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Noname117

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    Basic Jet Cricumnavigator

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  1. Yeah, that might've happened. Anyways, reinstalling Firespitter and removing that file seems to have fixed this issue. Also just did another reload to fix a few more issues (why does Ferram have an extra Scale_Redist.dll file in it's plugins folder???) and everything seems to be running well enough! Thanks much for the help!
  2. Thanks very much. I'll do and get back to you. Just wasn't able to find the most recent Firespitter link it seems and got an outdated version. EDIT: I'm actually now really extra confused how the rogue DLL got in there now. I have an extra folder where I basically got everything together and then copy+pasted it into the KSP GameData folder, and with only the Squad, SquadExpansion, Custom Flags, and ModuleManager files kept in the KSP GameData from my previous mod removal. I didn't find the rogue DLL in the folder I got everything together in, but it was somehow in the main GameData folder.
  3. I do have Firespitter installed. Here's a screenshot of my GameData folder at the moment. Had to reboot to get another log, and it's certainly not the only error I'm getting, but it is the one that's forcing the game to close. The KSP Log
  4. Tried to get this to work on KSP 1.12.5 with a fairly large modlist. Got an error on initial game load: Loading has failed due to an unhandled error Failure in subsystem : Part compilation Part: e50 Electric Propeller Engine (KAX/Parts/KAX_electricProp/KAX_electricProp/KAXelectricprop) System.NullReferenceException: Object reference not set to an instance of an object at ModuleResourceIntake.GetInfo () [0x0002d] in <4b449f2841f84227adfaad3149c8fdba>:0 at PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) [0x0024e] in <4b449f2841f84227adfaad3149c8fdba>:0 at (wrapper dynamic-method) PartLoader+<CompileParts>d__56.PartLoader+<CompileParts>d__56.MoveNext_Patch0(PartLoader/<CompileParts>d__56) at KSPCommunityFixes.Performance.KSPCFFastLoader+<FrameUnlockedCoroutine>d__62.MoveNext () [0x0006c] in <c08d6ea084ba41369dbf89fe1fba85db>:0 Any idea what is causing it, and how to fix it?
  5. Spent several hours flying around not finding it (I wish I had brought a scansat) and actually had to have a friend find it on their save on a scanning satellite, then still couldn't fly it, had them confirm that it was it on their save, and even after having him guide me to the location I still overflew the area a couple of times before even seeing it. I kind of feel bad about posting it here since it doesn't feel legitimate, but hey, I put in the effort to get a propeller plane to Laythe safely from having not ventured beyond Duna before, so I'm still posting it for that effort alone. This was difficult to find. Not sure what I'm going to do for the others. Definitely will bring along a scanning satellite though. So, this one I planned better for. I was even building the scansat before the hint was given. I sent the scansat and lander on 2 separate launches with tons of spare dV at the right times. They launched 2 and a half hours apart and arrived 3 and a half hours apart despite a different set of maneuvers performed, particularly in regards to the Munar assist, for each craft. Unfortunately since I haven't done much with space outside of Kerbin's SOI I didn't realize the scansat needed a strong antenna or relay to actually scan, and although I could control it because the lander was always close enough for direct control it couldn't function as a relay and as such the scansat itself was effectively useless. I had to send a relay out over there, and my first try was actually going too fast to slow down. I thought getting there faster with more dV expenditure would be better, but it led to a 50 minute burn which had the spacecraft going so fast that it needed 10000 m/s of dV to slow down while only having 5000 m/s itself. Anyways, I need to make less mistakes with these hints. At least I can make a quick fix to the next scansat and get it to work. Honestly, it's weird. I'm not even sure I want a JEB plushie. I just want to do this for the fun of it, and because I watched the threads for the earlier easter eggs back when the solar system got expanded but never participated in said hunt. I guess it feels good trying this with new ones that are only *barely* spoiled. Alrighty I got the kerbal there now instead of just having the reaction wheel probe.
  6. I know the mod isn't updated for 1.11.1, but if you're using it there recovering a craft will give you funds no matter if you recover to VAB, the SPH, or just normally. With VAB or SPH recovery this basically results in free funds. The normal recovery only causes free fund issues when combined with Scrapyard, but that's a different mod and not an issue here. Did something change with the way recovered funds are given to the player in the recent version which renders old mods like this not working properly?
  7. We don't really do anything as a squadron, but yes, it is possible to join.
  8. Clan still exists, although we don't really do anything, and haven't really done anything as a clan.
  9. So I installed this mod along with it's 2 dependencies, and I'm not seeing it pop up anywhere in my KSP game when I am in the VAB/SPH. I'm worried I may have installed one of the dependencies wrong (there are several files in toolbar controller where I don't know where they go, I basically put the one file in the gamedata folder), or maybe there is a conflict with one of the other mods. Can anyone help me figure out what to do? I did not use CKAN for this (and the title page doesn't say this mod is updated for it anyways).
  10. For multiplayer, why don't they just include several options for the server owner to pick from when configuring the server? A "one-size-fits-all" for Kerbal multiplayer seems like a bad idea given how different people play it different ways. EDIT: In my opinion, Kerbal needs to revamp their campaign in some way to make it not feel like just an expanded sandbox. There is still a disconnect between how science is gathered (exploring planets) and how it is spent (on new parts), which makes little sense. Being able to instantly launch rockets after construction makes the Kerbal space program develop unbelievably quickly. Starting with manned launches, like you're basically required to do, is a huge disconnect between how real life space programs developed and KSP. There's no competing space agencies to fight over contracts with, or to compare your progress against. And the endgame is basically just unlocking all the parts, which is done through exploration. The point of exploration in the campaign doesn't have anything to do with learning more about the system, but entirely has to do with progressing further. Which I feel just removes the depth from exploration. I guess what I'm saying is that the campaign feels like it lacks management depth or a proper goal, both of which a good management game needs. The challenge of campaign mode comes from engineering and flying a space program, with very little coming from managing said space program. Sandbox mode is basically the same, except with that little bit of management gone. Kerbal has the potential to be that nice mix of a management game, construction game, and flying sim, but really only gets 2 out of the 3. And in today's market it seems like most similar games do the exact same. And honestly, I think that bit of management depth (and maybe exploration depth) is what KSP needs the most to truely live up to its full potential. That being said, the current solar system does feel like 2/3 of a solar system. Those outer planets we've been expecting for years kind of need to be added for the KSP solar system to truely feel complete. So although what Squad has done in the past couple years has been nice, it's all been little improvements to the game which fail to address the core issues surrounding the game and the major areas where the game feels incomplete.
  11. Now in way further than my little experimental plane yesterday. This one can do 150 m/s at sea level, and is insanely powerful (19 clipped SAS). Building/flying this thing is basically what I've been doing today.
  12. I've been playing aviation pioneer in KSP for these past couple days. It's fun!
  13. Did anyone actually expect this to go differently?
  14. So they've said it's supposed to be automatic, but it hasn't yet happened yet for many of us. Either there's an issue with those who transferred to Steam, or they have to give out so many DLCs that the automatic process is lagging.
  15. Built a new experimental fighter, and so far I'm happy with it's performance. It can go 300 m/s at low altitude with it's afterburner and 216 m/s without, which isn't bad for a custom-cockpit fighter, and is very maneuverable with a low stall speed (meaning that if you turn too hard and the plane starts to stall it is very easy to recover). It's also one of the prettiest fighters I've built. Now I just have to actually get around to naming and releasing it, which is the hardest step in all of this.
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