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Everything posted by JWS

  1. JWS

    Kerbal Joint Reinforcement - Next

    Thanks for the great work! It really goes well with big ships or complex robotics parts. I think I found an odd behavior of kerbal on EVA with this mod installed. The kerbal cannot walk or fly straight, and keep falling to the ground. Literally uncontrollable. Removing this mod fix the problem instantly. I'm using mod version 4.0.1 on KSP 1.7. If you have time, please look into this problem. Thanks!
  2. Ah, I see. That explains the problem. So in that context, if I use a part pack which has crew part without internals, the problem will show up again? Must check IVA before installing parts pack for now. Thanks!
  3. @Nightside Thanks for the advice. I'll try that tonight.
  4. I think I found the curlpit. It was a MM patch I googled a while ago to reduce lags in game when launching crewed vessel. // MM-removeinternals.cfg // single patch to delete all INTERNAL from command pods // to alleviate fps problems with animated portraits // NOTE: obviously portraits will be gone, and IVA will no longer be possible // EVA and transfers can still be done by clicking the hatch of pods // // suggestion by NathanKell, initiative by FungusForge, implementation by swjr-swis // // usage: place this text in a file ending with .cfg anywhere in the GameData directory // requires Module Manager to work // @PART[*]:HAS[@INTERNAL[*]]:FINAL { !INTERNAL,* {} } // yep, all that comment space for a oneliner patch I thought deleting internals wouldn't affect game play logic, obviously wrong. Without it, this mod works as expected. Sorry for bugging you. Gotta find another way to remove the IVA. Thanks.
  5. @Jake_IV Thanks! @garwel First I found the bug on Mk2 cockpit, then hitchiker container, Mk1 lander pod, and some fighter cockpit from Airplane plus mod(this is the case for the linked log file). I just checked that it happens in Mk1 pod, MK3 pod, and Mk2 landing can, too. And another thing. On the status window, 'Location' of the kerbal is updating well regardless of change/day.
  6. @linuxgurugamer Thank you very much for quick response!
  7. Thank you for new release! This mod really enhances my game experiences. Unfortunately, I've been suffering from possible error related to this mod, recently. In the game console, below message keeps pop up from the beginning of any crewed flight. in KSP 1.6.1 with MakingHistoryDLC with KerbalHealth 1.3.5 or KerbalHealth 1.3.4. What's really happening during the game play is that nothing goes wrong as long as I keep my kerbals inside their vessel. (Destpie the message continues to appear) In status window, Change/day and Time left, Radiation shows numbers as expected. Problem occurs whenever I go out EVA and get back to the vessel. Kerbal's health change/day properly reflected when going out EVA, but does not tracking the change when going inside again. In other words, the mod treats the kerbal like it is still in EVA. Both in terms of radiation and health change. Every other crews' status seems OK, only the EVA kerbal's one affected. It happens in a new game with same mod list. So I tried, but keep failing to replicate the issue with other saves by adding in and out suspcious mods. In clean install, of course, the problem doesn't occur. ModuleManager v4.0.2.0 = True 000_AT_Utils v1.6.2.0 = True 001_AnisotropicPartResizer v1.2.0.4 = True 002_MultiAnimators v1.1.0.2 = True ConfigurableContainers v2.4.3.4 = True SubmodelResizer v1.0.0.0 = True ClickThroughBlocker v0.1.7.1 / v1.0.0.0 = True BlendshapeModelLoader v1.0.0.0 = True TexturesUnlimited v0.0.0.0 = True aaa_Toolbar v1.7.18.0 = True USITools v1.0.0.0 = True ToolbarControl v0.1.6.20 / v1.0.0.0 = True ABCORS v0.5.0.4 / v0.4.1.0 = True ControlSurfaceToggle v1.3.1.0 / v1.0.0.0 = True ActionGroupManager v2.2.4.0 / v2.2.1.0 = True AGM-LiteUI v2.2.4.0 / v2.2.1.0 = True AGM-VisualUI v2.2.4.0 / v2.2.1.0 = True AtmosphereAutopilot v1.5.11.0 = True AtmosphereAutopilot.UI v1.0.0.0 = True B9PartSwitch v2.7.0.0 / vv2.7.0 = True B9_Aerospace_WingStuff v0.50.0.0 = True BetterBurnTime v1.0.0.0 = True SigmaTweakMaxResource v1.0.0.0 = True BonVoyage v0.14.3.0 = True CCK v4.0.0.0 / v4.0.0.0 for KSP 1.5.0 = True CommunityTraitIcons v1.1.1.0 = True CLSInterfaces v1.2.0.0 = True ConnectedLivingSpace v1.2.6.2 = True ContractConfigurator v1.0.0.0 / v1.27.1 = True RemoteTech v1.9.0.0 / v1.9.2 = True CC_RemoteTech v1.0.0.0 / v1.27.1 = True CorrectCoL v1.6.4.3 / v1.4.4.0 = True CrewLight v1.0.6968.14856 = True CrewRandR v1.1.9.1 / v1.0.0.0 = True SimpleBoiloff v0.2.1.0 = True CustomBarnKit v1.1.19.0 = True DecouplerShroud v1.0.0.0 = True DeployableEngines v2.2.0.0 = True DMagic v1.4.2.0 / vv1.4.2.0 = True ProgressParser v1.0.10.0 / vv10.0 = True ContractParser v1.0.8.0 / vv8.0 = True CapCom v1.0.2.10 / vv2.10 = True DockRotate v1.7.0.33 = True DynamicBatteryStorage v1.0.0.0 = True EarlyBird v0.1.7.0 / v0.1.7 = True EasyBoard v1.6.0.0 = True EasyVesselSwitch v1.10.6933.41006 / v1.10 for KSP v1.6+ = True KSPDev_Utils.1.0 v1.0.6932.29416 / v1.0 for KSP v1.6+ = True EditorExtensionsRedux v3.3.20.0 = True EditorTime v1.0.6.0 = True EngineLightRelit v1.6.0.0 / v1.0.0.0 = True Atmosphere v1.4.2.2 = True CelestialShadows v1.4.2.2 = True CityLights v1.4.2.2 = True EVEManager v1.4.2.2 = True PartFX v1.4.2.2 = True PQSManager v1.4.2.2 = True ShaderLoader v1.4.2.2 = True Terrain v1.4.2.2 = True TextureConfig v1.4.2.2 = True Utils v1.4.2.2 = True _BuildManager v1.4.2.2 = True EvaFuel v1.6.5.3 = True KIS v1.18.6971.42939 / v1.18 for KSP 1.6+ = True EvaFuelKISCompat v1.0.6964.35909 = True EVAStruts v1.0.5.0 / v5.0 = True ExceptionDetectorUpdated v0.0.0.0 = True Firespitter v7.3.6867.18541 = True FlexoTubes v1.0.6.0 / v6.0 = True FMRS v1.2.7.4 / v1.0.2.0 = True Fusebox v0.1.16.8 = True GroundConstruction v2.2.0.0 = True KSP_GroundEffect v1.0.7021.29443 = True HangarGrid v0.4.0.0 = True HideEmptyTechTreeNodes v1.0.0.0 = True Hyperspace v1.0.0.0 = True IndicatorLights v1.0.0.0 = True InnerLock v1.0.7011.1348 = True JanitorsCloset v0.3.4.8 / v1.0.0.0 = True KAS-API-v2 v2.0.7037.1430 / vKAS API v2 = True KAS v1.2.7037.1765 / v1.2-pre for KSP 1.5+ = True KSPDev_Utils.1.2 v1.2.7031.33522 / v1.2 for KSP v1.6+ = True KerbalConstructionTime v1.4.6.3 = True KerbalEngineer v1.1.5.7 = True KerbalEngineer.Unity v1.0.0.0 = True KerbalHealth v1.3.5.0 = True KerbalKrashSystem v1.0.0.0 = True KerbalKrashSystem_Leak v1.0.0.0 = True KerbalKrashSystem_Repair v1.0.0.0 = True KerbalKrashSystem_Science v1.0.0.0 = True KerbetrotterTools v1.2.10.0 = True KSPDev_Utils.1.1 v1.1.6967.2347 / v1.1 for KSP v1.6+ = True ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0 = True kOS v1.1.6.3 = True kOS.Safe v1.1.6.3 = True KRASH v0.5.29.8 / v1.0.0.0 = True KSPDev_LogConsole v1.0.6932.30184 / v1.0 for KSP v1.6+ = True KSPRescuePodFix v1.0.0.0 = True KSPWheel v0.0.0.0 = True LightsOut v0.2.3.3 = True MagiCore v1.3.1.5 / v1.0.0.0 / v1.3.1.0 = True IRSurfaceSampler v1.0.1.7 / v1.7 = True InfernalRobotics v2.0.13.0 = True Scale_Redist v1.0.0.0 = True MandatoryRCS v1.5.0.0 = True MemGraph v1.1.1.7 = True modularFuelTanks v5.11.0.0 / v5.11.0 = True DockingPortAlignmentIndicator v1.0.0.0 = True DPAI_RPM v1.0.0.0 = True ModuleDockingNodeNamed v1.0.0.0 = True NearFutureElectrical v1.0.0.0 = True NFPropUtils v1.0.0.0 = True NearFutureSolar v0.4.0.0 = True NRAP v1.5.13.0 / v1.5.1.1 = True ParkingBrake v0.1.0.1 = True PartInfo v0.0.1.2 / v1.0.0.0 = True PermanentClamShell v1.0.6907.34024 = True PlanetarySurfaceStructures v1.6.8.0 = True PlayYourWay v1.0.6.0 = True PreciseEditor v1.0.0.0 = True PreciseManeuver v2.4.2.0 / v / v2.4.2 = True PreciseManeuver.Unity v2.4.0.0 = True ProceduralFairings v1.5.0.2332 / v1.5.0.5 = True ProceduralParts v1.3.16.1 = True RadarAltitude v1.2.2.0 = True RCSBuildAid v0.9.7.6 = True RealChute v1.4.6929.22720 / v1.4.7.2 = True RecoveryController v0.0.3.7 / v1.0.0.0 = True BackgroundResources v1.5.0.0 = True RetractableLiftingSurface v0.1.5.5 / v1.0.0.0 = True SCANsat v1.8.10.0 / vv18.10 = True SCANsat.Unity v1.8.10.0 = True ScienceAlert v1.9.6.2 = True ShipManifest v5.2.1.0 = True ScienceSituationInfo v1.3.3.2 / v1.2.1.1 = True SmartParts v1.9.13.4 = True SmokeScreen v2.8.1.0 = True SpeedUnitAnnex v1.3.5.0 = True Assembly-CSharp-firstpass v0.0.0.0 = True HabUtils v1.0.0.0 = True KSPAssets v1.0.0.0 = True KSPTrackIR v1.0.0.0 = True Mono.Cecil v0.9.6.0 = True Mono.Security v2.0.5.0 = True UnityEngine v0.0.0.0 = True StoreMyReports v1.1.0.0 = True Strategia v1.0.0.0 / v1.7.3 = True SunFixer v0.0.0.0 = True ModuleBounce v0.3.26.0 / v1.0.0.0 = True TalisarFilter v1.2.1.0 / v1.2.1 = True TacLifeSupport v0.13.12.0 / v0.13.12 = True TimeControl v2.9.6.0 = True TooManyOrbits v1.1.3.3 / v1.0.0.0 = True BetterTracking v1.0.4.1 / v4.1 = True BetterTracking.Unity v1.0.4.1 = True Trajectories v2.2.0.0 = True KerbalAlarmClock v3.10.0.0 = True TransferWindowPlanner v1.6.3.0 = True Hire v0.6.9.0 / v1.0.0.0 = True Scale v2.4.1.1 = True Konstruction v0.0.0.0 = True UniversalStorage2 v1.5.1.8 / vv1.5.1.8 = True UniversalStorage2.Unity v1.5.1.8 = True VesselMover v1.7.3.0 = True WaypointManager v1.0.0.0 / v2.7.5 = True Workshop v1.2.9.0 / v1.2.5 = True WorldStabilizer v1.0.7019.42563 = True 000_AT_Utils = True 000_ClickThroughBlocker = True 000_TexturesUnlimited = True 000_Toolbar = True 000_USITools = True 001_ToolbarControl = True ABCORS = True AECS_Motion_Suppressor = True AirplanePlus = True AquilaEnterprises = True AtmosphereAutopilot = True B9PartSwitch = True B9_Aerospace_ProceduralWings = True BasicProceduralTextures = True BetterBurnTime = True BetterSRBs = True BladeTweaks = True BonVoyage = True CommunityCategoryKit = True CommunityResourcePack = True CommunityTechTree = True CommunityTraitIcons = True ConfigurableContainers = True ConnectedLivingSpace = True ContractConfigurator = True ContractPacks = True CorrectCOL = True CrewLight = True CrewRandR = True CryoEngines = True CryoTanks = True CustomBarnKit = True DecouplerShroud = True DeployableEngines = True DMagicOrbitalScience = True DMagicUtilities = True DockRotate = True DynamicBatteryStorage = True EarlyBird = True EasyBoard = True EasyVesselSwitch = True EditorExtensionsRedux = True EditorTime = True EngineLightRelit = True EnvironmentalVisualEnhancements = True EvaFuel = True EVAStruts = True ExceptionDetectorUpdated = True Firespitter = True FlexoDocking = True FMRS = True FuseboxContinued = True Galen = True GroundConstruction = True GroundEffect = True HangarGrid = True HideEmptyTechTreeNodes = True Hyperspace = True IndicatorLights = True IndicatorLightsCommunityExtensions = True InnerLock = True InternalRCS = True JanitorsCloset = True JFJohnny5 = True KAS = True KerbalAtomics = True KerbalConstructionTime = True KerbalEngineer = True KerbalFoundries = True KerbalHacks = True KerbalHealth = True KerbalInventorySystemNoFun = True KerbalKrashSystem = True KerbetrotterLtd = True KIS = True Klockheed_Martian_SSE = True kOS = True KRASH = True KSPDev = True KSPRescuePodFix = True KSPWheel = True LightsOut = True MagiCore = True MagicSmokeIndustries = True MandatoryRCS = True MandatoryRCSPartPack = True ManualPatches = True / Clear out IVAs using MMpatchs. MarkIVSystem = True MemGraph = True MiningExpansion = True MissingHistory = True MK1CabinHatch = True ModularFuelTanks = True NavyFish = True NearFutureElectrical = True NearFutureElectricaNTRs = True NearFutureProps = True NearFutureSolar = True NRAP = True ParkingBrake = True PartInfo = True PermanentClamshell = True PhantomAerospace = True PlanetaryBaseInc = True PlayYourWay = True PreciseEditor = True PreciseManeuver = True ProceduralFairings = True ProceduralParts = True PylonFix = True RadarAltitude = True RCSBuildAid = True RealChute = True RealPlume = True RealPlume-Stock = True RecoveryController = True RemoteTech = True REPOSoftTech = True RetractableLiftingSurface = True SCANsat = True Science-Full-reward = True ScienceAlert = True Science_Revisited = True SHED = True ShipManifest = True SituationModuleInfo = True SmartParts = True SmokeScreen = True SpeedUnitAnnex = True StationPartsExpansionRedux = True StockVisualEnhancements = True StoreMyReports = True Strategia = True SunFixer = True SXT = True TalisarParts = True TheGoldStandard = True ThunderAerospace = True TimeControl = True TooManyOrbits = True TrackingStationEvolved = True Trajectories = True TriggerTech = True TRP-Hire = True TweakScale = True TweakscaleMakingHistoryConfigs = True UmbraSpaceIndustries = True UniversalStorage2 = True UnmannedBeforeManned = True VenStockRevamp = True VesselMover = True WaypointManager = True WetterWingsMM = True Workshop = True WorldStabilizer = True deltavdark.ksp = True ModuleManager.4.0.2.dll = True ModuleManager.ConfigCache = True ModuleManager.ConfigSHA = True ModuleManager.Physics = True ModuleManager.TechTree = True toolbar-settings.dat = True Here's my mod list(Dlls and Folders). Took it from LoaderInfo section of my sfs. Some of them are olds but still works. Now, as the problem seems to resides in some mod interactions, may I ask You to help me resolving the issue? Is there any known issue with a certain mod (other than USI-LS) that might break Kerbal health? or Could You look at my log file to see what's going on behind the scene? I'm attaching my log file (Doing EVA and get back) which contains the message I wrote above. If You need any information to fix this, please let me know. Thanks.
  8. Hi. Before talking about some errors, thank you very much for maintaining this amazing mod. I think I found some EVA related error. It happens when EVA begins, or entering vessel from EVA. KSP version 1.6.1 wtih MakingHistory dlc. [ERR 13:23:30.645] Exception handling event onVesselCreate in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Add (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.OnVesselCreate (.Vessel Vessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:23:30.648] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Add (.Vessel v) TrackResource.VesselStatsManager.OnVesselCreate (.Vessel Vessel) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean, Boolean, Boolean, Boolean) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) CrewHatchController:OnEVABtn(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.CrewHatchDialog:OnBtnEVA(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.<Init>c__AnonStorey0:<>m__0() UnityEngine.EventSystems.EventSystem:Update() [ERR 13:23:30.650] Exception handling event onVesselWasModified in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Remove (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.Reload (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:23:30.651] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Remove (.Vessel v) TrackResource.VesselStatsManager.Reload (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean, Boolean, Boolean, Boolean) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) CrewHatchController:OnEVABtn(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.CrewHatchDialog:OnBtnEVA(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.<Init>c__AnonStorey0:<>m__0() UnityEngine.EventSystems.EventSystem:Update() Tested with minimal mod installed (ModuleManager, ClickThroughBlocker, ToolbarController, and this mod). I originally found the bug in my main save game while searching for the cause that prevents KerbalHealth to update status when a kerbal came out EVA. To replicate, make new sandbox game. And then enter VAB, choose any command pod with crew capacity, launch, then EVA. Attaching full log file : File Download Link
  9. It was the BetterTimeWaprConitnued mod, and changing the 'Use LosslessPhysics' option on and off stopped the spamming.
  10. First of all, thank you for maintaining this amazing mod. I found that, when using -force-opengl command to run the game, B9 PW parts are shown in complete black. Without any error message or warning. I've read previous posts and the issue was already reported before, but it still exists. Attaching screenshot. I understand that supporting openGL may not be a priority, but could you plz consider fixing this in future update? Thanks.
  11. Thank you very much for this magnificent mod! I almost forgive to find out the cause of log spam that says "Launcher here(in write): False", which brings awful lagging of my game. Tried to eliminate some suspiscious mods, reset game settings, google for similar problems, but to no vail. But thanks to Your mod, finally I can point out the problem and now I can continue my main save game. Again, thanks for Your fantastic work.
  12. After the update that makes kerbal scientists to restore the Goo and the material box infinitely, I rarely use the 'Clean up experiments' function. Obviously bringing a kerbal VS MoblieLab on my journey differs a lot, even from the lifter design. But sometimes I thought that resetting by scientist is too easy, and somewhat unrealistic(Requires no additional resource, instant resetting, infinite times... etc.). So, how about limiting the ability of our scientists by letting them to run experiment few times? (let's say 3 for Goo and 2 for the box) After that, those instruments have to cleaned by Mobile Lab in order to function again (Restoring the number of possible deployment by scientits) so that the both scientists and the labs to be both useful? I'd really appreciate any opinions on this idea. Thanks.
  13. JWS

    [WIP] Ground Effect

    Nope. Just tried for my career save(1.5.1) with FAR(LightHill) and the game crashed. I lost another shuttle, full of rescuees, right down on the runway because of the bouncing and skidding. Beside my poor landing skills, too much landing speed was the cause, I believe. Desperately need this mod for the safe landing. EDIT: the crash was not from this mod. Can open game without any problem, but the mod is not working.
  14. Recently starting new career saves using CommNet, and found out that no antenna is consuming any EC when i'ts idle. It was a bit strange because I could still control probes and activate various parts at no cost at all. As this is the case for both relay and direct antennas, relay antennas which can handle signals from various sources has no disadvantage of the feature, making direct antenna somewhat less attractive. How about add a module that forces base EC consumption whenever an antenna is deployed? And set those values differently for their target range, actual communication range, type? Then You'll have to spend a lot more time in VAB editor wondering whether the EC generation on current vessel can handle these antennas or not, and direct antennas will be attractive option for more situations.
  15. I see your point. It might be meaningless as subtle change of EC won't change game play much. And I don't think it should be neither. But what I cannot agree is that although the scale of impact might be small, it can affect much larger part of gameplay. For example, probe lander have to wait until sunrise if it doesn't have enough battery to operate antenna in night time. Or newly attached fuelcells can distort center of mass so that tiny probes have to use reaction wheel, which also require EC to operate, to maintain attitude. It might be negligible difference, but the effect can cover whole gameplay not only for the edge cases. Also I'm all good for any other suggestions to make difference between direct and relay antennas, as that's what I really want to say. EC consumption rate has been the best method I can come up with by far. That's also a good point. Like DMagic's instrument, they should require EC when they collect data. Thank you for your reply.
  16. Thanks for your response. That's what makes difference when choosing relay antenna over direct ones. When it comes to Sandbox or satellite orbiting near Kerbol you don't really have much to care. But when designing a ship under part number constraint or probe for Jool system those things do matter. If stock game supports Background EC consumption, You will need to considerate battery reserves for night time operations(Although it's not the point we are talking about in this thread.)
  17. Thank you for the suggestion. :-) I'm aware of the mod, and I did install it every new save except for recent new one. Stock and RT2 comm systems are quiet differ, and I'm not talking about integrating some features of RT2 into stock system. It's more like making clear functional distinction between direct and relay antennas. Current relay antennas can function also as direct ones. Except for their design(This is huge, I know) and some subtle cost differences, they can be replaced with relay antennas which not only act like direct ones but also have relay functionality.
  18. I couldn't find anyone's upload of something like this, but I'll post it anyway. I recently changed my desktop setups from Intel 3570 to Ryzen 1700. And OC'd it to 3.8Ghz with RAM to 2,666Mhz. This is the CPU usage of heavily modded(including SVE, Scatterer) KSP*64 on my setup. https://imgur.com/a/AMDq2 I'm at the begging of my new career save so no data available for 100+ parts ships in 2.2km range. It seems, though, that modded KSP is utilizing multiple threads well at the moment.
  19. Same thing happened to me. Luckily solved the issue by disabling AVAST's gaming mode function. The mode is intended to provide minimal interference between your game and system monitoring function. But an option, included in the mode, called 'Power triggering' modifies PC's power management policy, resulting in terrible SSD access speed overall. It simply overrides whatever the default value is, and doesn't restore the original setting even though the game is closed. Disabling the function brought back the original loading speed of the game. So check anything that touchs your power management policy in background. And set your policy to max performance. You may also want to deal with some SSD optimization options in your BIOS and Window settings. Cheers.
  20. JWS

    [1.3.0] Kerbalism v1.2.9

    About the 'science loss after docking' bug... I found a weird interaction between the science loss and vessel switching. Below is a link to screenshots which shows what has happened to my mun rover. http://imgur.com/a/jtMCt Details are written in each image's description. I attached solar panels using KIS method. And after that, docked the rover to supply station using KAS winch. Hope this info. to be useful to find out what's happening under the hood. Thanks.
  21. Hi, I think I found a KAS and KIS related bug. When removing a part from a vessel via EVA kerbal(using driver or wrench), NRE spam occurs. I found this error while playing my heavily modded career save, and replicated it in sandbox on fresh new install with kOS, KAS, KIS, ModuleManager. Attaching something didn't cause any NRE. Removing anything(whether it was attached in VAB/SPH or during flight via KAS) always causing the error. Is this mod not compatible with KAS? I wasn't able to find any related issue in github, but thought that it would be better to ask here first. If this is a new one, I'm happy to provide any info. on this issue. Thanks.
  22. So... I also encountered the same problem as others, and posted it on other mod's thread. Removing of this mod has solved the problem for now. Below is the post I wrote in 'Kerbalism' release thread. Cannot try the hotfix right at the moment, but give it a try as soon as I get home. If you need my sfs or logs or any other information, please let me know. BTW, thanks for reviving this great mod. Really appreciate it.
  23. JWS

    [1.3.0] Kerbalism v1.2.9

    I think I've found another case of 'control lockout'. Unfortunately, I cannot point out what had caused this issue again. Currently suspecting 'scene change' action via Bon Voyage UI in tracking station, but the guess relies solely on the fact that the action was the last thing I'd done before I found the 'lockout' situation. It seems that the lockouts are occurring only, and all on 'Unmanned' probes such as relays, sattelite, rovers, etc.. The status UI on the toolbar says '[error] Connection timed-out', although the remote-tech says it's online. In fact, they respond to any command given through RT's flight computer UI. Other crewed vessels are doing just fine, including EVA Kerbals. Here's a screenshot that shows what's happenning on those uncontrollable vessels. Strange thing is, although the vessel holds and generates enough EC to run the entire vessel, the message on the core says 'Not enough electric charge'. I've search through the logs, but failed to find any execeptions or anything. Sadly, most of my vessels are unmanned ones. So You can say my entire game is currently locked out. I may just play with some planes until this one settles down. I'll update any news when I encounter one. Thanks. EDIT : The problem has come from 'Fusebox' mod. Removing the mod solved all lockout proble. Terribly sorry for bothering you with misinformation.
  24. JWS

    Beautiful Places on Kerbin!

    Took this while exploring Kerbin to gather some science data for my LKO station. There are so many beautiful places hidden on this planet.
  25. JWS

    Which languages do you speak?

    Thanks for your kind reply, Tex_NL. I know that not much people can speak multiple languages fluently, and this reply to this thread is pretty biased. (Of course, I don't mean to offend the users who speak various languages) I was rather whinning about myself, spent so much time drinking and playing video games. Except for KSP, which taught me the language of mathematics and physics, a little bit. Anyway, thanks again for your encouraging response. Hoping you have a nice weekend.