ganlhi
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[1.12.2] BARIS - Building A Rocket Isn't Simple
ganlhi replied to Angelo Kerman's topic in KSP1 Mod Releases
Hello ! I'm trying to use the current version of BARIS with KSP 1.12. The test bench says to add parts that can break (even when I have a ship ready to build), and the integration says cost NaN and status completed right away. I looked at the logs and saw this error, although I'm not sure it's related to BARIS: [EXC 13:54:56.359] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.get_Location () (at <9577ac7a62ef43179789031239ba8798>:0) _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <e4b5582dab1d42df871d52053423f128>:0) System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) _BuildManager._BuildManager.logVersion () (at <e4b5582dab1d42df871d52053423f128>:0) _BuildManager._BuildManager.Awake () (at <e4b5582dab1d42df871d52053423f128>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start()- 571 replies
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Hello there! I would really love to play with SSTU and Real Fuels, but I cannot find any config for the SSTU engines (the tanks are configured by SSTU itself but not the engines). Is there something existing somewhere? Thanks
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Hello there! After many years of KSP I finally took the time to play with Principia, and it's fantastic! I now have the best of both worlds between the "storytelling" and custom experience of KSP and the true orbital mechanics I experienced in Orbiter a long time ago I just have one concern: besides doing it manually, what is working to perform burns automatically? Obviously, Mechjeb can't do it. I was thinking of a custom script with kOS, but is there something else? And for kOS, does someone already has a working script (juste pointing in the right direction and burning at the right time for the right duration, nothing more)?
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2mF - KOS autopiloted return to launch site development project
ganlhi replied to Kamik423's topic in KSP1 Mission Reports
Excellent beginnings! I will watch this thread closely. Keep up the good work! -
Hello ! I just installed, via CKAN, RP-0 + RO + RSS + all dependencies. I would like to know if it is normal that I can see parts with "non RP-0" in their name. Shouldn't they be hidden/deleted by ModuleManager ? If it is normal, as I understand they are not managed by the RP-0 tech tree, is there a way, with ModuleManager, to hide them in my game? Thanks