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russ0133

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  1. How do I get SAS into my probes? It says in the topic here I can upgrade it but I can't find anywhere in the tech tree to get SAS into my probes. Every probe has an "Stability Assist" on the SAS part but I can't press T to turn on the SAS? Doing sandbox with "all part upgrades unlocked" seem to do the trick but I can't find it in career mode...
  2. Trying to use this on 1.7.3 but looks like it halves my FPS every time I install it. No errors on log. Would it be a mod conflict or version?
  3. I'm still at the start of my career, but does the science transmission rate/generation increase with new parts? It's... hard... to get atmospheric science done because some experiments take a lot of time - how am I supposed to stay in atmosphere for the whole time so I can finish the experiment? Also the antenna transmission rate is awful slow sometimes. Later parts add Hard Drive space too? The initial pod 512kb is too little
  4. I`m getting floating part nodes, any idea why? I've read a few people having problems with attachment nodes in this post but I'm not sure if they are having the same problem as me. https://imgur.com/a/ERMfiFW Error in logs: [ERR 15:57:09.016] Exception handling event onPartAttach in class ProceduralPart:System.NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralPart.PartParentChanged (.Part newParent) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralPart.OnPartAttach (HostTargetAction`2 data) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostTargetAction`2[Part,Part]].Fire (HostTargetAction`2 data) [0x00000] in <filename unknown>:0 [EXC 15:57:09.016] NullReferenceException: Object reference not set to an instance of an object ProceduralParts.ProceduralPart.PartParentChanged (.Part newParent) ProceduralParts.ProceduralPart.OnPartAttach (HostTargetAction`2 data) EventData`1[GameEvents+HostTargetAction`2[Part,Part]].Fire (HostTargetAction`2 data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(HostTargetAction`2) Part:setParent(Part) EditorLogic:attachPart(Part, Attachment) EditorLogic:<SetupFSM>m__27() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() EditorLogic:Update()
  5. Can't believe I've spent all those hours trying to fix this lol, I was sure it would cause me problems later. Is the MM author aware of that?
  6. I'm getting crazy ahaha, I've done everything, even a clean install but I keep getting these double EVA options, anyone else? (Using 1.7.1) https://imgur.com/D2I0yA1
  7. It's just a random idea I had because I don't know if installing science parts that are not patched by Kerbalism would work with the new science system, I didn't see this question answered anywhere so I took a look at kerbalism github but didn't find any code related to this sort of thing. So I can download part mods (science or cockpits or whatever) without breaking Kerbalism?
  8. Hey... I'm wondering if it's possible to create a "global patch" of sorts for the new science system (and a lot of other things)? Would this example be possible? A script would check every modded part in the game, if it is in the "antenna" category (KSP must have part categories right?) then add Kerbalism resources/changes to the part and if necessary to modify the modded part data, use a basic function to set values based on the modded part size/stock parameters. If checking every modded part would be too expensive, maybe we could have a "fix part" option in the VAB/SPH that does it only for that specific part? If there's no part category identifier in KSP maybe you could add a "Fix part" option on right click then the option to select the part category (Science to patch the part as a Kerbalism science experiment Cockpit to patch it as a Kerbalism cockpit...)
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