aluc24

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About aluc24

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  1. @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?
  2. 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?
  3. I am still running KSP 1.8.1.2694. Latest version of Planetary Base Systems.
  4. @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 a freeze as far as I've checked. Is there anything special about that heat shield that could cause this weird issue?
  5. 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.
  6. @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.MechJebModuleMenu.OnMenuUpdate () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebCore.Update () (at <2e230d4e49354a07858a9faa52799159>:0) [EXC 13:41:06.337] 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.MechJebModuleMenu.OnMenuUpdate () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebCore.Update () (at <2e230d4e49354a07858a9faa52799159>:0) [EXC 13:41:06.347] 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 <2e230d4e ...and a lot more of them. Could you please look into it? I can provide more info if necessary.
  7. 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 since KSP 1.3...
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. @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?
  13. I do have that file in the appropriate directory in my GameData... Strange. Here is my KSP.log. I am unsure which part is relevant, so I copied the whole thing: https://easyupload.io/c2sixl I loaded up the game, entered my save, and right-clicked the Tracking Station. That's the point at which I copied the log. As you can see, Tracking Station is at level 3, but I don't see any way to upgrade it.
  14. @Poodmund, I installed the Custom Barn Kit for my existing career with OPM installed to get that 4th level of Tracking Station, but I still cannot upgrade. I checked the Custom Barn Kit config, and it doesn't seem to have the 4th level for Tracking Station. Was this feature removed? What should I do? I am using KSP 1.7.2, and all the mods are updated for that version.
  15. Is there any way to modify that for an existing savegame? What do I need to modify in the sfs file?