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BadModder54

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Everything posted by BadModder54

  1. That was the issue, I'd recommend for anyone having the issue to get rid of Ground Construction until it's updated to a newer version.
  2. Good day! I come here to the forums as my last resort. I've been attempting to debug this install for three days now. A variety of related bugs have been solved already regarding incompatible mods, but this one has proved to be a... deeper issue. Upon loading all the mods completely, the loading script is killed with a ReflectionTypeLoadException while 'verifying' the Breaking Ground Expansion, the last stage of loading before the main menu. (That's a special type of fury, trust me). Anyway, I've exhausted the KSP Discord and the Internet looking for a concrete solution, finding nothing of true use. My full mod list and KSP log will be provided below. Any help or suggestions would be welcome! Note: Reinstalls of all mods and a reinstall of KSP itself along with file verification did nothing to remedy the issue. KSP.log - https://www.dropbox.com/s/7kghylxc4c43cim/KSP.log?dl=0 Mod List (screenshot) - https://www.dropbox.com/s/7j3hfrcid03kc8f/Mod List.png?dl=0 Error (screenshot) - https://media.discordapp.net/attachments/132503638793912320/858488305892065281/unknown.png?width=829&height=518
  3. https://spacedock.info/mod/2769/Cape Kanaveral This should work!
  4. Hi there! 1. I actually had to do that, as the game just does not seem to like that many things installed. Didn't help the errors though, I actually abandoned the install entirely as JNSQ was no longer loading. 2. I did have both EVE and Scatterer funnily enough, but the planet pack stopped loading altogether. I'm a very busy person, and I simply do not have time to debug such a mess of an install. But thank you anyway!
  5. Good day! I've been putting together a nice customized install for my newest JNSQ playthrough. My system has 16GB of RAM, and is technically able to handle everything. However, the issues soon arise. First off, the game will not load without a database reload, as the loading itself stops with a System.Reflection.ReflectionTypeLoadException. After the database reload which only takes a few minutes, the game can continue to the main menu... kind of. The game loads, but all you can see is Kerbin and the three Kerbals, without any Scatterer features or the main menu buttons and title ever popping up. The music also stutters badly, and my entire PC has actually locked up before due to this. It required a hard restart. I found this error in the logs, which may be related to this. However, if at all relevant I must mention that all of these mods were installed by CKAN, which is not exactly known for allowing incompatibilities. [LOG 22:26:50.143] EVEManager: Issue loading PQSManagerClass! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object This is so far, the extent of the major, game-breaking issues. I have here the KSP.log and the ModuleManager logs from my final session while troubleshooting. I also have a screenshot of the full modlist, if it helps at all. Thank you for your time, please get back to me if possible! KSP.log: https://www.dropbox.com/s/q0w8hjrl07u5soy/KSP.zip?dl=0 ModuleManager Log: https://www.dropbox.com/s/9humx2cttby5864/ModuleManager.zip?dl=0 Mod List: https://www.dropbox.com/s/57i534iip6zf3it/image (1).png?dl=0
  6. Hi! I'd ask slaintemaith for the files in a message, I asked last year and he gave me much more up-to date versions of the RO patch. Enjoy!
  7. Well hopefully, the update will now come soon because they were waiting for the new update. Good luck guys!
  8. Sorry for the late reply! I messed with some settings, and it does turn out they were in an "errant" node and that's why they appeared to not be loaded in. Thanks for your time!
  9. Ok, so when placing it in a separate install, the "missing parts" are in the Manufacturing tab, but not in the main USI section. Does that make sense? I'm just wondering if that's true for my main install since I never looked in that particular tab. I'll check and let you know. o k , its missing completely on my modded install. I have the community tech tree installed, and all the dependencies are the correct version. It is possible that I've simply not unlocked them yet, although I cannot see where they could be. Here's my KSP log file anyway, any errors or noticable conflicts? Log: https://www.dropbox.com/s/7kghylxc4c43cim/KSP.log?dl=0
  10. Hey, did you ever figure out how to manage propulsive landing on 2.5x scale? The stock reusable boosters never have enough fuel to get anything meaningful into orbit compared to parachute reusability.
  11. Hi! I'm personally pretty far along in my KSRSS 2.5 scale USI-MKS career and I'm getting ready to build my self sustaining and vessel building permanent lunar colony in the Aitken Basin. Anyway, during my planning I noticed that I seem to be missing both the Tundra Agriculture Support module and the Tundra recycling module. This is very unfortunate because without the support unit, I cannot produce Water from the Hydrates, making self sufficiency impossible. The files for both parts are still there and there does not seem to be any errors, but the two parts are not in the list and I have the required tech nodes long since unlocked. I would really appreciate a solution to this problem, thank you! (PS: Tried reinstalling MKS, same problem. Playing on 1.8.1 with the correct version and have not had any issues besides the absence of these two critical parts.) EDIT: Actually, turns out my game is also missing the Tundra Industrial Refinery, Regolith Sifter, and Nuclear Fuel Plant, as well as the DIY Kit part. W H A T -
  12. Hi! I fixed this issue in the past, and you'll want to go into your KSRSS 2.5x configs and find the setting @repositionRadiusOffset, which refers to the KSC's altitude above the terrain. Change that to about 515 and you'll be golden.
  13. Hi! How exactly do you go about cooling the LH2 engine? I have an unholy amount of radiators, and it still explodes after a short duration firing. Thank you for your time!
  14. I find that budgeting 5000 m/s gives plenty of wiggle room on the 2.5x scale, while on the stock size you would want about 3900 to be comfortable.
  15. Would this planet pack be compatible with MKS and KSPIE resources on the different bodies?
  16. Just did that, and it appears to have not found anything of note to fix. I can try to update all the mods I can find and removing whatever I don't need, as I got a pretty nasty bug today, having to do with engine plumes. But don't worry about that, pretty sure it has nothing to do with KSRSS.
  17. I'm almost positive I'm on the highest quality, but my terrain settings are glitched and say "New Text." Could that have anything to do with it? I've tried fixing it multiple times and it never gets resolved. I have a ton of little bugs in my save that I can never seem to squash.
  18. That's interesting, I believe you but its just weird that it only happens on certain bodies, such as (for me anyway) Earth and Phobos/Deimos.
  19. Are you guys aware of the bugs with inaccurate physics? (Example: Time warping can move a future periapsis in a maneuver node hundreds or even thousands of meters, makes intricate maneuvers extremely difficult to plan, also vessels can change position by hundreds of meters when rendezvousing if time warp is used. In addition, after playing for some time, the terrain on some bodies tends to become patchy in terms of shade in large square areas, and sometimes has large patterns on it. Thank you for your time!
  20. Upon loading a save game today, I found an extremely strange bug once the game loaded. The engines on my shuttle all appeared to be firing, but were completely shut off and were not even activated yet. I could not get the plumes to go away unless I used the engines, and that only sometimes worked. Screenshot: https://www.dropbox.com/s/651vlt2184vhf1y/screenshot3528.png?dl=0 KSP.log:https://www.dropbox.com/s/7kghylxc4c43cim/KSP.log?dl=0 Any help would be appreciated!
  21. Thank you for guiding me to these tutorials! Stay safe!
  22. I have looked everywhere for a simple explanation to these questions, but everything covering the mod seems hopelessly outdated. But first of all: 1. Could someone kindly explain how to use the fusion reactors correctly? 2. Does KSPIE still nerf itself when it detects Near Future Electrical is installed? Thanks for your time!
  23. I would personally release KSRSS 6.1 without the KK configs, since they are the only thing delaying release. That way, the KK stuff could be developed and released later as not to hold up development. Just my opinion, keep up the great work!
  24. Will the Mars biome changes affect anything currently on the surface? I have a 6-astronaut mission down there currently. And also, will previously gathered Martian science become broken? Also, great work on this mod! I tried to go back to normal RSS while I waited and it just isn't as fun as this.
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