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Everything posted by COL.R.Neville
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yeah man you cant quit again hehe. besides yanfret is nippin at your heels for the best looking engines award.
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[Most 1.12.x] Near Future Technologies (August 26)
COL.R.Neville replied to Nertea's topic in KSP1 Mod Releases
there was a problem with these trusses before I thought all of that got fixed. maybe this is something different though my B9PartSwitch seems to be having a kaniption over them for some reason and is very vocal about it hehe. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
COL.R.Neville replied to IgorZ's topic in KSP1 Mod Releases
yeah i am running 1.7. but i have been for about a week or so without any problems. well none that i noticed until it stopped loading hehe. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
COL.R.Neville replied to IgorZ's topic in KSP1 Mod Releases
anybody else run into this error before. everything has been working fine but now KSP dies loading the EVA Kerbals. [LOG 10:33:16.992] PartLoader: Compiling Part 'Squad/Parts/Prebuilt/kerbalEVA/kerbalEVA' [ERR 10:33:17.099] Cannot find a PartModule of typename 'KASLinkTargetKerbal' [ERR 10:33:17.099] Cannot find a PartModule of typename 'KASLinkTargetKerbal' [ERR 10:33:17.109] Cannot find a PartModule of typename 'KASLinkTargetKerbal' [EXC 10:33:17.243] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () kOS.Safe.Serialization.SafeSerializationMgr+<>c.<CheckIDumperStatics>b__15_0 (System.Reflection.Assembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext () kOS.Safe.Serialization.SafeSerializationMgr.CheckIDumperStatics () kOS.Module.kOSProcessor.OnAwake () PartModule.Awake () Part.AddModule (.ConfigNode node, Boolean forceAwake) PartLoader+<CompileParts>c__Iterator1.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) -
[1.12.x] - Modular Kolonization System (MKS)
COL.R.Neville replied to RoverDude's topic in KSP1 Mod Releases
@PART[FuelCell*]:AFTER[SQUAD] { @MODULE { OUTPUT_RESOURCE { ResourceName = Water Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ @Ratio += #$../INPUT_RESOURCE:HAS[#ResourceName[Oxidizer]]/Ratio$ @Ratio *= 0.25 DumpExcess = true } } } [LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCell.cfg/PART [ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ [LOG 2019-04-18 08:44:52.619] Applying update UmbraSpaceIndustries/MKS/Patches/StockTweaks/@PART[FuelCell*]:AFTER[SQUAD] to Squad/Parts/Resources/FuelCell/FuelCellArray.cfg/PART [ERR 2019-04-18 08:44:52.619] Error - Cannot parse variable search when inserting new key Ratio = #$../INPUT_RESOURCE:HAS[#ResourceName[LiquidFuel]]/Ratio$ anybody run into this before? is it missing an @ or % for the liquid fuel? -
can we get machinery to use lqdoxygen instead of oxygen? that way if fuel cells etc go stupid it wont kill anyone.
- 2,505 replies
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- life support
- total conversion
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al thanks for doing this man. looks great. artoban https://spacedock.info/mod/1488/ULA Vulcan rocket parts pack superpenguin makes a ULA vulcan and raider nick has zenit etc.. i think the m version upperstage is in this. if not it is in the original.
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remember you gotta add the lasers for the polyus pew pew hehe.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
COL.R.Neville replied to Thomas P.'s topic in KSP1 Mod Releases
[Kopernicus] Running Kopernicus 1.3.1-15 on KSP 1.3.1 [LOG 11:17:42.721] [Kopernicus] Default logger initialized as Kopernicus [LOG 11:17:42.727] [Kopernicus] ShaderLoader: Loading asset bundle at path E:/ksp_rp1/KSP_win64/KSP_x64_Data/../GameData/Kopernicus/Shaders\kopernicusshaders-windows.unity3d [EXC 11:17:42.733] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.ShaderLoader.LoadAssetBundle (System.String path, System.String bundleName) Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.Apply (.ConfigNode node) Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) Kopernicus.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, System.String configName, Boolean getChilds) Kopernicus.Injector.Awake () UnityEngine.Debug:LogException(Exception) Kopernicus.Injector:Awake() UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(Int32) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [LOG 11:17:44.611] [ApplicationLauncher] OnSceneLoadedGUIReady: scene MAINMENU ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop True [ERR 11:17:44.613] Exception handling event onLevelWasLoadedGUIReady in class <>c:System.NullReferenceException: Object reference not set to an instance of an object at Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 [EXC 11:17:44.615] NullReferenceException: Object reference not set to an instance of an object Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(GameScenes) <FireLoadedEventGUIReady>c__Iterator6D:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 11:17:44.617] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () yeah i tried the same thing redl 1.3.1 use ckan and just choose rp0 which uses the 1.3.1-7 version that is loaded with real solar system. still got the popup saying kopernicus died trying to load the planets. so i tried to use the 1.3.1-15 thinking maybe that might work still the same problem. dont understand why i can get it to work on 1.2.2 1.4.5 but 1.3.1 just wont do it. glad you were able to yours going though. crawl walk run is the key to going thru rp0. also in real fuels there is a file realsettings.cfg simulateUllage = true limitedIgnitions = true where you can set the limited ignitions to false that way it will work better with mech jeb. i leave the ullage on but turn the limited ignitions off just gets in the way of having fun at least to me. gonna try updating my drivers. ive got a 1080ti and everything works with 1.2.2 and 1.4.5 just ponderous why I cant seem to get it going on 1.3.1 . -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
you do know you can use the rescalefactor or the scale 0,0,0 to change it to be whatever you need right? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
COL.R.Neville replied to Thomas P.'s topic in KSP1 Mod Releases
yeah i cant get 1.3.1 to work with kopernicus either. 1.2.2 and 1.4.5 work fine. same setup as you clean 1.3.1 install nothing but kopernicus installed. same setup works with 1.2.2 and 1.4.5 tried every version of 1.3.1 kopernicus and all backports all of them quit. -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
okay thanks man. -
[1.7.2] KK Launchers - Delta, Atlas Pack
COL.R.Neville replied to Kartoffelkuchen's topic in KSP1 Mod Releases
you just need to replace the download with www.mediafire.com. these are probably the best dragons there are the tundra exploration ones as well. on another note does anybody know where i can find the kk delta and vulcan? ive got the atlas and all the spacex stuff. but cant seem to find the delta and vulcan. -
yeah i use the buran t the big clamshell part for hauling up space station parts alot more than the buran shuttle. working on making the boosters flyback with the booster wings from the kerbal reusability expansion pack.
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https://wiki.kerbalspaceprogram.com/wiki/Action_group remember im using 1.2.2 for rss/ro/rp0 so yours crashes to the desktop for me right now. but I've not been able to find a working sequencer for the supposed "working" versions of IR. so if I use IRv3 for 1.2.2 the sequencer doesnt work but the core does. so instead of having to give up or try to rewrite the cfg's for the arms to use the USI moduleservo instead of the mumech toggle. I found that you can use action groups instead of a sequencer. same works for IR 2.0.10.
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k np like i said they seem to function fine cept for the log spam. have to use 1.22 for rp0.
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[EXC 09:25:13.057] NullReferenceException: Object reference not set to an instance of an object HullcamVDS.CameraFilter.RenderTitlePage (Boolean title, UnityEngine.Texture2D titleTex) HullcamVDS.MovieTimeFilter.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture target) anybody ever find a solution to the log spam? everything else seems to work fine. this is .016 for 1.2.2
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yeah thats the problem ive run into. i can make things work by using action groups. but havent been able to find a working front end gui. right now using 2.0.10 or v3 3.00 the core part of moving the parts etc works fine but ive tried every combination of gui i could find and even thought about trying to convert everything to using the usi moduleservo but i havent found one that works. one thing i have noticed is that it seems like there is some stream of data that its trying to load i dont know if that is unity itself phoning home or what but i think the links are dead. and all these gui's it seems are using the same thing. dunno most of this is all voodoo to me hehe. just trying to get everything going so i can play ro/rss/rp0 on 1.2.2 but thanks for building stuff like this man.
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have you checked to see if you can move the stuff with action groups? i can get the ir core to work just no gui. but i can use action groups to actually move the parts.
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are you using anything special to 1.3.1 and out? or do we just need to recompile everything for 1.2.2.
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I hear you i get the same way sometimes, but you do such great things for all of us.
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[1.1.2] Orbital Utility Vehicle v1.2.4
COL.R.Neville replied to nli2work's topic in KSP1 Mod Releases
do you have jsi and firespitter installed? firespitter handles the textures in this. jsi the windows. -
pretty sure that the landing gear are from adjustable landing gear which is in ksp wheel or kerbal foundries. And the texture switching is controlled by firespitter. just convert them to dds.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
COL.R.Neville replied to Thomas P.'s topic in KSP1 Mod Releases
trying to load kopernicus but keep getting popup. doesnt make a difference dx9 11 12. everything works fine with just module flight intergrator and squad module manager. only thing in the gamedata folder is kopernicus, module flight intergrator, module manager, squad. pretty sure im using right version 131-15 for ksp ver 131 right? tried both 131-7 and 15