Thorbane

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About Thorbane

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    Spacecraft Engineer
  1. Why do nuclear reactors have to be started manually?
  2. Is anyone else having problems with this mod and Contract Configurator? This happens when Contract Window tries to load contracts: [Contract Parser] Loading All Contracts... (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 PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
  3. @Francois424 I think it's part of the FNRadiator module.
  4. Which heat radiators? There are something like 5 different types in this mod. The folding ones should pivot, if they don't then something is wrong with your install.
  5. I found an odd bug/feature in the experimental version. It picks up the coloration of the scanner overlay.
  6. @FreeThinker I figured out the cryostat cost problem is caused by tweakscale. The base 1.25 meter tank's cost are correct (except for the D/He3 combo setup), but when you scale it up things go wonky. The root cause is probably how the cost adjusting code reacts to tweakscale. Also their surface attach point is off. Edit: And displayed radiator masses are incorrect.
  7. The base costs for the cyrostats are pretty broken, a 2.5 meter one set up for pure He3 storage costs more than 8 million, empty.
  8. Diazo, I'm pretty sure it's not a problem on your end. The other parts work fine with AGX, aside from a strange tendency to not shutdown engines if you have a timer set to do so when staged.
  9. Gave a C-class a shove out of the solar system: Botched a booster separation: and launched an SSTO
  10. Why does the Gravityturn window say I'm experiencing souposphere levels of drag? I'm running FAR, and the drag calculation is off by over a factor of 4.
  11. The Fuel sensor doesn't seem to work with action groups in action groups extended. The option to select which action group to trigger does not appear.
  12. The Procedural tanks still reset any changes you make to their contents using Modular Fuel Tanks. Modular fuel tanks doesn't support tweakscale, so I'd like to be able to use this mod to make custom tanks instead, but the modular fuel tank setup still gets overwritten every time the part is resized or the craft file is reloaded.
  13. There seems to be a conflict with procedural parts tanks, they reset the tanks you set up when the tank is resized or the craft file is reloaded. Rather annoying problem as it means there isn't a practical way to get custom sized modular fuel tanks, with both procedural tanks and tweakscale not working with MFT.
  14. If anyone else runs into a problem where loading a craft with engines from a 1.0.4 version of KW Rocketry causes the editor to freeze up, but newly placed engines work fine, check the attach node (attN) the engine is using in the craft file. I was having some problems because some engines in old craft files were using a node that no longer exists, "top2", instead of just "top".
  15. Kerbalstuff is down, is there a github I can download this from?