudonym

KSP-AVC

KSPLua

KSPX

KWRocketry

LargeCraftLaunchFix.dll

LostInSpace

MagicSmokeIndustries

masTerTorch

MissionControllerEC

ModRocketSys

ModuleManager.2.5.1.dll

ModuleRCSFX

MSD

NASAmission

NearFutureConstruction

NearFutureElectrical

NearFutureProps

NearFutureSolar

NearFutureSpacecraft

OLDD

ORIGAMI

PadLock

PartCatalog

PlanetShine

PreciseNode

ProceduralDynamics

Protractor

QuickRevert

R&SCapsuledyne

RCSBuildAid

RcsSounds

RealChute

RemoteTech

RLA_Stockalike

SCANsat

SeriousBusiness

ShipManifest

SmokeScreen

SpaceY-Lifters

Squad

StageRecovery

stationHubCupola

StationPartsExpansion

StationScience

Strategem

SXT

SymmetryActionFix.dll

TextureReplacer

ThunderAerospace

ToadicusTools

toolbar-settings.dat

Trajectories

TriggerTech

TweakableEverything

TweakScale

UbioWeldingLtd

UmbraSpaceIndustries

UniversalStorage

VNG

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You probably have to test every. single. one. of them

(Also shouldn't this by in the 'bugs' section?)

I'm. NOT. gonna. do. that. :wink:

But i don't think it's a bug

My money's on this one.

Clicking the associated toolbar button should let you toggle it on and off.

That's not the one. I just installed it today and the pictures are from yesterday

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So short of someone happening to know which mod is causing this, you are going to have to hunt for it yourself. However, testing every single mod would take about 4.6 hours, with the assumption it takes you 3 minutes to remove a mod and get to the flight scene. This is a prohibitive amount of time, but there is a quicker way using the power of the binary search:

1. Split your mods into two halves, A and B.

2. Remove B from GameData and boot the game

3. If the artefact is still there, keep B and if it has gone, replace B with A

4. Repeat, but this time splitting A or B in half.

This should take about 21 minutes. Obviously, I have not considered details such as the time the game takes to boot depends on the number of mods you have installed, but it should still take less time to find the issue.

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So short of someone happening to know which mod is causing this, you are going to have to hunt for it yourself. However, testing every single mod would take about 4.6 hours, with the assumption it takes you 3 minutes to remove a mod and get to the flight scene. This is a prohibitive amount of time, but there is a quicker way using the power of the binary search:

1. Split your mods into two halves, A and B.

2. Remove B from GameData and boot the game

3. If the artefact is still there, keep B and if it has gone, replace B with A

4. Repeat, but this time splitting A or B in half.

This should take about 21 minutes. Obviously, I have not considered details such as the time the game takes to boot depends on the number of mods you have installed, but it should still take less time to find the issue.

A binary search is by far the most efficient, but i haven't been able to reproduce the "bug". I was just hoping that someone would have seen it also.

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Well, we can narrow it down a bit ...

It's not Chatterer, DRE, RPM, KER, IR, MM, NasaMission (that's stock!), PreciseNode, RT, SCANSat, ShipManifest (Seriously, with CrewManifest as well?), Squad (duh!) or KAC (if that's what's inside TriggerTech - it would be so nice if this was a list of MODS, not a list of files/folders ^^).

There are a few more I would think are almost certainly innocent but don't know well enough to judge. There are a few I've never even heard of there too.

PS: Is KSP Lua working now? I'll have to check-up on that.

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Okey here is the MOD list and not just the folders:

Toolbar

Zero Point inline Fairings

Anchored Decoupler Fix

Art Of Reentry

Alternative Tree Configurator

Adjustable landing gear

Chatterer

Chute Fixer

Chute Quickload Fixer

Contract Manager

Custom Biomes

Deadly Reentry

DMagic Orbital Science

EVA Ejection Fix

Ferram Aerospace Research

Fine Print

Firespitter

Free EVA

ftmn Atomic Rockets

Fusebox

German Space Alliance

RasterProp Monitor

KAS

KASA - IXS Command Module

KAX

KerbalEngineer

KerbalFlightData

KerbalFlightIndicators

KerbalJointReinforcement

KOSMOS

K Pseudonym

KSP-AVC

KSP Lua

KSPX

KW Rocketry

Lionhead Aerospace Inc - The circular solar panels

Lack Luster Labs

Large Craft Launch Fix

Lost In Space

Magic Smoke Industries

Kerbal Dust Experiment

Mission Controller EC

mk2 Decoupler

Mod Rocket Sys

ModuleManager.2.5.1

Module RCS FX

Eva Follower

NASA mission

Near Future Construction

Near Future Electrical

Near Future Props

Near Future Solar

Near Future Spacecraft

EVA handrails

NASA - Adaptable, Deployable Entry Placement Technology (ADEPT)

ORIGAMI foldable antenna dishes

Pad Lock

Part Catalog

Planet Shine

Precise Node

Procedural Dynamics - Procedural Wings

Protractor

Quick Revert

R&S Capsuledyne

RCS Build Aid

Rcs Sounds

Real Chute

Remote Tech

RLA Stockalike

SCAN sat

Serious Business

Ship Manifest

Smoke Screen

SpaceY-Lifters

Squad

Stage Recovery

station Hub Cupola

Station Parts Expansion

Station Science

Strategem

SXT - From Lack Luster Labs

Symmetry Action Fix

Texture Replacer

TAC Life support

Trajectories

Kerbal Alarm Clock

KSP Alternate Resource Panel

Transfer Window Planner

Tweakable Everything

TweakScale

Ubio Welding Ltd

Universal Storage - Core pack, TAC pack, KAS pack and Dmagic Orbital Science pack

EVA parachutes

I have removed a few obsolete mods like crew manifest. Also added a few today.

Please note that a lot of parts that i don't want, have been removed to save RAM.

Hope this helps :)

Edited by superm18
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Looks kinda like selection marker from EVAFollower, although I don't see it in the mod list.

Mod Rocket Sys

ModuleManager.2.5.1

Module RCS FX

Eva Follower

NASA mission

Near Future Construction

Near Future Electrical

Near Future Props

Near Future Solar

It's there :) could it be that mod?

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If you go to 3:00 in the video in the EVA Follower thread then you will see 3 kerbals get marquee selected and they show very similar looking rings. It does look like this is something to do with that mod, the first post mentions "•Your able to select kerbals in space, and you shouldn't" so I guess that you somehow managed to select your kerbal and the mod doesn't correctly account for the shifting origin causing the selection marker to drift around...

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