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Posts posted by kormer

  1. Anyone have a recommendation for a somewhat current youtube series covering this mod in parts or whole?  Most of what I'm finding is 5ish years old and I'm not certain how out of date that information is.  In particular I'd love to see a series that covers everything necessary to get a self-sustaining base up to building your own off-world crafts.

  2. 11 hours ago, Nertea said:

    The post above yours is a key one because it tells you that this mod is not responsible for part locations. It would be great to ask that in the MKS thread, someone can likely help you there better.

    Alternately, the post above that one would be useful as it has a link to a mod that lets you search for this.


    Thanks for the heads up.  I had tried the quicksearch mod earlier and came up with nothing there.


    I just went back to the source files and found the node the part should be attached to.  Unfortunately the part isn't there, likely from some other mod conflict.

  3. My log file is seeing about 100 of these a second during re-entry. Before I go and setup a clean install to isolate the problem further, has this been seen by anyone else yet?


    [EXC 22:01:42.561] TargetException: Non-static field requires a target
        System.Reflection.MonoField.GetValue (System.Object obj)
        Kopernicus.RuntimeUtility.LateUpdate ()


  4. Just in case anyone else in the future comes along and can't figure out why a contract that requires your vessel to have an antenna isn't completing, you probably need a relay antenna.  I can't speak for all combinations of contract packs and other mods, namely remotetech, but after some testing the relay antennas seem to be the only ones to complete the job for me.

    For mod authors out there, the "partModuleType = Antenna" line appears to be the offending line, but I'm not skilled enough to figure out how to change this to apply to all antennas.

  5. If you're using them on Kerbin for VTOL control, very likely - you will blow through monoprop at a scary rate. Use them in vacuum ;)

    I am using them in a vacuum, and for general maneuvering they are awesome. My problem is more for docking where I need very precise controls and they're overpowered times ten. I've sort of solved it by adding extra rcs thrusters and disabling the control unit, but it'd be cool if you could mod in a toggle setting for RCS power.

  6. I've got some science experiments that need to be physically sent back to KSC for analysis, but they're on a ship that wasn't designed for that trip. What are my options, mods included, for moving these experiments to another vessel to get them back to KSC?

    For certain experiments that are based off a specific module, ie, goo canisters, do I need to transfer the entire canister, or is there a way to just move the experiment?

  7. @BenjiDan:

    You're running out of memory. 32-bit processes, including KSP for Mac, are limited to about 3.5 GB of RAM, but Activity Monitor seems to underreport total memory usage. Try Active Texture Managment or increasing it's scale setting. Thanks for adding the Player.log error (from Console) – that's the only useful log.


    Docking directly using IR parts is not supported and can destroy your ships. Any IR part that moves a docking port can cause this issue.

    One way to get a similar effect in game is to use KAS magnets: grab the target with a magnetic arm (which doesn't dock) and then move the ship into position to dock.

    Thanks, I think you're right about the magnets.

  8. I also felt the deliberate exclusion of Win64 by some mods to be very patronizing.

    I agree with everything you wrote, but especially this part of it. I understand that for most mods we can do our own recompile, but I think a better solution would have been a config file change.