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scottadges

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Everything posted by scottadges

  1. Can I just say how awesome it is that KSP allows people who *want* to calculate payload performance to actually do so and come up with some (presumably) accurate information. Kudos to you sir! Kudos to you and your maths. Me, I strap some boosters on and hope for the best. LOL I couldn't/wouldn't/shouldn't calculate anything... and I'm glad the game doesn't make me! But seriously (not trolling), very cool to indulge your passion with this great game and sharing it with folks.
  2. Probably off-topic for this thread, but I noticed you said you were running other AAA games without problem and thought EVE/SVT/etc. was causing the issue. But then the PSU switch fixed it. As a partially-literate PC user (I've built 1 computer in the last 4 years) I'm just curious why you think it was doing that? Wondering why KSP vs. other games. How it renders stuff or the mod(s) taxing the system? Anyway, just curious.
  3. Nice, very Steve-Job-moment right there. Can't wait to see these parts in action -- so I can finally stop using Ven's Stock Revamp!
  4. @Drakenex Hey there, necro'ing a post of mine from back in June 2018 wondering if there's any chance this airlock component could get the colorization treatment? Maybe when next you're updating all those sweet new Tantares parts... you could give some love to that little one? Anyway, thanks for all your great work on this mod!
  5. Question: In the download for HabTech2 there's the folder "Benjee10_sharedAssets" along with the GameData folder. Does anything in the "Benjee10" folder get updated along with each release? or just the Parts and Resources subfolders? Just curious if I need to overwrite that folder, or just the HabTech2 one (I'll just overwrite them both just to make sure) Thanks for all the amazing work! Which mod is this from? I'm looking to create a version of the Lunar Gateway and would love to use Orion. But stock pods suck!
  6. Hi there, I've been using WS seems like forever and it saved numerous Mun installations for me in the past. Now with 1.6.1, does this mod still do what was needed before to prevent bouncing? I'm not quite to making off-Kerbin bases yet in my current Career playthrough, so wondering if I still need this? Or if it's no longer needed?
  7. Hmm, OK maybe I have something previously installed there? I'll delete the whole folder and reinstall from CKAN to make sure it's 2.4.1 this time. UPDATE: I checked in CKAN and figured out what the cache is (I didn't know where that was before) and noticed in the file for TS said "2.4.0.0" so I guess that was the previous version? I purged the cache and redownloaded. I'll let you know if I see other issues.
  8. Ok, thanks! I will take a look at updating that and follow up with this thread if I'm seeing more log spam. EDIT: I just checked and according to CKAN, I'm running the 2.4.1 version of Tweakscale. That's the only one that I've loaded since I began this 1.6.1 playthrough. Again thank you! That's very helpful. I seem to remember getting the file placement for KJR on 1.6 was difficult. Looks like I did it wrong, but now I've fixed that! I really appreciate all your time looking through the log file and your work on this mod. Good luck with the power stuff!
  9. Oh cool, so is this the right word for English "danger": Опасность? And in other Russian-BDB-related non-sequiturs... what is the context of the latest update title: Брyно Surely not.... Ok sorry... I just couldn't help myself after googling what the title might mean. LOL I'll stop spamming this thread now!
  10. Coooool! I'll have to try out this version. I have some craft in orbit that will *conveniently* suffer reentry issues (since they're using Kerbal Health) and then I can install Kerbalism on my main game. Oh, another question: Do we still need the "CC_RemoteTech.dll" file to make certain things work properly? I have it with my previous Kerbalism files in my backup mods folder. (can't remember what the file did... just that I got it from Discord and it fixed... something.)
  11. You guys probably know this, but a bit of googling found out this guy legally changed his name to "Brogan BamBrogan". https://www.businessinsider.com/how-hyperloop-founder-brogan-bambrogan-got-the-greatest-name-ever-2016-5 He's working on Hyperlook now as their CTO. And he regularly rocks awesome facial hair. LOL
  12. I'm reviewing this thread for some EXCEPTION issues I was seeing in my log when I scrolled to this post. Add a +1 from me for getting KSP-ARP & Kerbal Alarm Clock added to stock. Yes please!
  13. Hey all, checking back in on Kerbalism. I've been running 1.6.1 for a bit but I'm really missing Kerbalism, since when I checked a while back there were some issues. Anybody still seeing any concerns running on 1.6.1? I'm assuming (fingers crossed!) nothing other than the memory stuttering, which I've already installed the MemGraph add-on. Appreciate the confirmations!
  14. Hi there, I'm using the 2.2.2 version of Trajectories and running KSP 1.6.1 as a fresh install with a variety of mods. Looking through my log, I'm noticing a few EXCEPTION spams and thought I'd check this thread to see what might be the issue? Here's an example of the error: [EXC 19:37:12.036] IndexOutOfRangeException: Array index is out of range. (wrapper managed-to-managed) object:ElementAddr_3_8 (object,int,int,int) Trajectories.AeroForceCache.GetCachedForce (Int32 v, Int32 a, Int32 m) Trajectories.AeroForceCache.Sample2d (Int32 vFloor, Single vFrac, Int32 aFloor, Single aFrac, Int32 mFloor) Trajectories.AeroForceCache.Sample3d (Int32 vFloor, Single vFrac, Int32 aFloor, Single aFrac, Int32 mFloor, Single mFrac) Trajectories.AeroForceCache.GetForce (Double velocity, Double angleOfAttack, Double altitude) Trajectories.VesselAerodynamicModel.GetForces (.CelestialBody body, Vector3d bodySpacePosition, Vector3d airVelocity, Double angleOfAttack) Trajectories.Trajectory+<>c__DisplayClass51_0.<AddPatch>b__0 (Vector3d position, Vector3d velocity) Trajectories.Trajectory.RK4Step (SimulationState state, System.Func`3 accelerationFunc, Double dt, .Vector3d& accel) Trajectories.Trajectory+<AddPatch>d__51.MoveNext () Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__42.MoveNext () Trajectories.Trajectory.ComputeTrajectory (.Vessel vessel, Trajectories.DescentProfile profile) I can provide a full log file if necessary (I didn't want to bother you with a big log file) but that's basically the main error. Thanks for any input!
  15. Hi there, love this mod and have been using it forever. I did a fresh install of KSP 1.6.1 and reinstalled my mods, including this one (v2.9.3.0, and haven't noticed any major problems on the front-end. But looking through my log now, I'm seeing a variety of issues (I won't bother you with other non-KSPARP mods), specifically this code: [EXC 19:21:01.958] NullReferenceException: Object reference not set to an instance of an object KSPAlternateResourcePanel.KSPAlternateResourcePanel.SetAppButtonToTrue () KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () I'm seeing it a few times in the log. I can provide more detail if necessary. Any idea what this error is doing? Thanks for any input!
  16. I was playing KSP running a little Munar mission listening to the music from the Nusantara launch. Of course, watched the liftoff and MECO/SECO but in between it was pretty sweet having a SpaceX DJ to my KSP-ing.
  17. Hi there, I've been noticing some NullReference spam in my latest log and quite a few of them are coming via TweakScale. Any thoughts on what these errors mean? These are the two types of errors that TS is showing in the log. [ERR 17:41:33.204] Module TweakScale threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 17:55:39.714] Module TweakScale threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 Here's a link to the whole LOG file: KSP 022119 Time 2038.log Note that while I'm seeing a number of other NullReference spam in the log, and I'm running quite a few mods.... I'm not at the uninstall-all-my-mods diagnosis stage just yet. I appreciate if responses don't include the words "uninstall all your mods" LOL (gawd I don't want to go through that... )
  18. I've used a few different schemes when playing KSP, but not nearly as organized/complex as some I'm seeing detailed out here. Lately, I've settled on a basic system organized around: KSC-[XXX] designation for specific missions, with each launch getting a new number X-[#] for prototype craft and before anything goes on a specific mission For example, in my Career game the first ship to launch was "KSC-001 First Ship" which after several more missions, I saved out as "X-0 Science Capsule". This was just the most basic parts to get science and unlock tech tree. Later craft in the "X" series include: SX-1: First orbital station built in VAB as one prototype, then launched across three different missions UX-1: The first unmanned craft for science purposes, which this designation could be a satellite or an unmanned resupply vehicle Once craft are in space, I'll usually rename them according to purpose or any updates to the mission. So for example, the first space station around Kerbin became "KSS Alpha" and later "KSS Alpha I" after upgraded.
  19. Looking pretty sweet! Time to add to my (already) super-long KSP load time with this awesome array of new parts! Question: If I already have B9Partswitch and CommunityResourcePack from other installs, should I update with this one? (My existing are from about 2 weeks ago) I'm assuming these are just bundles of the already publicly-available versions of those other mods? No other changes from this mod within those other mods' folders? Thanks!
  20. I'm liking a lot of the mod so far, but I'm wondering if there's a way that I can go back to the stock versions of the Reliant and Swivel? I actually prefer those models, but I'd rather not drop the whole mod. Alas, I'm only marginally familiar with KSP under the hood, but I can find lines of text in a .cfg file, if there's something to tweak? If not, I totally understand. Appreciate any help you can provide!
  21. I wanted to add here that I've been using this mod forever and love it! Thank you to LGG as always for supporting these great mods. I've recently updated to 1.6.1 and can report all seems to be working properly. I see the recent comment about 1.6.1 in an earlier thread so thought I'd confirm it's working for me.
  22. This seems like an awesome mod (that I can't believe I've never seen before!). I'm wondering about integration with Community Tech Tree, though? Do these parts fall within the tech tree appropriately? Note that I don't have an opinion on "appropriate" other than that they actually show up somewhere. In other words, do I have to worry about the parts not showing up if I'm using CTT?
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