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Everything posted by BadModder54
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I've encountered a Nullreference error spam in my logs related to this mod's T-400 Truss Connection Mechanism connection ports. It's this repeatedly: NullReferenceException: Object reference not set to an instance of an object ModuleDockingNode.CheckDockContact (ModuleDockingNode m1, ModuleDockingNode m2, System.Single minDist, System.Single minFwdDot, System.Single minRollDot) (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FindNodeApproaches () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.<SetupFSM>b__142_1 () (at <4b449f2841f84227adfaad3149c8fdba>:0) KerbalFSM.FixedUpdateFSM () (at <4b449f2841f84227adfaad3149c8fdba>:0) ModuleDockingNode.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) It stops immediately after I delete said truss connectors from my vessel, and these ports cannot be targeted and refuse to dock even when lined up perfectly, making my space station currently impossible to construct. I can provide complete logs if needed, thanks!
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I can't wait for a modern game engine to explore the Kerbal solar system for years to come!
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It does, the version on Gitlab does that is. Hope that helps!
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You are a massive legend, and I thank you for your service to Kerbalkind!
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Hi, just wanted to say that I absolutely LOVE this mod! But if I could make a small recommendation, could you consider adding support for the Final Frontier mod? It would be really cool to have ribbons for Kerbals that were brave enough to walk on exoplanets and such. Thank you!
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totm dec 2021 [1.12.x] [Planet Pack] Minor Planets Expansion
BadModder54 replied to Exo's Lab's topic in KSP1 Mod Releases
Has anyone looked into making Parallax configs for MPE? If not, I may take a crack at it, though I know next to nothing about Parallax's inner workings.- 234 replies
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Title describes issue. Whenever a part (such as the Mk1 Command Module) that contains the DangIt! resource "Spare Parts" is in the scene, the framerate in the VAB (not in flight, as far as I've observed) drops in linear fashion with the amount of the culprit parts. I checked the Github repository for the mod and it's apparently been an open issue since 2021. Any help on how to fix this would be greatly appreciated, as it could help others enjoy this great mod. The logs from my last session are below, hope this can be resolved! KSP.log: https://www.dropbox.com/s/ko8ml3bk5hox5te/KSP.log?dl=0
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[1.12.x] Far Future Technologies - August 23: new engine!
BadModder54 replied to Nertea's topic in KSP1 Mod Releases
This m a y sound dangerous, but I've encountered no issues scaling Far Future tanks using the "All Tweak" mod. https://spacedock.info/mod/2100/All Tweak -
[1.12.x] Far Future Technologies - August 23: new engine!
BadModder54 replied to Nertea's topic in KSP1 Mod Releases
Tweakscale is your friend here. Less mods to load, infinite possibilities! -
I noticed that in the latest release, that the HL-42's landing gear do not extend or retract as intended, and seem to be static objects. I am playing in 1.12.3 on the newest version of RSS/RO. Any help would be appreciated! (I will provide logs if necessary).
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- rss
- realism overhaul
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
I'd post your KSP.log to the forum here, and if you're running the game through Steam, maybe try verifying files. Anyway, without logs we can't really diagnose that... admittedly strange issue you have there- 1,584 replies
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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.
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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
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- broken
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
https://spacedock.info/mod/2769/Cape Kanaveral This should work!- 1,584 replies
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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!
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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
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
BadModder54 replied to Pak's topic in KSP1 Mod Releases
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!- 2,325 replies
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- stock-alike
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
Well hopefully, the update will now come soon because they were waiting for the new update. Good luck guys!- 1,584 replies
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
w o a h Now THAT looks like Mars- 1,584 replies
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[1.12.x] - Modular Kolonization System (MKS)
BadModder54 replied to RoverDude's topic in KSP1 Mod Releases
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! -
[1.12.x] - Modular Kolonization System (MKS)
BadModder54 replied to RoverDude's topic in KSP1 Mod Releases
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 -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
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.- 1,584 replies
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[1.12.x] - Modular Kolonization System (MKS)
BadModder54 replied to RoverDude's topic in KSP1 Mod Releases
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 - -
[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
BadModder54 replied to tony48's topic in KSP1 Mod Releases
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.- 1,584 replies
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