Krakatoa

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About Krakatoa

  1. I lost a base and a couple stations, calling it a good reason to design new ones. It's in a career mode, and the reason seemed to be that since "unresearchable" isn't a node in the tech tree, it doesn't finish loading the part. Luckily, MIA crew members can come back in a day or two with my difficulty settings.
  2. I have a few rovers relying on Kraken Generators for most of their power. Are you getting rid of the EC generation?
  3. No, the Nert file with the patch is in a folder named "CryoTanks" that you'd get with Kerbal Atomics or Cryogenic Engines. Not sure what else may be causing issues. After I went through and made sure IFS, B9, and that patch were all correct, I stopped getting phantom fuel. What all this probably means is that you have something else adding tank types to all tanks. I haven't seen you post a pic of your GameData folder, so maybe that would be a good start?
  4. SpaceDock.info (Mod Hosting Site)

    It sometimes takes a bit after the update, but I do tend to get an email. Sometimes it seems to come in within minutes of downloading the mod, which could just be circumstantial.
  5. I probably put this thread in the wrong forum, and it probably belongs better in the modelling subforum, my bad! The thread
  6. Size of stock Drill-o-Matic

    Aye, I'm modelling a brand new part, though, so I'm trying to get the scale right. It seems to be roughly 3m for the collider, so I'll just roll with that.
  7. Size of stock Drill-o-Matic

    That mostly serves my purpose, but I am hoping for more of a numeric value so I can be accurate with the model, rather than "eh, close enough."
  8. I'm in the process of making a command pod, with the intention that it be used for asteroid harvesters. Planning on having flat areas for attachment on the sides of the pod, primarily for drills, but they're flat areas, use 'em for whatever. I do want to make sure they're far enough back, though, so does anyone know the length of the swing arm collider of the large stock drill when deployed? I don't need to be breaking the ship off of a captured asteroid when sending in the drills.
  9. [1.3.1] SpaceTux Industries Recycled Parts

    Thanks for the new release and parts! I have a question, though, do we need to leave in the Space Tux Industries icons for Filter Extensions if we aren't otherwise using that mod? Or can we just transfer over the main mod folder?
  10. Even on the craft where the patch had added fuel, that extra fuel disappears if you fix the patch. Space Kadet quoted how in the message right above yours. That CryoTanksFuelSwitcher file is in the CryoTanks > Patches folder. Dunno how to do any fixes with Kerbalism, especially since, from what I understand, it changes how a lot of background processes work.
  11. It already has WBIResourceSwitcher as a tank type to leave alone, but it needed the other sort of switcher.
  12. @Angel-125 Turns out it was indeed CryoTanks giving the extra B9 options and overlaying the tanks. Just added !MODULE[WBIConvertibleStorage] to the :HAS in the CryoTanksFuelSwitcher file and now the tanks load in clean. I left it as a PR on @Nertea's github (#43), but anyone that needs to fix it can put that piece in your own CryoTank file.
  13. [1.3.1] Extraplanetary Launchpads v5.9.0

    That's also the purpose of the stakes, your "launchpad" can be as big as you like.
  14. [1.3.1] Pathfinder - Space Camping & Geoscience

    Hey @Angel-125, was doing a bit of testing with the fix on resource distribution, and I am now getting resources sent around! I do sometimes have to turn distribution off and on again on scene change, and in that install, the phantom LF/O is still coming back. I tried checking the information on a D2 science lab I had in the area, and got NRE spam. Figured it might just be something with my save, so I created a new install, with only Squad, the full WBI suite (sans BARIS), and CRP (for the purposes of the test). I didn't make it as far as checking resource distribution because I tried to reconfigure a D2 SciLab in the SPH in Sandbox mode and this NRE (the same from my main install) started spamming the log, and the base layer of the dialogue box for modifying the Lab came up, but no buttons. I grabbed the first instance of the spam, but it was this repeated until I force-closed the game, couldn't hit any buttons on the screen while it was happening and esc did nothing. [EXC 11:10:09.617] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.DistributionView.DrawView () WildBlueIndustries.WBIResourceDistributor.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.OpsManagerView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Dialog`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 11:10:09.631] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.DistributionView.DrawView () WildBlueIndustries.WBIResourceDistributor.DrawOpsWindow (System.String buttonLabel) WildBlueIndustries.OpsManagerView.DrawWindowContents (Int32 windowId) WildBlueIndustries.Dialog`1[T].PreDrawWindowContents (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [ERR 11:10:09.634] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) This was a fresh install, only WBI, stock, CRP, and MM. The test craft was just a Clydesdale, a series of Duna-8s with different empty resources, and I had just added the D2 SciLab on the back and selected the control panel button. Lemme know if I need to drop anything else in here for you, and thank you for your work.
  15. [1.3.1] Kerbal Inventory System (KIS) v1.9

    Then you should have 2.7.6 of MM, 1.4.4 of KIS, and 0.6.2 of KAS. I know at least your MM version is still out of date.