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Posts posted by ockidj
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I'm running KSP 1.2.2 with all mods here https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=0 (default Realism Overhaul mods)
I get these spammed in the ksp log:
[EXC 22:21:49.930] MissingFieldException: Field '.CelestialBody.bodyDisplayName' not found.
I"m not sure if these are connected.
DistantObject.FlareDraw.Update ()
[EXC 22:21:49.972] NullReferenceException: Object reference not set to an instance of an objectSame here.
principia.ksp_plugin_adapter.PrincipiaPluginAdapter.OnGUI ()Quote[EXC 22:21:50.128] MissingFieldException: Field '.CelestialBody.bodyDisplayName' not found.
DistantObject.FlareDraw.Update ()
[EXC 22:21:50.164] NullReferenceException: Object reference not set to an instance of an object
principia.ksp_plugin_adapter.PrincipiaPluginAdapter.OnGUI ()Thanks for the help!
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I've been recently been playing Realism Overhaul, and whenever I load craft onto the runway/launchpad parts get displaced. I've tracked the issue back to this mod. I love this mod and wish to still use it in RO but this makes it unplayable. Thanks in advance.
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Can I add more steps to physics warp?
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Did this mod remove the hibernate in warp feature added in 1.2?
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I'm going to request this mod: Stockalike Station Parts Expansion
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Does this mod work with X Science?
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Is their a way to disable a craft form the list of ships in kerbalism?
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Why doesn't the nitrogen in my pod not deplete even when pressure control is running?
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Does the newest version include scatterer sunset clouds?
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I can't find any documentation on co2 poisoning? Am I missing something? All I could find is this https://github.com/ShotgunNinja/Kerbalism/wiki/Habitat#atmosphere-control
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Where does the waste water and waste go before researching any waste recycling?
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The ksp comms network icon are gone. Did it remove features as well? remote control, relay ect.
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Does this mod disable the green lines for the signal in map view?
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Could we get a download of just ground textures, for Kopernicus mod?
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Just now, Galileo said:
Yep. That's a main feature of GPP. Creates a little, but not too much, difficulty. Just to spice things up
Kerbals aren't very smart
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Is the runway not supposed to be lined up with the equator?
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2 minutes ago, Galileo said:
The point of the Gael system is to provide some recognizable bodies but add a little challenge. If you want what you are suggesting, you will have to add it. I'm not stopping you, but I'm not going to touch it. I like it the way it is..
I love the way it is.
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Dont get me wrong this is my new favorite mod, but the kerbin system just seems like a re-texture.
you could add a little atmosphere to a moon, or sprinkle some asteroids in there.
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@Galileo Will this pack work with scatterer sunset clouds?
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@blackrack could I remove the clouds in the tracking station to remove the ugly black counds?
or is this question for Waz?
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I volunteer for test!
Got a beefy pc
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What mod adds mun glow?
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Is their no Bolder co for EVE in SVE?
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@Galileo could I remove the way SVE handles eve (the planet) and just let the original scatterer and EVE (the mod) handle it?
I personally don't like the way eve looks in SVE
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted
I seem to be missing the agricultural support module. Is this a known thing? I am on 1.12, on the latest github builds.