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Posts posted by Salticus
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2 hours ago, flart said:
yes, the same thing, JNSQ, ksp 1.12.2. Though I haven't tested not in JNSQ.
[EXC 22:40:18.649] ArgumentException: Value does not fall within the expected range. KSPPreciseManeuver.PreciseManeuver.Start () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[EXC 22:40:35.741] NullReferenceException: Object reference not set to an instance of an object KSPPreciseManeuver.PreciseManeuver.Update () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
[LOG 22:40:03.295] [Precise Maneuver] Loading settings. [EXC 22:40:03.302] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <9577ac7a62ef43179789031239ba8798>:0) AssemblyLoader+LoadedAssembyList.GetPathByType (System.Type type) (at <cd473063d3a2482f8d93d388d0c95035>:0) AssemblyLoader.GetPathByType (System.Type type) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, Vessel flight) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.IO.PluginConfiguration.CreateForType[T] (Vessel flight) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSPPreciseManeuver.PreciseManeuverConfig.LoadConfig () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) KSPPreciseManeuver.PreciseManeuverConfig..ctor () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) KSPPreciseManeuver.PreciseManeuverConfig.get_Instance () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) KSPPreciseManeuver.MainWindow..ctor () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) KSPPreciseManeuver.PreciseManeuver..ctor () (at <148a8ec2de454d9cbd6a3d0df7bebbc1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [LOG 22:40:03.303] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: Kronometer 1.0.0.0 GameData\JNSQ\JNSQ_Plugins\Kronometer\Plugins\Kronometer.dll
Huh, so, after looking at your log I tried deleting JNSQ/JNSQ_Plugins/Kronometer, and that made Precise maneuver work again. My best guess is that, since Kronometer does something with the clock, that messes with Maneuvers. There were no obvious problems after removing it, but I don't know exactly what Kronometer does, so not sure if deleting it is a good idea. But if I get Precise Maneuver back, I'll take the risk for now.
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This mod seems to be incompatible with JNSQ for some reason, but only in 1.12.
When I updated KSP to 1.12.2, everything worked, except for Precise Maneuver. I thought that was because it isn't updated, even though it works for some other players. When I wanted to try something without JNSQ today (I have two gamedata folders, the one without JNSQ is exactly the same, just with the JNSQ folder deleted), I noticed that it worked again. And yes, without JNSQ the Precise Maneuver button shows up again, with JNSQ it's gone.
Do any of the other players having problems with Precise Maneuver here use JNSQ? This seems very weird, why would two unrelated mods be incompatible with each other, and only in 1.12, since it worked previously? Or maybe they are somehow related? Idk, I know nothing about how KSP mods work.
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Same problem. VTOL building is a bit hard when this happens
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Thanks for reacting to my suggestion. Since I wasn't able to play KSP the last week I haven't tried it yet, but this looks awesome. Finally early game science Bases can work reliable.
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12 hours ago, linuxgurugamer said:
An update. I made a lot of progress, have a working prototype. Need to do a few more things before releasing it. One to two weeks should do it.
That's great!
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1 hour ago, SchwinnTropius said:
How would one deploy a battery in the context of KSP? The only method I can currently see is the enabling/disabling of the battery like on fuel tanks.
Can batteries be stored in inventory and installed later in Breaking Ground, like they could be with Kerbal Inventory/Attachment Systems mods? That may fix your issue in the short term if that's possible.
Well , in breaking ground you have specific science modules and solar panels that can be placed in an inventory and then deployed. But only specific modules, you can't just take some stock battery and place it there.
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5 minutes ago, linuxgurugamer said:
Why cant you just add a battery?
What I am talking about are those deployed science bases from Breaking ground. Where you need Kerbals to set them up and store them in Containers.
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So as I set up a deployed science Base on minmus I realised, it actually doesnt do much science, because half of the time it has no power, since I haven't unlocked the RTG yet. So why are there no deployable Batteries? It should be like very other deployable module, maybe a small Tower with batterys attached to the sides of it or whatever. Would make early game Science bases way more productive.
Edit: I am talking about the deployable Science Base mechanics from breaking Ground.
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Same Problem here. Veryfied game files, uninstalled and installed both expansions, doesn't work.
Edit: It worked after I removed all my mods from CKAN and everythign in GameData except for Squad and Squad Expansion. First I deleted all Mods from CKAN, but even though CKAN and KSP said I had no mods, there still were things in the GameData folder aside from Squad and SquadExpansion, and after I deleted them it works now.
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I know, there once was a mod that lets you move freely, but it was in a very early and unpolished state and seems to be discontinued. Is there any other mod that has similar features?
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9 hours ago, overkill13 said:
I just removed MKS myself and ran into this issue. You need to edit the save file and change all of the Kerbals with MKS sub-classes to one of the generic three. A text editor using the find and replace function should be able to do this easily enough, though you will want to watch for partial matches. You can't spell minerals without miner and medical emergency without medic.
Thanks. It works now
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12 hours ago, DStaal said:
Try installing this mod - RoverDude uses an excerpt of it in MKS. If it works with this mod, then try removing this mod again and seeing if that helps. (If not - at least you've got a slightly more configurable version not tied to the rest of MKS.)
Sadly does not work.
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So I downloaded USI Kolonization a while ago, now I removed all the mods I don't use anymore (Had like 90 mods xD) , and I dont really use it anymore (It's a great mod anyways, it's just not my playstyle , also I dislike the hiring system, its practical, but make it able to toggle it) And then entered my science save. Went into the Astronaut complex, because it just was my guess that USI made this system. And there stood 10 Available (Owned) Kerbals (Just had 4) and there was 1 Kerbal available to hire. Something like "Line 1 Line 2" stood there. If I clicked "Hire" nothing happened. And the cost for hiring was 0,000,000. This happened on all saves. In the VAB I could add all the Kerbals.
SpoilerI hope someone can help me
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Great. Awesome mod! But it would be great if there was an extra mod for the making history parts.
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On 1/20/2019 at 2:58 PM, linuxgurugamer said:
Log file and a list of mods would be necessary to help you
I just looked up CKAN, found a few new mods I wanted to try out and removed some old I didn't use, tried out the new mods and the Problem is gone. Thanks for the answer either way
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This is for 1.0.5 but works for 1.6. Great Job! Looks great.
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So I've got lag spikes every 5 seconds, but only in the editor. It's not this big of a problem, but annoying. Inflight I have no lag. I have got a good PC and this happens with every craftsize.
It's gone after I removed some old mods.
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Is there any mod that adds windows? like parts that are only visual and have no use. I'm building a SpaceX Starship and I would need a mod like this, I just found no.
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6 minutes ago, Rafael acevedo said:
I just posted a workaround on the same question asked by vandarren
yes I am having the issue, It only happens with the Mk.2 lander can, and mostly after you update/install a mod. Here is the workaround that I have used successfully on two computers multiple times. It doesn't require you to uninstall any mods, nor reinstall KSP.
On KSP go to your save game folder, pick the save you are using for your current game, go to ships folder and select the VABfolder. Delete files that have the "Craft name.loadmeta" (loadmetafile under type). Do not delete anything that have the .Craft extension.
Example
base mini.craft Do Not Delete
Base mini.loadmeta Delete
Repeat on SPH folder
Restart KSP, since you did not delete your .craft files all your saved ships will be there and the right click on the mk2 can functionality is restored.
Note: if you know the name of the ships you used the mk2 can on you only need to delete the .loadmeta for those.
hope this helps
Merry christmas
It has happened with any new mod instaled
Thanks for the fast answer. This seems much work, I will try the other thing with loading KSP to the menu and then quitting from the menu cause I have got many saves and many mod updates etc. Thanks either way
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So if I rightclick the Mk2 Landercan theres a window over the whole screen with only sliders with "Variant name" Then it vanishes and I can't right click other parts. Does anyone know if this is a bug of a mod or is this stock? I haven't tried it in flight now, gonna do that. Another small bug I have is, that if I go to sorting by diameter in the editor I can't change the category of the parts until I reenter the editor. If you know if this is a Mod bug please tell it then I will uninstall it.
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So if I go into the editor in the first mission, I can only use one part. The fin. Not one engine or command pod. I've got many Mods, but I dont think they can cause this
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1 hour ago, Xd the great said:
Any backups?
Go to the .sfs files of your backup and copy those into the presistent.sfs files.
WARNING: I HAVE NOT TRIED THIS. IT MIGHT BREAK THE ENTIRE SAVE
Luckily i found out that game data switcher has for every game data own saves. So i used the ones from an other gamedata, everything was there, I only lost 1 ship. And my last real backup is about a month ago.
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24 minutes ago, Gargamel said:
Ok, so ignoring the idea of going over every mod line by line, .....
does this happen with this vessel only, or every ship you build? Do you have an engine pointed in that direction inside the fairing?
If it's on every ship...
It's obviously a mod issue as you say, so take a look at your mod list and see which ones would alter the plumes or engines. Then remove them, see if it's fixed.
If it's only on this ship, if it's not affecting anything other than visuals, then ignore it perhaps? You could rebuild the ship, removing engines and re-adding engines so that plume might get reset.
I'd also dig through the realplume thread to see if anybody else has reported this.
It happens on every vessel. I will try to remove some mods like real pluzme to see if this is the cuase, thanks for the amnsers. And even if i dont find the mod, like you said, it only affects visuals.
9 hours ago, Xd the great said:Look into the .cfg files of the modded parts of your rocket in the pic.
And have you updated all your mods to compatible versions? Or just restarting the game.
Or try to narrow down to the part causing that problem. Logs will help other people determine the problem
It happens on every vessel, if i start it with my modded install. And I wont go through every mod, i have like 108 or something like this.
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So, i used GameData switcher (I have used it before and everything worked!) to switch on stock, everything worked (I wanted to try something only stock) and then I switched back to my normal Gamedata with very many mods. When I open "resume saved" on EVERY Save there is written "save not compatible" (translated from german, dont know if it's like this in english). When i click on it and want to resume, there's a window saying "This save is not compatible with this version of KSP, do you really want to resume?", even no Update happened in the time i played stock, if i click OK in the top left corner it writes in red text "following save cannot be loaded: *save name*" Please help, right now it seems like my whole progress is lost. Btw, the scenarios can be played, but if im in it I can't click the buildings like Tracking station.
Edit: The saves where all empty. There were no ships, nothing other than the folder "Ships". I then used the saves from an other gamedata, now i have my progress back (Not all, Like a few ships aren't there, because i used this gamedata a while ago, but at least i can use most of my saves without loss of progress) But i would like answers how to solve this, because some other people have this problem to and there was no solution to this, and because i could have the problem another time.
[1.8.x] Precise Maneuver editor
in KSP1 Mod Releases
Posted
When I install Kronometer separatly, with the 1.12 patch, neither Kronometer or Precise Maneuver seem to work. Either I'm stupid and just did something wrong, installed the wrong patch or something, or there's just a problem with my game. Oh well, I guess I will just play with 6 hour days, maybe Kerbals invented a new system where each rotation of Kerbin is 2 days, who knows.