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  1. Sorry for the delay in responding but I had to wait for a new mission to come up to verify. As I already reported, there is a minor issue when a ship is built not being recognized as new. I have a bunch of photos showing all stages of construction if you would like to verify. However, I found that the problem goes away if you don't immediately launch the craft but instead cycle through the crafts in the vicinity using the "[" or "]" keys. When you get back to the ship to be launched it is recognized as new. If you launch immediately the ship does not get the "new" designation. Anyway. It is such a minor issue and so easy to circumvent I shouldn't even have reported it. Sorry for taking your time. Did I tell you how thankful I am for this mod? After thousands of hours of gameplay this has breathed new life to the game. Thanks so very much for keeping it going.
  2. Oopsies. I had to cheat although technically, I didn't. Set up a nice construction base on Minmus and was thrilled to roll out my first space station to orbit Minmus as per contract. Only I couldn't complete the contract because for some magical reason the station was not considered new I guess it's the most valid use of alt-F12 I have ever done!
  3. You were absolutely right. Once i added restock the survey station went away and when I changed the file as you suggested it appeared again. Thank you so very much for the advice!
  4. Indeed that was one of the mods. Still going through them when possible. I will try your suggestion soonest and will let you know. Thank you for taking the time!
  5. Yes. As well as KAS. The stakes do appear and I go through all the motions of malleting them and H'ing them. But when I open the UI they just don't show up. I assume that is because I don't have a survey station nor can I find one. Never mind. I uninstalled all mods but EL and lo and behold, there was the survey station. I will go through the process of reinstalling the mods one at a time and report back the conflicting mod.
  6. Hello and thanks for the excellent mod. Although the mod works wonderfully, I have failed to make the survey system work. I even uninstalled EL, installed simple construction and not so simple construction but I still could not get the stake to show up in the UI. Reinstalled everything with CKAN and still, no survey station. Not that I won't be able to build my way around it but I am really curious as to why the stakes don't work for me. If anyone wants to take a look, here is the link to my ksp.log and modulemanager.configcache. https://drive.google.com/drive/folders/1fdRBg8G36XAxMKfIt7Dayj6SD_HuBY88?usp=sharing
  7. I finally found that after running the game the file miniAVC.xml is created in the gamedata\[x] Science folder which crashes the game in subsequent launches. I just delete the file and play the game.
  8. Hello. I am having this peculiar problem where I have to uninstall and reinstall the mod every time before I launch the game otherwise the game crashes within seconds at the load screen. When I uninstall it through CKAN I get the message "The below directories are leftover after removing some mods. They contain files that were not installed by CKAN (probably either generated by a mod or installed manually)" The directory is gamedata\[x] Science! The mod works fine in game but I have to set it up each time to my preferences.
  9. After unknown thousands of hours of play, an insufferable amount of mods, I have come to decide this the absolute best and most useful KSP mod ever. And never got to thank you for it. THANK YOU!
  10. That does seem to be a problem although I don't know if it is the main cause. The steeper the inclination, the bigger the jump.
  11. The little buffer tank was a brilliant thought. Thanks!
  12. Obviously the error I get is extremely rare, judging by a relatively thorough search with google. Thank you for the effort though.
  13. The panel used in the latest test was the OX-STAT photovoltaic panel. I have removed all files from gamedata directory with the exception of modulemanager.2.8.1.dll and all directories with the exception of SQUAD and WARPPLUGIN. The problem with the error messages in the debug console and the sluggish behavior persists. As soon as I remove Warpplugin everything works perfectly with no errors. Edit: Performed a clean install, unfortunately of version 1.3.1. The only mod installed is the latest version of WarpPlugin and modulemanager.dll The error messages remain in the debug console. From the 30MB output_log.txt I assume that 99% consists of the following errors (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [KSPI] - Exception in ORSResourceSuppliableModule.OnFixedUpdate Object reference not set to an instance of an object (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [KSPI] - Exception in FNSolarPanelWasteHeatModule.OnFixedUpdate Object reference not set to an instance of an object (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Module FNSolarPanelWasteHeatModule threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at FNPlugin.ORSResourceManager..ctor (.PartModule pm, System.String resource_name) [0x00000] in <filename unknown>:0 at FNPlugin.FNResourceManager..ctor (.PartModule pm, System.String resource_name) [0x00000] in <filename unknown>:0 at FNPlugin.FNResourceOvermanager.createManagerForVessel (.PartModule pm) [0x00000] in <filename unknown>:0 at FNPlugin.FNResourceSuppliableModule.createResourceManagerForResource (System.String resourcename) [0x00000] in <filename unknown>:0 at FNPlugin.ORSResourceSuppliableModule.OnFixedUpdate () [0x00000] in <filename unknown>:0
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