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Mordrehl

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Posts posted by Mordrehl

  1. Just jumped back into KSP, hadn't played since 1.7.

    I'm pretty sure this is one of my many mods ... was hoping somebody else had encountered this before I start the tedious trial and error method of figuring out which one.     But ... here's the situation

    In career ...  drag seems very very high.

    Simple rockets (the very first kind you can build) all tip over from nose drag unless I cheat to fairings.    On re-entry, I'm literally coming in hotter than I ever would before and no heating ... and slowing to such a leisurely descent I'm almost tempted to forgo chutes (I literally slowed to 22 m/s before I lost my nerve and deployed them).

     

    EDIT : Checked Physics.cfg ... everything seems to be default in there ...

  2. 8 hours ago, linuxgurugamer said:

    The fuel line was changed recently, no wonder it doesn't work.

    SpaceY works fine, except for the vernior, I posted a fix in the forum for that.

     

    Yeah, saw that ... haven't patched it yet as I didn't use the Vernior 

  3. 4 minutes ago, linuxgurugamer said:

    The dependency is actually going to be removed in a few days when I release an update.

    Always an adventure coming back from a 6 month hiatus and figuring out old mods ... sadly, there's a small handful that don't seem to be supported anymore

  4. 2 minutes ago, linuxgurugamer said:

    First, I asked for the log file, not a snippit.  Posting a snippit is fine, but there is other information in the log file which is useful.

    Second, in this specific case, i can say that you are missing a dependency, the unBlur mod

    Yeah, was looking for a good text file sharing site when you posted that ...

    but ... 

    Dependency

    • Requires ToolbarController

     

    May want to add that Toolbar requires it :P

    Didn't reaize ToolbarController now had dependencies hehe ... I just downloaded it willy nilly from my list of old mods when I started playing again

  5. 12 minutes ago, linuxgurugamer said:

    Log file, please

     

    [ERR 10:27:51.240] ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null

    [ERR 10:27:51.240] ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null

    [ERR 10:27:51.250] AssemblyLoader: Exception loading 'LightsOut': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
      at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
      at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
      at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 

    Additional information about this exception:

     System.TypeLoadException: Could not load type 'LightsOut.LightsOut' from assembly 'LightsOut, Version=0.2.3.3, Culture=neutral, PublicKeyToken=null'.

    [LOG 10:27:57.806] KSP-AVC -> D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\LightsOut\LightsOut.version
        NAME: Lights Out
        URL: https://raw.githubusercontent.com/linuxgurugamer/LightsOut/master/GameData/LightsOut/LightsOut.version
        DOWNLOAD: https://github.com/linuxgurugamer/LightsOut/releases
        GITHUB: linuxgurugamer/LightsOut
            LatestRelease: NULL
            AllowPreRelease: False
        DISALLOW_VERSION_OVERRIDE: False
        VERSION: 0.2.3.3
        KSP_VERSION: 1.3.1
        KSP_VERSION_MIN: 1.4.5
        KSP_VERSION_MAX: NULL
        CompatibleKspVersion: False
        CompatibleKspVersionMin: True
        CompatibleKspVersionMax: True
        CompatibleGitHubVersion: True


    [ERR 10:29:44.982] [ModuleManager] Post run call threw an exception in loading LightsOut, Version=0.2.3.3, Culture=neutral, PublicKeyToken=null

    [ERR 10:30:04.935] MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading LightsOut, Version=0.2.3.3, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
      at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
      at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
      at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 


    [EXC 10:32:28.373] ReflectionTypeLoadException: The classes in the module cannot be loaded.
        System.Reflection.Assembly.GetTypes ()
        ContractConfigurator.ContractConfigurator+<GetAllTypes>d__31`1[ContractConfigurator.ParameterFactory].MoveNext ()
        Rethrow as Exception: Error loading types from assembly LightsOut, Version=0.2.3.3, Culture=neutral, PublicKeyToken=null
        UnityEngine.Debug:LogException(Exception)
        ContractConfigurator.LoggingUtil:LogException(Exception)
        ContractConfigurator.<GetAllTypes>d__31`1:MoveNext()
        System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
        ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
        ContractConfigurator.ContractConfigurator:PSystemReady()
        EventVoid:Fire()
        <Start>c__Iterator0:MoveNext()
        UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

    hmm maybe it's ToolBar Controller?

  6. Something you may want to be aware of :

    [WRN 09:11:42.655] [TweakScale] **FATAL** Found a showstopper problem on MI.Radial.Wedge.LG.M.
    [ERR 09:11:42.655] [TweakScale] **FATAL** Part MI.Radial.Wedge.LG.M has a fatal problem due having duplicated properties - see issue #34 - https://github.com/net-lisias-ksp/TweakScale/issues/34.

    [WRN 09:11:42.655] [TweakScale] **FATAL** Found a showstopper problem on MI.Radial.Wedge.LG.ML.
    [ERR 09:11:42.655] [TweakScale] **FATAL** Part MI.Radial.Wedge.LG.ML has a fatal problem due having duplicated properties - see issue #34 - https://github.com/net-lisias-ksp/TweakScale/issues/34.

    [WRN 09:11:42.655] [TweakScale] **FATAL** Found a showstopper problem on MI.Radial.Wedge.LG.S.
    [ERR 09:11:42.655] [TweakScale] **FATAL** Part MI.Radial.Wedge.LG.S has a fatal problem due having duplicated properties - see issue #34 - https://github.com/net-lisias-ksp/TweakScale/issues/34.

    [WRN 09:11:42.655] [TweakScale] **FATAL** Found a showstopper problem on MI.Radial.Wedge.LG.T.
    [ERR 09:11:42.655] [TweakScale] **FATAL** Part MI.Radial.Wedge.LG.T has a fatal problem due having duplicated properties - see issue #34 - https://github.com/net-lisias-ksp/TweakScale/issues/34.

  7. 13 hours ago, Tonka Crash said:

    I think a lot of us are seeing this problem. It's intermittent for me. Today it worked for probably the first time I remember in a couple weeks. I can't figure out a method to reproduce it or work around it. Sometimes it works, but lately (since BG) it seems less reliable.

    Yup wierdest thing ... 

    Did my first Mun landing last night, with the cursor not working.    Had not shut down KSP, it was running since last night ... and went and did another mun landing and the darn cursor is working all on it's own again.

  8. 37 minutes ago, Tonka Crash said:

    I think a lot of us are seeing this problem. It's intermittent for me. Today it worked for probably the first time I remember in a couple weeks. I can't figure out a method to reproduce it or work around it. Sometimes it works, but lately (since BG) it seems less reliable.

    I'll try a game with only mechjeb running to see what happens when I get around to it ... thinking it may be a couple of mods that are 1.6.1 only such as umm KWRocketry or Spacey ... think those are the ones from memory.

  9. On 3/30/2018 at 6:13 PM, Jognt said:

    You could either wait for Nertea to finish up his glorious work, or toss what I wrote below into a textfile and save it in a new folder of your choosing in your gamedata folder (I named it dockingPortLargeMini.cfg). It copies the senior port and then modifies it to have the proper 1.25m size (both in appearance and node size/weight/etc). Cost and location in the tech tree are the same as the regular clamp o tron.

      Hide contents

    +PART[dockingPortLarge]
    {
        @name = dockingPortLargeMini
        @author = SomeRandomGuyOnline
        @rescaleFactor = 0.5
        @node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 1
        @node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
        @TechRequired = specializedConstruction
        @entryCost = 6400
        @cost = 280
        @title = Clamp-O-Tron Docking Port Sr. Mini
        @description = Someone washed a Senior-sized docking port a bit too hot and decided they liked the outcome!
        @mass = 0.05
        @crashTolerance = 10
        @bulkheadProfiles = size1
        @MODULE[ModuleDockingNode]
        {
            @nodeType = size1
        }
    }

     

    ps: I'm not sure on the etiquette of commenting with home-made stuff in other people's threads, so please let me know if it's not appreciated. Also, as a non-modder, I began toying with modulemanager a few days back, so while I think I did it right, I might not have. All I know is: it works :p.

     

    edit: or.. you could just use TweakScale.. just thought about that..

    Yeah,  I must have missed that Tweakscale was updated to 1.4.1 ... for some reason I though it wasn't

  10. 10 minutes ago, Nertea said:

    It can only dock in extended mode. Game limitation.

     

    Hmmm ok but I'm talking about in the VAB itself  ... I tend build modular

    For example :

    Station section going up

    <DOCK> - <TUBE> - <DOCK>

    To deliver that in orbit, I put a dock on the end of a command module, and stick that station section on top

    <DOCK> - <TUBE> -< DOCK> to <DOCK> - <COMMAND>

    Once in orbit I then control from the exposed/free dock and connect to anything already in orbit .... then undock the command module

    When I extend the part in the VAB there's still no part attachment showing ... you can attach it to a part, but you can't attach the ends of the docking port to each other in the VAB

     

    I did love the 1.25m docking module you had in the original mod ... it essentially sat on the end of 1.25 sections as a cap

  11. 2 minutes ago, Nertea said:

    Not really. In name only. Add the new mod, retire your ships, then delete the old mod. Or keep it around, they don't hurt each other. 

    You'll get this in the next update, but I won't be bringing back the docking modules of ugly hideousness.

    Screen_Shot_2018-03-11_at_1.32.03_PM.png

     

    Awesome, just want something with a slim form factor ... the stock senior 2.5m dock is very nice that they fit almost flush together

     

    EDIT :   The extensible currently supplied can't dock with anything nor does it have an attachment point

  12. 17 hours ago, Mordrehl said:

    I would love a 1.25m version of the Clamp Senior ... hate the look of joining parts with two regular clamp o trons

     

    Wait ... wasn't it @Nertea previous iteration of this mod that had a docking port that matched the end of the 1.25m parts?

     

    https://imgur.com/a/k6qrA

    Ooh there was ... 2nd part there, the Docking Module ... any chance we can get that part in this version of the mod?

     

    Also the extensible port module included in Redux ... you can attach it to a part but it does not have an attachment on it's other end

  13. 4 hours ago, Brigadier said:

    Have you acquired the necessary parts in the tech tree and enough reputation to get the contracts?  Have you accepted your max number of contract, in which case no more can be offered until you complete some?  Could you have inadvertently filtered out the DMagic contracts in the CC settings?

    Ahhh might be the reputation ... I'll check the CC settings too

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