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ganlhi

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    Curious George

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  1. 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()
  2. 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
  3. 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)?
  4. Excellent beginnings! I will watch this thread closely. Keep up the good work!
  5. 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
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