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Everything posted by VCamProbe

  1. So just recently with the new update I noticed that with kerbalism my kerbals eva suits contain 0/0 monopropellant, not sure what's causing this but I have confirmed it to be kerbalism as when I remove it it goes back to normal. Is there possible a MM patch for this? Edit: I found the issue was with kerbalism - Science-Only Config, Removing the file EVA.cfg from Steam\steamapps\common\Kerbal Space Program\GameData\KerbalismScienceOnly\System fixed the issue.
  2. Actually I found something even easier... After you finish editing how you want it through color, rotation, scale, etc. You literally pross "Generate template from and copy to clipboard" And it will copy the whole template for you to paste into your cfg...........
  3. I was able to find a line of code that allowed me to achieve what I wanted FLOATMODIFIER { name = BrightnessT controllerName = throttle transformName = Cylinder combinationType = REPLACE useRandomness = False randomnessController = random randomnessScale = 1 floatName = _Brightness floatCurve { key = 0 0 0 0 key = 0.5 0 0 0 key = 1 1 0 0 } } I just made some modifications to this as well as duplicate it and change some other values and it was able to work
  4. You have the ability to do it yourself in the cfg file, Or make a MM patch
  5. Success! I was able to implement the effects perfectly with your instruction. Only thing now that I can't figure out is how to save the color, For example I want to use the shockcone effect from the methalox raptor template, I'm able to apply it the the engine and scale it aswell as recolor it how I want, the problem is I can't find a way to save the color without it effecting every engine that uses the same effect.
  6. How do I disable the "A producer of (Oxygen, Co2, EC, ETC) Has incoherent behavior unload vessel before time warping) I have it set up to where kerbalism should only be working for science because I have Tac-LS installed. Before I had Kerbalism running the life support but I couldn't time warp anywhere because of this damn message stopping me from going past 1000
  7. So I want to add some plume effects to custom made engines and engines from other mods like kspie, anyone know how to do this?
  8. So I randomly just got this bug where I have no orbital line when I cross the home solar system so I have no idea where I am going when traveling outside of it anyone got a fix?
  9. So I have a question, When I leave the kerbin system all my orbital lines disappear or point at kerbin so I can never tell which way i'm going when trying to reach new systems
  10. Just recently I can't see trajectory lines past the home solar system? is this a current issue with koper?
  11. So for some reason the only engine this doesn't work on for me is the restock nerva nuclear engine? Like the whole plume is missing, (I have restock waterfall installed) All other engines work fine besides that one, though the little side thrusters show the plume but the main one is missing any ideas? Also my WaterfallFX editor button on toolbar vanished lol Mod list - https://imgur.com/a/ClOI8OC Ksp version - 1.11.9 Ksp.log - https://drive.google.com/file/d/1mV5UhtH5TgNlmTU2Dor8sADFQwbfTRmf/view?usp=sharing Player.log - https://drive.google.com/file/d/1Gm7XAICsO9pxokGT5jbcDTiZe7zeG4Iz/view?usp=sharing
  12. [EXC 22:04:27.817] NullReferenceException: Object reference not set to an instance of an object ModuleCargoBay.SetupDynamicCargoOccluders (System.Boolean testActive) (at <2afc64dea36946459d4707808bdac511>:0) ModuleCargoBay.EnableShieldedVolume () (at <2afc64dea36946459d4707808bdac511>:0) ModuleCargoBay.ColliderReset (System.Boolean enableShieldedVolume) (at <2afc64dea36946459d4707808bdac511>:0) ModuleCargoBay+<scheduledColliderResetCoroutine>d__40.MoveNext () (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) It's weird bc I'm getting this lag only in the VAB
  13. This game engine is not ready for eva construction lol, Seems like I cant move more then 2 pieces or the kraken attacks and explodes my ship
  14. So when I want to go to another solar system using my GU mod, the kerbals I have on like moonbases and whatnot will die when I have to warp at like 10 mil speed to make it to places, my question is, is there a way to make it so kerbals dont die but instead go into a hybernate mode or something?
  15. It came down to a corrupted save file, after starting new save file issue stopped, RIP Vcam Space Center 1243 hours.
  16. Hey guys is there any way to reduce how much TC will spam the debug console? I get a bunch of messages for every time I press anything.
  17. Here is the log for the most recent test flight, https://www.dropbox.com/s/700frgzqomz2qsj/Player.log?dl=0 Note this is a 25mb file for a 5 minute flight. lol
  18. Some more information i just found, this happens typically between 72,000km and 120km around kerbin or while orbiting kerbin, for some reason when i activate my engines it stops but as soon as i throttle back down to 0 it starts to spam again, then its fine for a few seconds until i reach around 600km to 800k then it does it again... seriously I have no clue what is causing this lol. it happens in waves, itll be fine for a few then hits hard again.
  19. Logs only report Packing Starship for orbit KerbalJointReinforcement: extents could not be properly built for part 'Drill-O-Matic' Mining Excavator (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KerbalJointReinforcement: extents could not be properly built for part 'Drill-O-Matic' Mining Excavator (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [UIMasterController]: ShowUI (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Packing Starship for orbit (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unpacking Starship (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) ... Which doesn't help much,
  20. As title says, Only thing I have to go off of is the lag im getting from the debug console window spamming these messages. Packing vessel for orbit Unpacking vessel Packing vessel for orbit Unpacking vessel Packing vessel for orbit Unpacking vessel Packing vessel for orbit Unpacking vessel It goes on and and on, literally once I get into orbit I go from a stable 50fps to 10-15 or less depending on if im on the dark side of a planet or light side Heres my mod list
  21. Will support for near future launch vehicles become available anytime?
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