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visivante

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  1. I just spent the day trying to narrow down this exact issue and found it to be (for me) a combination of FAR, Tweakscale, FuelWings and ModularFuelTanks. If I remove ModularFuelTanks from the mix this issue disappears but I obviously then lose the ability to use FuelWings. I've elected to stop using FuelWings and its dependency ModularFuelTanks so that I can play with FAR for the time being. Hope that helps you!
  2. I'm still getting the weird seemingly no-mass levitation bug when using FAR and Tweakscale together. This had appeared to be fixed a version back but has since cropped up again. I made sure to test the issue in a clean install with only FAR, Tweakscale and Engineer installed. Downscaling parts to 50% in VAB generates this NRE: And then when launching the vehicle the Launch Clamps will detach, the engines will fire, yet the craft will just float there as if nothing is happening. If I reset the downscaled parts to their original size the craft will fly normally. If I remove FAR and try to fly the craft with the downscaled parts it will fly normally. So only when using FAR in conjunction with downscaled parts does this happen. Any ideas as to why or how to fix this? Apologies if this is a known issue with the latest version, but I'd browsed back quite a few pages and people seem to have this issue fixed already. Thanks in advance!
  3. I did. Didn't see anyone mentioning my specific issue so I posted. Mind pointing out what I apparently missed?
  4. Hey guys, I've been having an issue with the last two updates; my rockets will slowly 'float' upwards on the launchpad. Well, parts of it will and other parts wont. For example the tank attached to the launch clamps will appear to detach and slowly float upwards relative to the rest of the craft. I can stage and ignite the engines yet the rocket goes nowhere. All the engine effects are visible but the rocket just floats there. Then about 10s into the flight scene everything but the sky and ocean disappear and the log is then spammed with NullRefs and NaN errors until I force quit the game. If I remove FAR the issue completely disappears. I'm not at home at the moment but when I get home tonight I'll happily repro the issue and provide the logs if necessary. Additionally, I'll try and capture a short video of the issue. Until then does anyone have any idea what might be happening? Thanks a ton in advance! I absolutely love this mod and almost cant convince myself to play without it (almost)!
  5. In KSP 1.1 64bit using Ven's 1.9.x I seem to be missing one of the nodes on the docking port as you can see in the spoiler below. If I comment out/remove Ven's docking ports from the config files to get the stock ports back I see both nodes again. Anyone have any idea what's causing this?
  6. Hey there, I'd love to try this out but now that KerbalStuff is down there isn't a way to download it Any hopes of re-uploading to the new SpaceDock? Thanks in advance! https://www.reddit.com/r/KerbalSpaceProgram/comments/46hc0y/spacedock_is_now_fully_live_with_ckan_integration/
  7. Hey guys, First of all let me start by saying I really enjoy this mod! I have a completely separate "Kombat" install just for this and BD Armory and I have a blast with both! However, I'm a bit concerned about logspam every time I accept one of the KoF missions. As soon as I press accept on any KoF mission I immediately start receiving several Null Ref Exceptions per second. They all look like this: [EXC 08:53:16.725] NullReferenceException: Object reference not set to an instance of an object Part.requestResource (.Part origin, Int32 resourceID, ResourceFlowMode flowMode, Double demand, Int32 requestID) Part.RequestResource (Int32 resourceID, Double demand) ModuleGenerator.FixedUpdate () If I quicksave and quickload the logspam goes away, but it's obviously still concerning, anyone have any idea whats going on? Thanks in advance!
  8. Everything appears to be working correctly except for the fact that the results will never transmit. Example: 250km orbit, looking at Eve, take a picture, GUI comes up saying I've collected ~40 science, press transmit, nothing happens. No exceptions are being thrown. Any idea whats going on? Edit: RemoteTech connection was dropping as I was sending signals. My fault!
  9. Sorry, I've read through the past few pages but I'm still a bit confused as to what I need to specifically do to get Kerbal Konstructs working in 1.0.5. I've downloaded this interim release and replaced the old Kerbal Konstructs with it, now I need to create a ModuleManager patch... for.. what? I'm sorry but this is where I'm confused. Some of you guys are referring to a patch, specifically Joshwoo69's, but I don't see a link to it anywhere... What am I missing? Thanks in advance! Edit: Is this the patch? https://copy.com/qWBTwzk3e3dniDaD Edit 2: Yes that is the patch. Now I'm curious how to get the Oceania aircraft carrier to work with the latest version of KK. The Oceania v1p3 zip seems to be structured differently to how KK is currently structured. Edit 3: Got it working by dumping the contents of the zip and then updating the author so that the MM patch will reconfigure them. Sweet!
  10. I'm seeing the same issue, tons and tons of asteroids and FPS dropping considerably. Workaround? Edit: That being said everything is absolutely gorgeous Thanks for all your hard work Proot!
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