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robgraham

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  • About me
    Some time programmer, concept artist, tester.
  1. The issue is that all we seem to get about anything are excuses rather than fixes. Like Rayne I don't and won't go to yet another discord for answers. I have to sit on way to many of them as it is, but the lack of communication and what communication does go out is bad, Like I thought honestly that Frontier Development had set my bar of 'can't be any worse than' after their handling of Elite Dangerous over the years but ever since the "We are cutting back post" things here have gotten worse. It shouldn't be a big ask for Community Managers to take 5-10 minutes out of a week to get a round up of what is going on and be able to communicate it, I mean it's part of your job. It shoulnd't be 7 months in that we still have zup, nada, no idea of when the updates for features that were promised to be 'rapidly put out' are and some how the few video's that have been released by you all don't fill me with confidence of late either, as core fundimental items that should have been dealt with before EA are being tossed around like 'well hey we got 50$USD from these suckers we are living on their dime now" and while that might not be what is intended it is how it feels. While I want to say congrats to Mike for his recent personal events, as a customer and a consumer at the same time those personal events should not have the roll on impact that communication and updates with the community fall behind. Especially given that it's not like what has happened was 'sudden' either it was kinda going to happen and based at least roughly on how events go you've had as a company 7 months to plan for 'fixes' so to be 'hiring' at the point when it becomes a problem kinda makes me even less confident in how things are being ran. There are a thousand and one ways that you all as a company could be communicating better, there are thousands of examples heck one of the easiest would be to do something as simple as this https://trello.com/b/HsMiJggJ/heatblur-public-roadmap and that btw is from a very small developer, but I've seen larger companies do the same. But the lack of comms and then the trickle of well we shared some ss's or a talk wtih a dev that's communications isn't. 7 months and we have 0 featuers from the Roadmap, we don't even have all the proper features that were promised to release 'quickly after launch'. And what's worse Community Managers whom won't actually go to bat to get those answers it seems. One thing I'll say about Rayne is that while we might have butted heads on the old forums once or twice she at least always did her best to get the community answers.
  2. Why not have a public trello roadmap and tracker? Like oh I don't know Epic or even small indie companies like Heatblur Simulations etc do? you can set it up literally with a list of items for 'Delivered' 'Known delivering next patch', 'Coming in the near future', 'Coming in the distant future', etc. It allows for anyone to see what your up to, it allows for you to give information in a nice visible form, but also to have some accountability to the public. I want to believe you guys are going to 'do better', 'communicate better' etc but things like the update post (and reasons), the last post, that none of you seem to understand why at least a very large chunk of the KSP community is upset at the pricing etc makes me wonder at the same time. but here two examples of how trello can be used: Heatblurs: https://trello.com/b/HsMiJggJ/heatblur-public-roadmap?fbclid=IwAR249hUEWejnE5_jlDJmfCvN_n2Sp6TprnyhJau3MG6P_hj-eoOy3WF17XQ Epics https://trello.com/b/GXLc34hk/epic-games-store-roadmap
  3. I'm just disappointed in how the entire release and post release communication and community expectations are being handled. Intercept/PD/Take 2 knew what state the game was in prior to EA release, but continued to push the hype train on it, then seem to act as if the backlash over the state of the game that they have charged people near full price for is because the 'buyers' are at fault. When their patch cadence at first gets called out they make excuses that 'well its gotta be checked and signed off on and all this stuff' as if it's being released to a console were you have to have 3rd party validation take place, they bluntly ignore when those who've been around from the start point out that its strange that we could get fast update cadence from a smaller far less experienced team back in the day etc. Even this announcement SHOULD have been done better, full stop end of story. IF YOU are coming to the community going 'hey we need more time between patches, come with more then vague statements. Honestly I think if they had actually given estimates on how much time between patch cycles was likely to be, while some of the community would be disappointed the amount would be far less. But rather then Nate or someone else stopping going to management and doing this: "Hey guys, if i'm going to be going to the community and telling them we are slowing down the patches to fix the bugs in our game, I'm going to need to have something to give them in return, how long are we talking for patch cycles now? every 8 weeks instead of 4? Every 12? Give me something we can give them so they KNOW what to expect, they have paid money we owe them that at least" We basically get nah i'll get those answers later, because apparently it's too hard to ASK before making a statement. I never thought I'd be looking at KSP and here and going 'what happened' given at this stage in 1 if something went wrong etc Harv was willing to be upfront to the community about it. and I know others will say that 'oh but x happend and y'... I don't care about the other parts at the moment, I care about my experience from literally Squad's first releases onwards compared to how this ones been handled. Why? Because I can recall sitting in a forum thread talking OPENLY about updates with them, about how for example building a rocket over x height became impossible and that a launch tower system was really needed, even if it was simply something that put a simple clamp onto the rocket and having Harv and another dev grab the quote and go 'Hey awesome idea, we've been throwing it around here and I think you'll like the next update in a weeks time'.. Or when he released something buggy how rather then 'hey guys your gonna have to wait who knows how many weeks for us to fix it' at times we would see rapid fire hot patches that YES some times broke the game worse but other times rapidly fixed the game.. and you know what? It didn't matter, it was EA we knew it was EA we knew that we were playing Beta's the update cadence and rapid no QA tested stuff didn't bother us, we WERE the QA. That all seems to be lost here.. We have what at times feels like condescending remarks in press releases and discord statements, lack of open and honesty about what is going on, statements that seem well.. to contradict themselves (We aren't going to patch the game to fix bugs, because patching the game to fix bugs takes away from us being able to patch the game to fix bugs!). Etc. For the first time in a long while, this last press statement made me change a positive review to a negative.. because if Take 2, PD, Intercept etc can't give time frames for when we can expect patches after 3 years of development, delays, can make statements like they are happy with how it released etc.. I can't recommend to my mates that they should buy into the game. Because at this point I'm not certain I would now.
  4. Don't post a lot these days, used to back when KSP was in the early days on the old forums, but parts of the AMA have me worried. We were Sold KSP 2 as 'KSP but bigger, with multi system, multi player and colonies'. I mean from a game designer point of view which this AMA is meant to have been with it's not that hard of a design question. q. What made KSP so popular and beloved from a 'game loop' perspective? The answer to that is it's core game play loop, make rockets, either set your own goal or use the contract market... succeed or fail, in a fairly realistic simulation of reality. Even the early early builds of KSP that is what MADE KSP, take these few select parts, try and get to obit, blow up laugh, try again.. Set next challenge.. As the game got bigger, challenges got bigger, Add in the ability to add/remove mods to make the game what you want.. you have what makes KSP work. Why does that seem to be.. I don't know lost in the translation of these AMA's? When ever I read the answers to some of the questions in the AMA it honestly seems like rather then simply expand on what made KSP 1 great, they are instead trying to 'reinvent' KSP's "CORE". And I mean Lets be honest, a lot of the community would likely have been happy if KSP 2 released and we got.. A shift to the newer unity builds (or even unreal) and with that an upgrade to the graphics engine comapred to KSP 1, KSP1's Core UI with maybe some tweaks to make it a little more friendly, Procedural <insert the various type> (wings, fairings, tanks, solar panels, etc) as part of core, MechJeb/some form of automation help especailly as you progress as part of core, new solar systems and multiplayer, why? because again the work that Harv and co did on the original game is what people loved. I get that the design team wants to make their own stamp on things, and make onboarding new players easier.. That's fine, you make the NPE better by adding in Tutorials and reworking things to high light systems, to give better guidence and help, script people through starter missions etc. But again reading the AMA answers I'm left scratching my head at certain things like others because it's like on one hand all these ama's 'we are avid players of the first game who love it and listen to the community' on the other we get answers like this in this AMA "We use procedual parts for things that are the same".. .... ... Yet as 'avid players' and 'game designers' we didn't bother to do this with the fuel tanks which are ALL THE SAME and simply explain how to make what you need with that system, despite it being one of the go to mods for the first game, and has been since procedural parts were first introduced. its Just a one of things that to me make me .. wonder.. Unlike most i'm not in the whole wahha I wanna refund, but tbh given the lack of updates in terms of patches compared to ksp1, the seeming disconnect on answers etc i can understand why a lot of KSP 1 players are 'eh refund and we'll just keep playing KSP 1'.
  5. I have always considered that perhaps Kerbals have the green skin because they are producing it either due to a large intake of copper (perhaps their blood uses copper as the base for their hemoglobin rather than iron like ours?), perhaps our little green men all have green blood? or by something they eat a lot of, Or possibly as a natural defense while developing (less so this we've not seen any 'threats' to them after all they seem to be the pinicial of life other then.... the krakans) But, as for their biological sub form, they appear to have features that could suggest an Amphibian background as well if you take physical appearances such, large mouths, beady eyes, largeish body, very durable and 'elastic' bodies, the ability to seemingly hibernate (if we go with their little need for life support in ksp1 stock) for long periods at a times.
  6. Nate, To be fair one of the advantages that Harv had especially in the early days was that he could just push builds out and get people to test them, that is part and parcel of it being Early Access, stop and look at the original build cadence some times we got multiple builds in a day (especailly with the early pre 0.13 release) because they realised that in part because it was Early Access / Alpha product that people wanted fixes NOW not a month down the line. I know (having done it) how normal AAA testing happens, builds get done, they get tested by the devs as it gets coded typically on a nightly build then gets put over to testers to check for major bugs then eventually a code free, a final 'RC build' that then goes to QA for final testing and 'approval' from the higher ups and then pushed, which is what you've described above. The issue with that is it's fine for when your doing a game that is complete and the 'bugs' might be a list of things that are impacting one or two people, but when somethings a buggy EA mess that has a community screaming that it is broken and needs hotfixes, saying nope just wait is border line slapping the fans and purchasers in the face (in my opinion), especially when you could easily have a 'release' and a preview build in the steam list with preview being more rapid fire updates that get pushed to release in one big hit. What I think has a lot of people upset at the moment is that you (the company, not you personally) have charged us (the players) a lot of money for a EA product when most things in this type of state are 1/2 the price, your asking near full release AAA price and then unlike when we had the product for free or even 7$ we are being told 'no, your gonna have to wait for patches for weeks at a time'. Stop and look at how that is likely to be seen by the community. Harvester and his small group of programmers could throw out at times 4 versions in as little as a few days when it was nothing but really a love project at the time, while the company formed around literally making the sequel can't and then wonder why the community is 'well why?'. I do work in the industry and even I am wondering, WHY a studio formed specifically for this purpose can't match a few guys working as their parent company lets them from time to time could.
  7. http://www./download/i1k5kdcz9iw6yq9/RealChute+v1.2.5.3.zip <-- that which appears to be the last version Stuipid_Chris released.. FIXED the issue for me.
  8. Really hoping he finds the cause quick and fixes it then, Real Chutes = kinda a given these days given it handles Parachutes way better than the stock system which lets face it .. tends to leave your kerbals almost dead gah just read that stuipid_chris has stopped work that's sad. RC is a major part of the game.. it should actually be how the stock system handles things.
  9. Confirm win 32bit, either they get flung away, refuse to grab the ladder.. or start sliding 'down' the ladder. At times the flinging can be.. extreme, i used 75% of Jeb's thruster pack at one point just stabilizing.
  10. Been a while since I posted, normally.. I don't need to these days.. but this one actually has me stumped. oh and 32bit not 64. I'm running 0.25 with Deadly Re-Entry, Diazo's Landing Height, KW Rocketry, RCS Build Aid, Real Chute, Stage Recovery and Station Science. Module Manger is updated to 2.5.1 all mods are the latest. At times when I switch ships to manned ones, they just.. stop functioning, the kerbal is missing from the lower right hand side, the fuel and stage info appears like it's shunted beyond the left hand side of the screen and generally the craft can't be used at all.. except for looking at how much fuel etc etc is in. this has happened more than once tonight while streaming.. LOG 00:04:23.969] Going to Tracking Station ---------------- [WRN 00:04:23.970] [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION ===================== [LOG 00:04:24.540] [RealChute]: Saved settings file. [LOG 00:04:24.721] AddonLoader: Instantiating addon 'StageRecovery' from assembly 'StageRecovery' [LOG 00:04:24.877] [PlanetariumCamera]: Focus: Kerbin [LOG 00:04:24.966] [ScenarioDestructibles]: Started. 39 objects registered [LOG 00:04:24.996] [PlanetariumCamera]: Focus: Kerbin [LOG 00:04:26.376] [Tracking Station]: SetVessel(Mun Two) [LOG 00:04:26.377] [PlanetariumCamera]: Focus: Mun Two [LOG 00:04:28.738] Flight State Captured [LOG 00:04:28.741] Saving Achievements Tree... [LOG 00:04:28.742] Saving Achievements Tree... [LOG 00:04:28.742] Saving Achievements Tree... [LOG 00:04:28.824] Game State Saved as persistent [WRN 00:04:28.824] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) ===================== [LOG 00:04:28.826] [Tracking Station]: SetVessel(null) [LOG 00:04:28.826] [PlanetariumCamera]: Focus: Mun [LOG 00:04:29.257] AddonLoader: Instantiating addon 'StageRecovery' from assembly 'StageRecovery' [LOG 00:04:30.105] AddonLoader: Instantiating addon 'ReentryPhysics' from assembly 'DeadlyReentry' [LOG 00:04:30.106] AddonLoader: Instantiating addon 'LHFlight' from assembly 'LandingHeight' [LOG 00:04:30.107] AddonLoader: Instantiating addon 'StageRecovery' from assembly 'StageRecovery' [LOG 00:04:30.107] AddonLoader: Instantiating addon 'FuelXferEnforcer' from assembly 'StationScience' [LOG 00:04:30.130] ------------------- initializing flight mode... ------------------ [LOG 00:04:30.234] Target vessel index: 18 vessel count: 20 [LOG 00:04:30.236] [FLIGHT GLOBALS]: Switching To Vessel Mun Two ---------------------- [LOG 00:04:30.238] setting new dominant body: the Mun FlightGlobals.mainBody: the Mun [LOG 00:04:30.239] Reference Frame: Rotating [WRN 00:04:30.275] [Part]: PartModule ModuleAeroReentry at decoupler.ftr.small, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.276] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.276] PartModule is null. [WRN 00:04:30.280] [Part]: PartModule ModuleAeroReentry at RCSFuelTank, index 0: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.281] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.282] PartModule is null. [WRN 00:04:30.286] [Part]: PartModule ModuleAeroReentry at fuelTankSmall, index 0: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.287] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.287] PartModule is null. [WRN 00:04:30.296] [Part]: PartModule ModuleAeroReentry at liquidEngine3, index 5: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.296] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.297] PartModule is null. [WRN 00:04:30.303] [Part]: PartModule ModuleAeroReentry at stackDecoupler, index 2: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.304] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.304] PartModule is null. [WRN 00:04:30.310] [Part]: PartModule ModuleAeroReentry at science.module, index 2: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.311] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.312] PartModule is null. [WRN 00:04:30.317] [Part]: PartModule ModuleAeroReentry at KW1mtankL1, index 0: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.317] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.318] PartModule is null. [WRN 00:04:30.326] [Part]: PartModule ModuleAeroReentry at liquidEngine3, index 5: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.327] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.328] PartModule is null. [WRN 00:04:30.333] [Part]: PartModule ModuleAeroReentry at KW1mDecoupler, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.334] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.335] PartModule is null. [WRN 00:04:30.339] [Part]: PartModule ModuleAeroReentry at KW1mtankL2, index 0: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.340] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.341] PartModule is null. [WRN 00:04:30.354] [Part]: PartModule ModuleAeroReentry at KW1mengineVestaVR1, index 5: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.354] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.355] PartModule is null. [WRN 00:04:30.358] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.358] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.359] PartModule is null. [WRN 00:04:30.359] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.360] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.361] PartModule is null. [WRN 00:04:30.364] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.365] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.365] PartModule is null. [WRN 00:04:30.365] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.366] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.367] PartModule is null. [WRN 00:04:30.370] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.371] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.371] PartModule is null. [WRN 00:04:30.371] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.372] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.373] PartModule is null. [WRN 00:04:30.376] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.377] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.377] PartModule is null. [WRN 00:04:30.377] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.378] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.379] PartModule is null. [WRN 00:04:30.382] [Part]: PartModule ModuleAeroReentry at landingLeg1, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.383] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.384] PartModule is null. [WRN 00:04:30.387] [Part]: PartModule ModuleAeroReentry at landingLeg1, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.388] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.388] PartModule is null. [WRN 00:04:30.392] [Part]: PartModule ModuleAeroReentry at landingLeg1, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.392] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.393] PartModule is null. [WRN 00:04:30.396] [Part]: PartModule ModuleAeroReentry at landingLeg1, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.397] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.397] PartModule is null. [WRN 00:04:30.402] [Part]: PartModule KASModuleGrab at mediumDishAntenna, index 3: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.403] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.404] PartModule is null. [WRN 00:04:30.404] [Part]: PartModule ModuleAeroReentry at mediumDishAntenna, index 3: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.405] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.405] PartModule is null. [WRN 00:04:30.411] [Part]: PartModule ModuleAeroReentry at GooExperiment, index 2: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.412] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.412] PartModule is null. [WRN 00:04:30.416] [Part]: PartModule ModuleAeroReentry at GooExperiment, index 2: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.417] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.417] PartModule is null. [WRN 00:04:30.420] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.421] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.422] PartModule is null. [WRN 00:04:30.422] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.423] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.423] PartModule is null. [WRN 00:04:30.426] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.427] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.427] PartModule is null. [WRN 00:04:30.428] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.429] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.429] PartModule is null. [WRN 00:04:30.432] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.433] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.433] PartModule is null. [WRN 00:04:30.434] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.434] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.435] PartModule is null. [WRN 00:04:30.438] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.439] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.439] PartModule is null. [WRN 00:04:30.440] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.440] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.441] PartModule is null. [WRN 00:04:30.445] [Part]: PartModule KASModuleGrab at sensorThermometer, index 2: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.445] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.446] PartModule is null. [WRN 00:04:30.446] [Part]: PartModule ModuleAeroReentry at sensorThermometer, index 2: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.447] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.447] PartModule is null. [WRN 00:04:30.450] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.451] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.452] PartModule is null. [WRN 00:04:30.452] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.453] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.453] PartModule is null. [WRN 00:04:30.457] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.457] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.458] PartModule is null. [WRN 00:04:30.458] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.459] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.459] PartModule is null. [WRN 00:04:30.462] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.463] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.463] PartModule is null. [WRN 00:04:30.464] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.464] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.465] PartModule is null. [WRN 00:04:30.468] [Part]: PartModule KASModuleGrab at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.468] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.469] PartModule is null. [WRN 00:04:30.469] [Part]: PartModule ModuleAeroReentry at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.470] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.470] PartModule is null. [WRN 00:04:30.473] [Part]: PartModule ModuleAeroReentry at batteryBankMini, index 0: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.474] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.474] PartModule is null. [WRN 00:04:30.478] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.478] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.479] PartModule is null. [WRN 00:04:30.479] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.480] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.480] PartModule is null. [WRN 00:04:30.484] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.484] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.485] PartModule is null. [WRN 00:04:30.485] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.486] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.487] PartModule is null. [WRN 00:04:30.490] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.491] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.491] PartModule is null. [WRN 00:04:30.491] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.492] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.493] PartModule is null. [WRN 00:04:30.496] [Part]: PartModule KASModuleGrab at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for KASModuleGrab in other indices... [ERR 00:04:30.497] ...no KASModuleGrab module found on part definition. Skipping... [WRN 00:04:30.497] PartModule is null. [WRN 00:04:30.498] [Part]: PartModule ModuleAeroReentry at solarPanels5, index 1: index exceeds module count as defined in cfg. Looking for ModuleAeroReentry in other indices... [ERR 00:04:30.499] ...no ModuleAeroReentry module found on part definition. Skipping... [WRN 00:04:30.500] PartModule is null. [EXC 00:04:30.510] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.Load (.ConfigNode node) RealChute.Parachute..ctor (RealChute.RealChuteModule module, .ConfigNode node) RealChute.RealChuteModule.<LoadParachutes>b__20 (.ConfigNode n) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[ConfigNode,RealChute.Parachute].MoveNext () System.Collections.Generic.List`1[RealChute.Parachute].AddEnumerable (IEnumerable`1 enumerable) System.Collections.Generic.List`1[RealChute.Parachute]..ctor (IEnumerable`1 collection) RealChute.RealChuteModule.LoadParachutes () RealChute.RealChuteModule.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.LoadModule (.ConfigNode node, System.Int32& moduleIndex) ProtoPartModuleSnapshot.Load (.Part hostPart, System.Int32& moduleIndex) ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) ProtoVessel.LoadObjects () Vessel.Load () Vessel.MakeActive () FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.SetActiveVessel (.Vessel v) FlightDriver.Start () [EXC 00:04:30.636] NullReferenceException: Object reference not set to an instance of an object RealChute.Parachute.Load (.ConfigNode node) RealChute.Parachute..ctor (RealChute.RealChuteModule module, .ConfigNode node) RealChute.RealChuteModule.<LoadParachutes>b__20 (.ConfigNode n) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[ConfigNode,RealChute.Parachute].MoveNext () System.Collections.Generic.List`1[RealChute.Parachute].AddEnumerable (IEnumerable`1 enumerable) System.Collections.Generic.List`1[RealChute.Parachute]..ctor (IEnumerable`1 collection) RealChute.RealChuteModule.LoadParachutes () RealChute.RealChuteModule.OnStart (StartState state) Part.ModulesOnStart () Part+ .MoveNext () [LOG 00:04:30.839] [ScenarioDestructibles]: Started. 39 objects registered [LOG 00:04:30.844] StnSciScenario started [WRN 00:04:30.858] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.873] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.874] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.875] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.875] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.876] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.877] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.877] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.878] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.878] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.879] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.880] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.882] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.882] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.883] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.884] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.884] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.885] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.885] [PartJoint]: None of the provided nodes was valid! [WRN 00:04:30.886] [PartJoint]: None of the provided nodes was valid! [LOG 00:04:30.929] [PlanetariumCamera]: Focus: Mun Two [LOG 00:04:31.448] Reference Frame: Inertial [LOG 00:04:34.823] SCREENSHOT!! [LOG 00:04:36.201] Game Paused! [LOG 00:04:37.317] Game Unpaused! [WRN 00:04:37.317] Can not play a disabled audio source [LOG 00:04:39.601] SCREENSHOT!! [LOG 00:04:42.302] Game Paused! [LOG 00:04:43.381] Game Unpaused! [WRN 00:04:43.382] Can not play a disabled audio source [LOG 00:04:43.836] Game Paused! [LOG 00:04:45.148] Flight State Captured [LOG 00:04:45.151] Saving Achievements Tree... [LOG 00:04:45.152] Saving Achievements Tree... [LOG 00:04:45.152] Saving Achievements Tree... [LOG 00:04:45.239] Game State Saved as persistent [WRN 00:04:45.239] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) =====================
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