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About Kev

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    Bottle Rocketeer
  1. Yes, the star is called Ciro.
  2. Hi, tomf. I'm getting this exception playing Galileo planet pack with Impact! mod. [IM:4/11/2017 6:44:32 PM]: Trying to generate an impact contract (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [IM:4/11/2017 6:44:32 PM]: Finding asteroids (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [IM:4/11/2017 6:44:32 PM]: asteroid name = Ast. KCM-955 asteroid discovery=Presence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at kerbal_impact.AsteroidSpectrumContract.orbitFactor (.CelestialBody celestialBody) [0x00000] in <filename unknown>:0 at kerbal_impact.AsteroidSpectrumContract.getAsteroidStars (.Vessel asteroid) [0x00000] in <filename unknown>:0 at kerbal_impact.AsteroidSpectrumContract.pickContracts (IEnumerable`1 bodies) [0x00000] in <filename unknown>:0 at kerbal_impact.ImpactContract.actuallyGenerate () [0x00000] in <filename unknown>:0 at kerbal_impact.AsteroidSpectrumContract.Generate () [0x00000] in <filename unknown>:0 at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+<UpdateDaemon>c__Iterator9B.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) It seems it doesn't affect gameplay but i thought you want to take a look at it anyway.
  3. Yeah, added drag is not very significant. It just impedes plane's take off and climb to acceleration height. I'm fine with it. Actually, tailcones hepled me significantly, reduced drag of engines (including cones itself and decouplers) by about 70% maybe.
  4. Ah, i see. So drag of rocket engines is exaggregated to compensate exaggregated mass. Ok, thanks for answer and for awesome mod. I'll see what i can do.
  5. Really nice mod. I have one little question however. I build a spaceplane which flies perfectly (if skip fact that it tends to go perpendicular to velocity vector despite CoL is far back from CoM). However rocket engines create huge amount of drag despite being covered by interstage covers from KW. Here is screenshots There is plane's main body ending with Jets, with LFO tanks attached to it's sides. Behind this tanks i have interstage covers (front backwards) and Vesta rocket engines inside. And this engines creating tons of drag. A lot more than any other part of plane. So, what is wrong here? Is that because i have open back of them? Also, sometimes CoM stops showing for some reason. Looks like it begin doing so after i add some part. I'm using
  6. New overlay maps looking cool. ... Wait... what is that???
  7. Is there any losses intended on fuel transfer? My target ship had capacity of 100U, current ship had amout of 200U and i ended up with ~60-70U capacity on target ship with zero amount on current. Where are that 130U of fuel gone?
  8. Also want to ask is there way to fix wordwraping issue in the alarms window? Changing width values at config file seems doesn't do anything...
  9. Sure, there is one: Now how to reproduce: - Have a ship on mun orbit; - Launch another ship to the mun interception and setup SOI change alarm - 5 sec; - Switch to first ship that is orbiting mun and wait for alarm from here; - When alarm is fired, switch to ship w/ delete alarm. After switch i have another pop of alarm, i close it w/ delete checked; - Add alarm and i see apoapsis with some random "time to". Time to periapsis is ok. Well, if you say its just internal vars (of KSP i assume) then bug might be a bit deeper. I noticed that apoapsis is gone in some seconds, maybe 10 or 20, but this is a bit confusing. Last time i accidentally added alarm for apoapsis instead of periapsis. Luckily i did not miss my periapsis because apo was 13 minutes earlier. In screenshot apo is about 20 minutes later so i could miss needed time mark this time.
  10. Yep, i found it already, window was minimized. Wanted to edit my post but it still was under inspection. Anyway, plugin is really great. Very helpful in managing multiple flights, giving posibility to run tens of them. Thanks. Oh, by the way, sometimes alarms don't been deleted after they alarming and i choose to delete them after closing. And after switching to linked vessel i always have another pop of this alarm. For hyperbolic orbit (when vessel just entered SOI) time to apoapsis shown earlier than time to periapsis (somewhere in the middle between vessel and periapsis). Probably apoapsis should not exists in this circumstances? Also i noticed that AN and DN times calculated for celestial body equator (seems like that) rather than for orbit of targeted vehicle. Is that intended behavior? Thats my observations so far. I apologize for my english.
  11. I have strange issue with alarm window. I created 6 alarms but window shows only one alarm (soonest) and no scrollbar. Alarms...txt contains 6 of them. In config alarms count before show scrollbar is set to 10. (can't find where to attach screenshot... there is nothing to see at)