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scottadges

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Everything posted by scottadges

  1. I know of course you're a top-of-the-line streamer type of gamer, but is there a kerb-emoticon for "drooling-on-the-floor" at your rig?
  2. Without actually getting into KSP, the past few days I've been going through and updating mods for 1.6 and reading up on where they stand. Most of what I use seems to be updated and there are a few outstanding issues that I'm reading about with Kerbalism and then I guess MechJeb is getting a proper update, but otherwise all the main ones I like made the transition well. Kudos to all the modders who keep these things going ad infinitum and deal with so many "Update!?!"-type of uncouth-demands-that-should-really-be-genuflecting-praise for these awesome people who love this game.
  3. I'm bouncing between Stellaris (and fighting with recent 2.2.3 update) and a cool game called One Hour One Life which is as the developer describes it: "a multiplayer survival game of parenting and civilization building" Disclosure: I'm in no way affiliated with the developer. He's a one-man band type out West somewhere who just makes a ton of quirky awesome games.
  4. Can I just say this is the best description for a mod I think I've ever seen. It's got just the right amount of snarky pizzaz wrapped within an obliquely-informative blurb about what it actually does. I definitely answered like 5 or 6 "Yes" so it's going right in my load order along with just about every other DMagic mod. Thanks!
  5. Hi this may be a non-smart question, but I'll ask it anyway. Title says "1.4" and this is from March 2018 so wondering if there are any issues using this with 1.6 as of January 2019? (Other people appear to be are using it in recent days... so maybe it's not a dumb question?) Thanks!
  6. @Nertea Is there an official link to donate to help support this project? I would love to provide support, but would only really trust if it came directly in a post from you or updated on the OP. I saw another post a few pages back from someone else. (Sorry, not trying to be sketchy, but ya never know with the internets!)
  7. Hi all, checking back into KSP forums on some of my favorite mods to see how they're faring before doing a complete re-install for 1.6 version. I've loved Ven's revamp forever, but I'm wondering how much (or maybe only specific parts) conflicts with the recent updated parts? I see the posts above about the Mk2 Can and some engines, but maybe that's not as broken as originally thought? Is it still worth using Ven's or are the Squad revamps more on point now? I always felt some of the part artwork & models looked "amateur" and found Ven's to be so much cooler. Thanks for any thoughts!
  8. Awesome! I was running low and needed a power-up Good to know! I thought I read something in previous notes about the devs trying to make less an impact on mods when new versions come out. Glad to hear it's working.
  9. I'm getting my 1.5.1 install up and running with a heap of mods, and I ran into an issue in the VAB which I hadn't see the Exception before: [EXC 21:19:54.274] NullReferenceException EditorLogic.detachPart (.Part part) EditorLogic.deleteSymmetryParts () EditorLogic.<SetupFSM>m__C (.KFSMState from) KerbalFSM.RunEvent (.KFSMEvent evt) KerbalFSM.updateFSM (KFSMUpdateMode mode) KerbalFSM.UpdateFSM () EditorLogic.Update () There's quite a bit of log spam at the end of the log. It basically locked up my VAB and I couldn't access anything, including Cheat menu to clear input locks, etc. After a number of those, then it showed the following Exception: [EXC 21:19:55.413] NullReferenceException EditorLogic.detachPart (.Part part) EditorLogic.deleteSymmetryParts () EditorLogic.deletePartAndSymmetryParts (.Part part, Boolean symmetry) EditorLogic.DestroySelectedPart () EditorLogic.OnPartListBackgroundTap () KSP.UI.Screens.EditorPartList.TapBackground () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) UnityEngine.EventSystems.EventTrigger.Execute (EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.EventTrigger.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() Then it goes back to the first Exception for a while before I quite out. I basically had to CTRL/ALT/DEL and End Task on KSP since it wouldn't let me do anything in KSP. Here is the log file (KSP 1.5.1 Lockup 120518.log) for information to anyone who might be able to help me diagnose this? I believe the Exceptions are when I was grabbing an unattached piece (in red) and it wouldn't let me drop it, nor would it disappear when moving the mouse to the left edge of the screen. When I attempted to use the Open File button or Leave VAB buttons, they greyed out and were inaccessible afterwards. I did notice that all the pieces were from the Kerbalism mod and I was having issues getting symmetry to work properly with them. I also use the EditorExtensions mod, but not sure if that's related. Also for reference, here's my current mod list:
  10. @Nertea Second and totally support the kudos! I've been updating my 1.5.1 game and it's been cool going back through threads for all the NF mods, Station Parts, Atomics/Cryogenics, Heat Control, the list goes on and on. Seriously, keep up the amazing work, it makes a huge difference for this game and the community!
  11. Thank you! I'd never seen that before. Obviously a lot of thought and work went into that. Great to see people taking up the mantle, so to speak, and making KSP parts graphically so much better.
  12. Hi, loving what I'm reading about these updated designs for all these parts. I was wondering, in the comment above, is the "design overhaul document" available somewhere for the curious content consumer? Maybe it's been shared elsewhere, but I'd love to take a gander. Thanks @Nertea, @Beale, and the others on this project for your amazing work!
  13. Has anyone using [X] Science! come across this error? [ERR 20:56:03.860] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class ScienceChecklistAddon:System.MissingMethodException: Method not found: 'MusicLogic.SetVolume'. at ScienceChecklist.ScienceChecklistAddon.onLevelWasLoaded (GameScenes action) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 I noticed it in my logs after starting a new Sandbox game running 1.5.1 and updating all my mods. I hadn't seen that before, but there are also a few comments on GitHub: https://github.com/thewebbooth/KSP-X-Science/issues/28 UPDATE: I guess it helps to read all the way through the GitHub issue/comments, because I see @Flupster commented last about a compiled binary. I've just updated my KSP 1.5.1 game to release [X]Science! v5.18.1, but am waiting for the game to load, so we'll see if that resolves this (I'm sure it will).
  14. For future readers of this thread who are wondering (as I did) when downloading the @Lisias version of KJR 3.4.0.2 that this is where things should go. It took me a minute to find this and confirm what I thought. As a suggestion, although maybe this isn't needed, maybe a quick ReadMe_for_Installation TXT file would help users who aren't exactly sure (as I wasn't) where the folders should go. Thanks for all your great work! (Also... sorry to spam the thread with several posts. It wasn't updating together as one!)
  15. Is this the one we should use if we want to make sure it's working with 1.5.1?
  16. Thank you! I'll check out that mod as well. UPDATE: Ok so I'm seeing the docking port and I think that's probably what I was using instead of the default Tantares one, it looks familiar. Also the naming is "BK" so maybe that's it. Again, appreciate everyone's input on this. Sorry to clutter up this thread with (strictly-speaking) non-Tantares parts.
  17. Thank you so much for taking the time to look at this and recreate the craft. I was hoping I wouldn't have to rebuild it after all, since the Mk2 version I felt had the perfect balance of TWR, parts, and functionality, but it may be I just use a new craft. Again, appreciate your looking at this. I'll look at that mod more specifically. I seem to remember I had decided in my 1.4x playthrough to focus purely on Tantares, so not including other parts mods or Contares, etc. But I'll look back at that. Thanks for your help!
  18. Hi all, I'm hoping someone can help me understand/troubleshoot a missing part issue with a craft from a previous KSP build (I moved from 1.4x to 1.5x and rebuilt all my mods). Any help would be seriously appreciated! The part below appears to be from Tantares. I'm using the Craft Manager mod to see missing parts. The name appears to be "BK APAS". I'm not sure, is this a deprecated part? or am I missing something else? PART { part = BK APAS_4292837844 partName = Part persistentId = 3893663969 pos = 0.268200427,30.2768822,-0.253736883 attPos = 0,0,0 attPos0 = 0,0.763750076,0 rot = 0,-1,0,0 attRot = 0,0.707106709,0,-0.707106709 attRot0 = 0,1,0,0 mir = 1,1,1 symMethod = Radial autostrutMode = Root rigidAttachment = True istg = 1 resPri = 0 dstg = 7 sidx = -1 sqor = -1 sepI = 2 attm = 0 modCost = 0 modMass = 0 modSize = 0,0,0 attN = bottom,Tantares.Habitation.2_4292837958_0|-0.0325|0 Here's a link to the craft file, if anyone is interested: OMV-M Mk2 From the Craft File, it looks like this may be the decoupler between the Shenzhou-style habitation module (Tantares.Habitation.2 in the Craft File) and the Crew/Descent capsule, which also has a parachute on it. Also, here's what (I think) is the part on KerbalX: Tantares.Apas.B (although, honestly I'm not sure since I can't see it there) Finally, I've got a screencap of the craft for reference:
  19. Hi folks, getting back into KSP again after a time away (for probably the 5th time). So here we are with 1.5.1 and I'm going through updating my mods. KJR has been fundamental for me since Day One, so don't really want to play without it. Could some kind soul provide a quick recap/reply indicating what needs to be installed so KJR works properly with 1.5.x? Reviewing the previous dozen or so comments, I'm afraid I'm possibly missing something here... so if someone could sum up what's the most updated? Thank you in advance for the super-awesome help!
  20. Ahh, I come back to KSP after many months... to find 1.5 has released a little while ago. So now the familiar update and mod re-install process! Actually, I guess it's as good a time as any to start a new playthrough.
  21. I can see that point. But I also think the comment for which parts go with which rockets, the order to construct them, etc. was really useful the first few times I was building these to spec. I remember before I reviewed the guide more thoroughly, I couldn't make heads of tails in the VAB of which parts went with which types. But whatever you can do is always appreciated. Keep up the great work with this mod!
  22. Hi there, I'm wondering if I've installed something improperly (or maybe I'm completely missing them) but I'm not seeing the shielded VTOL engines (see pic) that are shown in the Imgur gallery? Are these still WIP or maybe like I said I'm missing something in the install? EDIT: Wait.. lemme check where they are in the tech tree... EDIT 2: Yup... in the one node I haven't unlocked yet. I'll take "Specialized Flight Systems for 550, Alex". Nevermind me!
  23. So awesome! I downloaded immediately. Can't wait to start building a new spaceplane!
  24. Yeah, I don't wanna put my mouth on that... thank you very much
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