Mordrehl
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Posts posted by Mordrehl
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How did I miss this mod before ... question though ... the list of suits on the first page, do those still work with 1.8.1? I honestly haven't tried them yet
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Hmm it came back again lol, Kerbin orbital return ... without chutes deployed I slowed down to 20 m/s
.... removing modulemanager.physics seems to reset it to normal.
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Well fixed it ... delete modulemanager.physics, removed old versions of module manager and remove Near Future Aeronautics as it appears to be out of date
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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 ...
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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
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8 minutes ago, linuxgurugamer said:
Which ones (not supported)?
a few by NecroBones ... Colorful Fuel Lines, Tanks and the Spacey one ... Spacey still seems to be working fine though.
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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
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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
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
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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>:0Additional 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?
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If anyone's curious ... don't think this is working in 1.7.x
I have it installed, and the hotkeys do nothing ...
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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. -
So having just started playing again after 6mos to a year, I just noticed my Root button is missing in the VAB? I can't recall, is that unlocked in career by building upgrades?
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Notice the Mystery Goo issue as previous poster ... but also noticed the Materials Bay module, I can run the experiment but cannot collect it manually on EVA?
EDIT : Nevermind ... helps if I'm collecting from the right Material's module
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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.
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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.
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Just started playing again ... updated all my mods etc, got rid of some old out of date ones. I'm having a curious problem with MechJeb's Landing Guidance ... the cursor to select a landing is missing. You can still select a landing spot, but that then also is missing the target cursor?
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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.
+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
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35 minutes ago, Jognt said:
Me thinking: Oh, I actually made a small ModuleManager .cfg that gave me the 2.5m Sr docking port in a 1.25m format! Maybe I can make this guy happy!
Me thinking: Oh my god, that looks so much better than what I did! D: well never mind then!
What now?
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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
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2 minutes ago, Nertea said:
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
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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?
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
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I would love a 1.25m version of the Clamp Senior ... hate the look of joining parts with two regular clamp o trons
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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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Hey there ... I recently came back to KSP and from memory I used to get contracts that involved the DMagic science parts ... for some reason this new career I don't seem to be being offered any
I have Contract Configurator installed with a few packs ... but from memory the same ones I used to have. Am I missing something?
Deployable Items
in Breaking Ground Support
Posted
Hey all
Back to KSP again, just bought Breaking Ground ... quick question that I can't find on a google search ... how do you pickup the control station again? I was able to pickup the solar array part, which disappeared ....