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About aluc24

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  1. How can I make the vessel auto-send the data that is generated in the Lab by analysing samples? Every time there is connection loss, the data fills up, the lab stops, and I have to manually resume everything.
  2. @Sir Mortimer, I am having an issue with Kerbalism 3.11. The frequency of solar storms is insane. They are happening one after another. I mean, literally hours apart. I can't even get a flight from Kerbin to Minmus - even with full shielding, the radiation kills my kerbonauts. I am using default profile, solar storm probability is set to 60% in game settings (I didn't touch it, it's the default value). Is this the intended behavior?
  3. @JPLRepo, hey, I think I found a incompatibility issue between TAC and Kopernicus. Issue: Electricity is not updated for background vessels, and runs out despite vessels having solar panels. It seems that the electricity simply does not regenerate when vessel is unloaded. Mods: KSP TAC LS 0.15.0 (with all dependencies) Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 20 (https://github.com/R-T-B/kopernicus/releases) Steps to reproduce: 1. Launch a vessel with solar panels and lots of batteries into Kerbin orbit; 2. Return to KSC
  4. @theJesuit, I did the compatibility test though regarding the issue in the post above. It appears that TETRIX is incompatible with WarpPlugin from KSPIE. Steps to reproduce: 1. Update to KSP 1.9.1; 2. In Gamedata folder, have: Squad SquadExpansion TETRIXTechTree (1.12) WarpPlugin (from KSPIE 1.25.11) ModuleManager.4.1.3.dll 3. Create new career; 4. Enter R&D; 5. See the research nodes scattered all around, one on top of each other, etc. What can be done to fix this?
  5. Hey, @theJesuit, I just installed TETRIX for the first time (KSP 1.9.1, latest TETRIX version), and I've got this in my R&D: Is this a known issue? I've got tons of mods, but nothing that really relevant to tech tree except TETRIX. Is there a way to determine the cause of this without going through the painful mod compatibility grind?
  6. I am still running KSP Latest version of Planetary Base Systems.
  7. @Nils277, I think I found a potential bug. When I try to place the Planetary Base Heat Shield on any craft in VAB, the KSP freezes and has to be shut down via Task Manager. Sometimes it doesn't freeze outright, the game allows me to place that shield, and freezes a few seconds later. I think it happens when I hover my mouse over the already placed heat shield. The log file shows no errors - actually, it continues to print out other messages (from other mods), but the game is unresponsive. This only happens with that particular heat shield, nothing else. No other parts from your mod ever caused
  8. Here is the entire log, taken at the moment of game freeze: https://easyupload.io/gxey37 I hope it helps at least somewhat. Please let me know if you see what is causing the problem.
  9. @sarbian, I am getting unrecoverable game freezes in VAB/SPH with Mechjeb 2.9.1 running on KSP 1.8.1. These freezes do not happen without Mechjeb installed. The game log is flooded with exceptions like this: [EXC 13:41:06.329] NullReferenceException: Object reference not set to an instance of an object MuMech.MechJebModuleMenu.<SetupToolBarButtons>b__30_4 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModuleMenu+<>c__DisplayClass31_0.<CreateFeatureButton>b__0 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModul
  10. Hi, I am looking for a mod that makes simple experiments with numeric data (temperature, pressure, etc.) transmittable for 100%, not requiring being returned for full science value, while the experiments that produce samples (science lab, mystery goo, surface samples, etc.) must still be returned. I used Kerbalism up till now, and it tweaks this like I described, but I had to ditch it because of it's incompatibility with other mods. Is there a a stand-alone mod that does this? I am having a hard time finding one. SETI Rebalance used to do this as well, but it hasn't been updated sinc
  11. My mistake, then. Thank you for taking the time looking into the log and figuring it out. As I don't use CKAN (I was told that it's better/safer to maintain mods manually), sometimes mistakes happen. Thanks again.
  12. Well, I'm one... But I guess I will be dropping Kerbalism. As awesome as it is, it has tons of bugs, and it's incompatibility with so many mods makes it not really worth it in the end.
  13. I have Kerbalism, which comes with DynamicBatteryStorage. Perhaps that mod could be related? Otherwise, this is my mod list: Do you see anything that could be causing a conflict? If so, I can try removing it to narrow down the problem.
  14. Sorry, I forgot to mention I am running KSP 1.7.3. Was the support for NF Electrical added only for KSP 1.8.1 version of BV?
  15. @maja, the description of BV says that is supports nuclear reactors, but I tested a rover with BV module and a fission reactor from Near Future Electrics mod, and it doesn't seem to recognize it, it says that electricity production is 0, even though the reactor is active: How do I make this work?
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