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Luna Cat

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About Luna Cat

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  1. CKAN broke my 1.4.5 game today. I have B9 Part Switch installed, and CKAN thinks that the 1.5 version should be applied. B9 Part Switch is documented as being very version specific. The new version forced KSP to shutdown, but it didn't say why. Backing out the latest version that installed today fixed the problem. I don't blame the CKAN developers, version control is complicated, and CKAN helps a lot usually. I also had to go back to the previous version of MechJeb. There were about 6 other mods that updated at the same time. I haven't had a chance to see if there's any other fallout.
  2. I've had a couple of explosions, but I'm sure it's not a problem with the mod, it's KSP. Restoring from a quick-save solved the explosion, and it did not repeat under similar circumstances. I was in a rover approaching a deployed SEP set on the Mun. In the distance, the SEP setup appeared to be bouncing up and down as I rolled along. Then it started exploding. After restoring I drove up again a little slower, and nothing happened. KSP has been a little wacky with objects on the ground since 1.0.5, even if they're not attached. I've switched to rovers, and had them bounce up into the air. I'm u
  3. I'm running KSP 1.4.5, with SEP 2.6 In the output log: NullReferenceException: Object reference not set to an instance of an object. at SEPScience.SEP_UI.Windows.SEP_AppLauncher.OnDestroy () [0x00000] in <filename unknown>:0 . . (Filename: Line: -1). In the KSP log: [EXC 18:40:29.427] NullReferenceException: Object reference not set to an instance of an object. SEPScience.SEP_UI.Windows.SEP_AppLauncher.OnDestroy (). I can post full logs on a Google Drive, if needed. These were the only exceptions. I started up an existing saved game, and
  4. Will nodes be able to loop back to an arbitrary previous node? Will more than one node be able to converge on a node? Or will the node map be purely a tree, starting at a root and ending in leaves?
  5. I'm using the experimental version on KSP 1.3 with no issues. I wouldn't hesitate to go ahead install it.
  6. Thanks. I will check that out tonight when I'm home from work, and can play again. Edit: I found it, thanks. There were a bunch of other mod prefs in there too!
  7. Okay, I am reporting what appears to be a bug. In my game. I don't see any way to display the settings. I have never seen an icon for LN in the standard button bar, so I don't know what it should look like. I've only seen the settings dialog once, the first time I installed LN. I am willing to try to reinstall. Is there anything to remove besides the Launch Number folder, and the launchnumber scenario and other entries in the persistent.sfs? Would you like me to post the output.log?
  8. I'm using Launch Numbering in KSP 1.3, with about 70 other mods. The first time I started KSP after installing LN, I saw a pop up letting me configure LN. Ever since I haven't been able to find a GUI for LN. I've even tried removing LN, and editing the save to remove all references to LN, and then reinstalling. How can I configure LN to do the numbering style I want?
  9. I'm still playing KSP 1.1.3, due to a career game that still needs all it's mods upgraded to 1.2.2. I'd like to use Bon Voyage. What is the best version of Bon Voyage to use with KSP 1.1.3? Thanks
  10. @Terwin when you launch a simple rover onto the runway, and it immediately starts to bounce around violently and randomly, that's not a simple imbalance. Especially since you can revert to the SPH, relaunch, and have no problems at all. My professional programmer guess is that somethings not being initialized properly. If your wheels inherit bad values from somewhere, your rovers top may not be made out of rubber, but it's bottom is definitely made out of springs.
  11. First I want to say I love this mod and I consider it a must-have for KSP. I appreciate the work you've put into it. I've run into a problem with the CS-R2 Portable Strut. I have a space station assembled in Kerbin orbit. There are 3 segments docked together with Clamp-o-Tron Docking Ports. At the end of one segment I have an FL-R1 RCS Fuel Tank with 8 portable struts at the cardinal points. At the beginning of the next section is a Rockomax Jumbo-64 and 8 more portable struts at the cardinal points. After docking I went EVA and linked the portable struts. There was about 5 degree rotatio
  12. The first time, I clicked Update in the Launcher. The Second time, I ran the Launcher so it would download the Patcher, then quit and ran the Patcher directly. I was concerned about the Launcher having a file open that the Patcher wanted to update, because I thought I saw an error message in the Patcher log that implied that. Something about an output log. There were no errors at all in the second patching. One annoying side effect of the Patcher is that because it runs a Windows utility to propagate ACL's, my settings.cfg ends up read-only. That problem has been around forever. That
  13. I'm finding some anomalies with the 1.1.2 patch. I have performed the patch twice, once on a 1.1.0 install already patched to 1.1.1, and a second time on a fresh 1.1.0 install. I see the same results. The version number in the readme.txt is 1.0.5 after the patch. The splash screen for KSP_x64.exe shows the version v1.1.1.1250 (x64) When I try to run KSP.exe, it displays a magenta squiggle on a black screen, and that's it. The file modification date of KSP.exe after the patch is 11/10/2015 7:22 PM I think there's something really wrong with what the patcher is downlo
  14. I use MechJeb SAS to point in the right direction while docking, but I don't use it's docking automation. If you select Target+, your ship will point at the docking port, but when you get almost docked, MechJeb will torque away from docking. Instead use Par- (parallel minus) and all will be fine. This works, because the docking port is pointing toward you, so parallel is the correct alignment, and minus to point toward it. I also use NavyFish's Docking Port Alignment Indicator to so I can see which direction to thrust for correction. The combination is far more efficient than MechJeb auto
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