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charliepryor

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  1. Hey there! I have a very niche need with a video series I'm doing, and would like to know if there is any mod, or really just any way in general, to have all part costs hidden in the VAB/SPH when building crafts. I want the costs to still count towards the total and everything, but I'd like to hide the cost of the parts as I'm hovering over them and seeing new information. Is there any way to get the game to omit that information? Thanks for your time!
  2. It is rather large. Perhaps the idea is that it's visible from Kerbin anyways, and so since they can see it, it's starting visible? IDK just trying to find a lore reason to help ya. Hope somebody answers that for ya.
  3. Don't know if this has been mentioned yet. I don't see it mentioned after searching anyways, but this mod is NOT fully compatible with Kerbalism. I realize that's not necessarily either side's responsibility to do, but I thought I'd mention that There are AddResource processes that fail and spam NREs in the log like crazy if you try to use them. The Life support SabatierH2OPriority, WaterElectrolysisO2Priority, etc. are all spamming lots of NREs. You can see this by opening the log while in the VAB (console) and trying to add, for example, the K&K Planetary ISRU part (just clicking on it will be enough), as well as the Life Support Recycler. -- If you don't want a gargantuan amount of NRE spam in your logs, I don't recommend using any K&K part with Kerbalism that impacts or has anything to do with LS or ISRU related to Life support, until that's somehow patched, if it gets patched. Example image: https://imgur.com/RUbheSa It's far worse with the ISRU. LOG: https://drive.google.com/file/d/1r2Fb7RlN9AOqK7_gQxZ4ow6stSF73gq6/view?usp=sharing [LOG 14:13:47.187] [FAR v0.16.0.4]: Voxelization Time (ms): 424 [LOG 14:13:48.563] KKAOSS.LS.container.sabatier added to ship - part count: 241 [LOG 14:13:48.564] KKAOSS.LS.container.sabatier added to ship - part count: 242 [LOG 14:13:48.565] KKAOSS.LS.container.sabatier added to ship - part count: 243 [ERR 14:13:48.662] [Kerbalism] Lib.AddResource error while adding _SabatierH2OPriority: the resource doesn't exist [EXC 14:13:48.662] NullReferenceException: Object reference not set to an instance of an object KERBALISM.ProcessController.Start () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 14:13:48.662] [Kerbalism] Lib.AddResource error while adding _SabatierH2OPriority: the resource doesn't exist [EXC 14:13:48.663] NullReferenceException: Object reference not set to an instance of an object KERBALISM.ProcessController.Start () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 14:13:48.716] NullReferenceException: Object reference not set to an instance of an object KERBALISM.ProcessController.Update () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 14:13:48.717] NullReferenceException: Object reference not set to an instance of an object KERBALISM.ProcessController.Update () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 14:13:48.717] NullReferenceException: Object reference not set to an instance of an object KERBALISM.ProcessController.Update () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) That'll continue on and on until you completely remove the part and fully trash it in the editor. It begins again when you select any part with such a process.
  4. I get massive NRE spam in my logs which I believe may be traced to this mod. Here's a log file: https://drive.google.com/file/d/1u4TEFoLFsJPxH6mTmLgSmDWYNCgE6-JI/view?usp=sharing What I did when it happened: 1) Launched a small science rocket out to the ocean like 8km from KSC. Super short distance, no big deal. It continues gathering science with Kerbalism 2) Noticed it was out of range, and it couldn't transmit data. Got brilliant idea to inflate a balloon with an antenna, as I suspected the probe was just a little too far out and the horizon was in the way while it was splashed down. Figured the balloon could act as a relay. 3) I was right. It worked! yay! - but I don't really care to wait around for the balloon now, so I try to go back to space center. Game informs me that I cannot do that mid-flight and that it's going to take me back in time instead. That's annoying, but okay, fine whatever. Not such a brilliant plan after all I guess. 4) I come back to space center, balloon craft icon is on the launchpad, but NREs are spamming me like crazy (I have the error display up in the right corner which caused me to suspect it. It appears to happen after doing something with Balloons. I would then go ahead and retest this exact thing again just to be sure. The log attached is the confirmation attempt. EDIT: Here's the full modlist installed: https://docs.google.com/spreadsheets/d/1xN8rAX_M04w5H-79PLUWc8cdp0z-CpRdRaL1I7-hI14/edit?usp=sharing
  5. Anyone else notice a massive NRE spam whenever these parts are used with FAR installed? I'm on KSP 1.12.2. - Without FAR, no NREs in flight. With FAR, it just spams the log constantly with the following: [EXC 11:46:35.116] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateEngineAndIntakeBasedParameters (System.Double vesselSpeed) (at <5703ae4062a541a09eeee98e1716f5d5>:0) FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () (at <5703ae4062a541a09eeee98e1716f5d5>:0) FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () (at <5703ae4062a541a09eeee98e1716f5d5>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Anyone else notice this? I use all other parts and get none of this, but when OPT is on the runway, this is the case. LOG: https://drive.google.com/file/d/1vdaq0GVyKPtw8RCaNf0t0-auU9RGvZyV/view?usp=sharing
  6. So cool to have a response! I hope it isn't too much work. It's a really cool twist on the solar system I have with OPM installed. Conveniently fits right in there perfectly.
  7. Any chance for a quick update to add stats for Kerbalism? There's currently no radiation or magnetopause at all on these celestial bodies, and it would be so cool to incorporate this into my new series. Thanks!
  8. Have you attempted to do this after completely deleting the folder for this mod, or are you dragging in and overriding? You might have another conflict not associated with DOE, because this is working fine for me with 100+ mods, DOE included.
  9. Update your mod actually. Patch notes suggest the conflict with DOE is resolved. I just tested it in my own KSP 1.12.2 game after posting above, and I needed to update the mod. I have no issues like this anymore.
  10. Same thing here really. Replication steps basically involve having Distant Object Enhancements installed and then trying to use a telescope. The distant objects completely disappear, and eventually even the UI for the telescope will bug out and become unresponsive. KSP 1.12.2 - I don't have a log, as it didn't just happen or anything, but I'm more or less just backing up what the previous guy said.
  11. I'm sorry to hear that, but I understand. Your mods are awesome, but they'll be the only ones in my 100+ list I cannot properly read in the glory of 4K. #FirstWorldProblems
  12. You're using Kerbalism, and the process isn't completed yet. That doesn't sound like a problem with this mod. It looks like you just have to give it time to transmit the data, unless I'm seeing this incorrectly.
  13. I'm know this isn't yet supported in KSP 1.12, but I do feel from reading your posts that you're working on your mods being updated and such. I'd just like to say thank you for your hard work on these mods, and I would hope you are considering UI scaling as a part of the release when you do get around to them. Higher resolution than 1080p makes some mods with KSP, AmpYear included, almost unusable to anyone without really great eye sight. Scaling up the UI with the stock UI would be amazing. Thank you for your time.
  14. Firstly... OH WOW THANK YOU for the scaling. Appreciate that a ton. -- Secondly, I'm noticing something weird, and I'm not sure which mod to blame or whatever, maybe it's nothing... but I just used a balloon from KerBalloons and I noticed the wind direction being listed in the Climate tab was different than the weather tab almost all the time... and I also noticed that my balloon never seemed to drift in the direction the wind stated. Is that showing which way the wind is blowing, or which way the wind is coming from?
  15. Oh god yes. It's the last step to complete the modded series I've always wanted.
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