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casper88

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Everything posted by casper88

  1. there are a few locations missing on kerbin: there are still locations for splashed at mountains and highlands and there is unique biome at the old ksc location. while on this subject, are there any plans to support the newer experiments from the dmagic science mod? thanks for continuing this mod
  2. maybe with dmagic science mods/other mods that add science to be done?
  3. i do, is this a known issue? would be nice to have kerbalism to work with [x] science as 2.1.2 works fine
  4. i installed 2.2.0 and after which I wasnt able to load into any building at the ksp. checking the log, it was the spammed with the following: [EXC 09:32:30.660] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.Update () KERBALISM.Kerbalism.Update () [EXC 09:32:30.675] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 09:32:30.675] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 09:32:30.677] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Cache.Update () KERBALISM.Kerbalism.FixedUpdate () let me know what else you need to help fix this thanks casper
  5. hi there, i have encoutered a bug when trying to symmetrically place a part with a kerbalism resource. I have tested this with several parts such as the "pressurised tanks" with each being able 2x placement but any higher causes a spam of the log with the following error: [EXC 09:13:37.750] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[PartResource].get_Item (Int32 index) DictionaryValueList`2[System.Int32,PartResource].At (Int32 index) PartResourceList.get_Item (Int32 index) Part.OnCopy (.Part original, Boolean asSymCounterpart) EditorLogic.createSymmetry (Int32 mode, .Attachment attach) EditorLogic.<SetupFSM>m__D () KerbalFSM.UpdateFSM () EditorLogic.Update () found this issue in my career mode then removed all mods apart from below to test in sandbox on ksp 1.6.1 with kerbalism 2.1.2 module manager 4.02 community resource pack 1.1.0.0 hope this helps to resolve this thanks cross ref : https://github.com/steamp0rt/Kerbalism/issues/328
  6. @DMagic good to hear its a known issue @blitz41 this is the config i used to disable it, saved in a separate cfg file so i can delete later when the bug is patched @CONTRACT_TYPE[SCAN_*]:AFTER[SCANsat]{ -REQUIREMENT[SCANsatCoverage*]{} }
  7. @blitz41, think this is related to the issue i was talking about, am I correct in assuming that you have not gone to mun or minmus in your save file?
  8. thanks for the suggestion, i tried it several times but didn't work. after bringing up the contract configurator debug menu (alt+f10) and disabling the coverage requirement then the contracts show up as expected. in my limited opinion it seems like contract configurator is reading the coverage for the wrong scan type - i have tested this by altering the contract config files to limit to specific type
  9. i have encountered a bug to do with the contracts to scan a body. I got the low resolution for kerbin and mun. I have scanned these for the low resolutions to 100% but now the biome/highres/resources contracts won't show due to the unmet condition of the "coverage below 70%". I have checked this reasoning with minmus, I haven't done any scanning of minmus and can all 4 contacts show. Thanks
  10. understandable, but failures in every new launch?
  11. yeh i was also playing without quickload/reverts until the multiple game bugs started to ruin the experience so now only load if a bug occurs... a possible difference is the launch count - pretty sure ive launched over 100 in this save now
  12. how rare are incidents meant be after launch? what is the logic of a "new" part is? i seem to be getting a failure with every launch. with the latest one getting two+ failures consistently with seconds of each other (before even leaving the atmosphere) and even with a quickload to launchpad. both the mtbp and lifetime were set on 4. i thought this was meant to be rarest? thanks
  13. issue was fixed..there were two copies of the dlls; after deleting the earlier version all worked as expected casper
  14. @nightingale fyi from my post on the RTcontract pack thread: on a separate note, I have noticed the icons for cc in the mission control are out of alignment.. after look for the logs to try work out why the RT contracts are not showing i noticed that there were two CC_remoteTech and ContractConfigurator dlls (one with extra .) not sure how this happened as I use CKAN..however the duplicate messed up the alignment of the icons deleting the extra icons also allowed the RT contracts to reappear
  15. hi there nightingale. i have noticed recently that the contracts are not showing up. contract configurator is v1.22.2 the contract pack is 2.1.3 remotetech v1.8.4 the contract group used to show up in the mission control "all" section that cc adds in, however recently it is failing to show the group on a separate note, I have noticed the icons for cc in the mission control are out of alignment thanks
  16. I also can't find this biome, nor the splashed down at mountains. Before they did the biome update I had various locations that I knew. Post 1.2, can't seem to find them. I have been using SCANSat mod to investigate water on the map but no luck...can anybody shed any light on these? Thanks Casper
  17. hey nightingale, as part of the overhaul you mentioned; is there a way to remove the limit on accepting contracts? at least for the tier 3 mission control i dont believe there should be a limit (to match stock) casper88
  18. hi there nightingale. just doing the crashed vessel mission.. the waypoint is reported to be at 81.57.18N 231.28.56E by waypoint manager and when i blindly followed to it, there was no crashed ship... the wiki reports that the coordinates are wrong? (81° 57′ 18″ N 128° 30′ 50″W) thanks casper
  19. Does kerbalism update every 10 seconds or so? I have 17 vessels out there and getting freezes every 10 seconds; I removed Kerbalism and they stopped. Thanks Casper
  20. hey there nightingale...not sure if its this mod or waypoint manager..but I have several survey contracts from the DMagic survey group that the waypoint doesnt get removed once completed. It doesn't happen consistently with every contract...just a few I have in game right now . There is no error in the debug screen in game. ....After a game restart the ghost waypoints had gone. not sure what the issue was ...maybe the kraken
  21. hey there. when selecting the "structural" tanks using the switch, is there a simple way to add in the toggle a MM patch for CLS ( connected living space ) ...ie with structural tanks selected so no fuel so kerbals can "walk" through cheers
  22. @ShotgunNinja a machine can not lower the consumption of oxygen in a living being.... using the example of a submarine/iss..oxygen is released from tanks to maintain the % in the air as it is consumed.. http://science.howstuffworks.com/transport/engines-equipment/submarine2.htm whilst scrubbers remove the CO2 to prevent and increase in CO2 % in the air that would cause toxicity.. https://en.wikipedia.org/wiki/Carbon_dioxide#Toxicity this is why, in my opinion, I think your "scrubber" mechanic is broken or worded wrong and disabled it casper88
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