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WhitestWizard

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Everything posted by WhitestWizard

  1. Has anyone else experienced any issues with toggling the orbit and waypoints in the tracking station recently? I genuinely thought this was a stock feature and found it very valuable. However with a clean install it doesn't appear to toggle in real time only on a scene change.
  2. Hey Pal, thanks for all the work. I seem to be getting this error on repeat when using Health integrated with Connected Living Spaces: NullReferenceException: Object reference not set to an instance of an object at KerbalHealth.KerbalHealthEditorReport.get_CLSSpacesCount () [0x00013] in <01bb8e04623f43048f84145489c3e8ec>:0 at KerbalHealth.KerbalHealthEditorReport.<ShowWindow>b__32_4 () [0x00000] in <01bb8e04623f43048f84145489c3e8ec>:0 at DialogGUIBase.Update () [0x000b1] in <4b449f2841f84227adfaad3149c8fdba>:0 at DialogGUIButton.Update () [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at DialogGUIBase.Update () [0x00045] in <4b449f2841f84227adfaad3149c8fdba>:0 at MultiOptionDialog.Update () [0x00016] in <4b449f2841f84227adfaad3149c8fdba>:0 at PopupDialog.Update () [0x0001b] in <4b449f2841f84227adfaad3149c8fdba>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Produced by opening up the vab, placing command pod, than clicking on the health tab. Is this anything to be concerned about? Realised by disabling the integration the mod now functions correctly. IS this a you problem or a there problem? Thank you. Cheers
  3. From using this mod in the current version. I've noticed no RCS sound, lights don't light up and parts can't be used be used as part of the EVA construction. I've fixed the latter by pasting: MODULE { name = ModuleCargoPart packedVolume = 40 } Into parts which allows me to manipulate them in EVA. However I've had no luck managing to get the RCS to sound or the lights to light up. Could anyone set me off in the right direction? Thank you
  4. KSP was updated to day '+++ Bugfixes * Fix craft can wobble or even have some parts destroyed when interacting with parts and inventory slots during EVAConstruction in Flight.' Thought I would go back and reinvestigate, as I really can't play without a reinforcement mod. Kerbal Joint Reinforcement Continued still exhibits the same behaviour, EVA construction with that mod installed causes your craft to tear itself apart. Good news is that this mod 'Kerbal Joint Reinforcement - Next' allowed EVA construction with out issue. It was a very quick rudimentary test, but I am optimistic. What's everyone else experience since the update?
  5. Apologies for resurrecting this, but it's the closest to what I am looking for. This wonderful pack generates contracts to destroy Sats deployed only by this agency. What of the below should I tweak to have the pack generate contracts to destroy only vessels labelled as debris, thank you. CONTRACT_TYPE { name = CleverSatRogueAI title = Destroy a rogue satellite group = CleverSat description = It seems that @/Sat has gone rogue. We need to terminate it. genericDescription = One of our satellites has gone rogue. We need to terminate it. targetBody = @/Sat.CelestialBody() synopsis = Destroy the rogue satellite. completedMessage = Crisis averted. Good job. rewardFunds = Random(20000,40000) rewardReputation = Random(1.0, 2.0) maxSimultaneous = 1 DATA { type = Vessel Sat = $badSat title = One of your satellites must have gone rogue. } PARAMETER { name = DestroySat type = VesselParameterGroup vessel = @/Sat PARAMETER { name = VesselDestroyed type = VesselDestroyed title = Destroy @/Sat. With extreme prejudice. } } }
  6. Just spent a few hours going down the rabbit hole testing this. Having either of the joint mods installed causes issues for EVA construction.
  7. Applies to both. Tried both separately and both caused issues with EVA construction.
  8. Just adding my name to the list of the folks who would appreciate the ability to adjust the scale of the panel. Thank you.
  9. Thank you for the response and I understand that. Lots of people who play games, mute the sound and watch Netflix, Twitch or just listen to music. I can remember making the same jokes about Eve online way back when, sound muted for TS/ Vent. These days when I play and highly likely most players want to be wholly immersed in the game and sound is a big part of that. While the forum community is the heart of the game, it's probably only the tip of the iceberg for actual player numbers. Fire the engines, sound. Lower my landing gear, sound. Run surface experiments, sound. Move my overly complicated robot, NO sound and that silence is deafeningly obvious. The game is wonderful, and I hope no one thinks me ungrateful for looking for a little bit more.
  10. Bought this game way back in EA, have in excess of 2000 hours and generally very happy. However thoroughly disappointed that sound hasn't received any update in line with all these lovely textures and mechanics . I understand those are rookie numbers for some, and also some people don't play with sound, but most people do! Is there any particular reason why sound is neglected? Strike me down if sound has been added to the robotic parts and turbine engines and I've missed it. Additionally thanks to the community for the great work over the years adding sounds and maintaining mods. Edit: Posted a similar question nearly a year ago. Wasn't any interest then. HAs anything changed?
  11. Good Afternoon. What process or function does 'Dang it' carry out in the background while in the VAB / SPH? I ask as I noticed something unusual and trying to understand it. On a vanilla install I can have a near infinite amount of manned command pods connected together without any performance impact. When I install Dang it, Space Tux, toolbar controller and click through blocker once I get to 30 manned command pods connected together my FPS begins to drop to single figures. When I launch the vessel FPS returns to 60 when on the pad or on the runway and this only happens with manned commanded pods. That's not really problem, however on a 135 mod install I can have near infinite amount of manned command pods connected together without any performance impact. Then I add dang it and my fps drops to single figures with any more than 3 manned command pods. I have spend the last week removing and adding mods back in one at a time without any success at identifying a conflict or any red errors in the console. Conclusion from my testing was that the slow down was attributed to total number of parts loaded into the game. As after not identifying a conflict with my mods. I then ran vanilla + dang it plus a large number of part packs I don't normally use and was able to replicate it.
  12. Textures unlimited makes the B9 procedural wings transparent. Is this a fact of life now or an easy fix I can implement?
  13. Textures unlimited makes the B9 procedural wings transparent. Is this a fact of life now or an easy fix I can implement? Cheers
  14. Will the parts; that are missing sound, ever get them? It would be hard to argue that wheels, robotic parts, and even this most recent fuel valve don't deserve sound. Cheers
  15. Thank you, everyone that tried to asist me. I installed KF through CKAN which also installed Kerbal Wheel as a dependency, but not Textures unlimited. I noticed this when I downloaded KF from github and everything is working as intended. Thank you.
  16. Textures fail to load for all wheels in pack, except the adjustable ones landing geAR. I'm going to start troubleshooting this. Is anyone experiencing similiar? [LOG 10:10:10.192] MiniAVC -> System.NullReferenceException: Object reference not set to an instance of an object at MiniAVC.AddonInfo.get_IsKspExcludedVersion () [0x00001] in <669ac0e3cc9f4fba86454305e79b777d>:0 at MiniAVC.IssueGui.DrawNotCompatible () [0x00036] in <669ac0e3cc9f4fba86454305e79b777d>:0 at MiniAVC.IssueGui.Window (System.Int32 id) [0x00009] in <669ac0e3cc9f4fba86454305e79b777d>:0 Log Initiated for Kerbal Space Program - 1.9.0.2781 Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v4.1.3.0 KSPWheel v0.0.0.0 BackgroundResources v1.8.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 MiniAVC v1.3.1.0 TacLifeSupport v0.14.0.0 / v0.14.0
  17. Appreciate the rapid response. That error message spams the log infinite times, was unable to change scene once I landed the rescued kerbal back to Kerbin. Clicking on space centre, tracking station, recover vessel etc had no effect. Attempted to swap vessel through Kerbin engineer without success. I alt+f4 and reloaded the game. My game loaded to my autosave where the kerbal was already in my rescue craft. I backed out and edited my save (kerbal health scenario) to remove any reference to the rescue pod he was spawned in. This allowed me to land mt rescue craft and recover to space centre without error.
  18. Cheerrs for the update Pal. Anyone have any issues with rescues kerbals recovering to Kerbin with training enabled. '[EXC 20:39:55.291] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthScenario.TrainVessel (Vessel v) (at <7cd891f768c14bf491f07256806d7dc7>:0) KerbalHealth.KerbalHealthScenario.UpdateKerbals (System.Boolean forced) (at <7cd891f768c14bf491f07256806d7dc7>:0) KerbalHealth.KerbalHealthScenario.FixedUpdate () (at <7cd891f768c14bf491f07256806d7dc7>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object).
  19. Is the way point icon blinking on the NAVBALL and on the screen in flight a feature or bug? Very useful mod, cheers pal.
  20. Fellas, What would I need to change, so that this generates contracts to destroy debris on the surface or in orbit anywhere in the universe? Taken from cleversats for destroying satellites. CONTRACT_TYPE { name = CleverSatRogueAI title = Destroy a rogue satellite group = CleverSat description = It seems that @/Sat has gone rogue. We need to terminate it. genericDescription = One of our satellites has gone rogue. We need to terminate it. targetBody = @/Sat.CelestialBody() synopsis = Destroy the rogue satellite. completedMessage = Crisis averted. Good job. rewardFunds = Random(20000,40000) rewardReputation = Random(1.0, 2.0) maxSimultaneous = 1 DATA { type = Vessel uniquenessCheck = GROUP_ACTIVE Sat = $badSat title = One of your satellites must have gone rogue. } PARAMETER { name = DestroySat type = VesselParameterGroup vessel = @/Sat PARAMETER { name = VesselDestroyed type = VesselDestroyed title = Destroy @/Sat. With extreme prejudice. } } }
  21. Looks beautiful, does anyone know if any of the stock contracts ever require you to part test these parts or destroy / remove anything. I would to use these from a scientific / practical perspective. As opposed to top gunning it. Cheers
  22. I think we just have to accept we will never have that full IVA experience. These modders do great work, but not all the necessary mods are always working at the same time. My last complete IVA experience was before 64bit was added.
  23. How was this beautiful rover made? The first picture in your release album, off to download it now.
  24. Hey guys the text overlay on topmonitor 1 & 2 appears to be inverted etc. Any quick fix I can do myself? https://ibb.co/xfcc6nH
  25. JUst a query as ive not kept up with the changes. Are the Command pods still meant to come with some a small amount of food, water and O2 stocked in them?
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