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Everything posted by lunaris69

  1. ok, testing the same mod loadout with your other release, the alternis kerbol rekerjiggered, scansat works in that one, so its just this one for some reason
  2. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at SCANsat.SCAN_Data.SCANdata.get_Anomalies () [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Unity.SCAN_UI_BigMap.mouseOverInfo (Double lon, Double lat) [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Unity.SCAN_UI_BigMap.MapInfo (Vector2 mapPos) [0x00000] in <filename unknown>:0 at SCANsat.Unity.Unity.SCAN_BigMap.Update () [0x00000] in <filename unknown>:0 is this not compatible with SCANsat? i've never seen this error before
  3. so, i found an interesting bug with the drills, the maximum cooling on the larger drills is far less than they need at 100k, at that level only a single separator can be activated at once. coupled with having a higher energy needed for the same amount of extraction as a smaller drill, its completely better in every way to ignore all larger drills and just use multiple small ones
  4. i feel it should be pointed out again, the scout landing module workshop is completely redundant, as the scout cannot have a worker added to it anyway so the workshop inside it cannot be used ever
  5. i just realized, theres no habitat section for the malemute, or a kis section. the long storage tank model seems like it could serve for both, or maybe the geology lab. comparing size, one should have more room than the uks multihub on the karibou
  6. i remember when i was manually updating all the extractors to work with the latest update there were a few things that were also broken that werent based on those two, but i cant remember which now. its been a while since it came out and i didn't expect it to be long before it was fixed properly so i didn't make a list
  7. on an unrelated note, why do the base cradles all cost 20700? thats around the price of a tundra medical bay
  8. i think that local logistics requires vessels to be landed
  9. i actually posted about that issue over in the asteroid recycling thread, i made patches for all the usi mods and have just been playing like that. i was debating posting those here, but i suppose if theres a patch being released tomorrow there wouldn't be much point.
  10. so i've patched what i can of this mod to 1.6, unfortunately it seems like the fuel hatches have something wrong with them related to the fuel switch, so seems like using this mod properly will have to wait for an update, heres the separators though, i got them working
  11. press alt + f12, go into the cheats submenu and set their orbit to kerbin
  12. i bet you could use the water tank model to store every dry resource in the usi kolonization mod. it looks fairly close to what they use in that mod after all, and it would make these real useful as mini freighters
  13. has the ModuleResourceHarvester_USI module changed? i'm trying to patch the other usi mods up but karbonite has some modules that aren't present in any mks parts. in particular the atmospheric and exospheric collectors like that one. they seem like they might have changed to USI_Harvester, but in the karbonite mod the drills have USI_Harvester and the ones that arent drills use ModuleResourceHarvester_USI
  14. OH! jesus thank you for that, i was wondering why i kept getting these annoying "grab component" or rescue part contracts instead of the free kerbals i was wanting
  15. this is my favorite rover, by far. its the neatest looking, and just the right size that i can make all kinds of crazy things with them while still being able to transport them to the site. i do with they werent so far up the tech tree though
  16. use kerbal attacment system, grab some of the legacy connector ports, an electric screw driver and bring an engineer along. land beside it and attach one port to your vessel and another to the craft, then link them. you can now transfer crew between them directly. transfer the guy to the craft, unlink, then head home
  17. how odd, yeah i was doing a colonization mission on tellumo, spent a year at least there, hmm. never had issues with ciros asteroid belt, maybe thats it, too thick
  18. OH poop that would have been fun to find, guess i should have been patient. wait how do i spot them? none showed on my flyby, do i need that sentinel thing? also i never saw any in tellumos rings either
  19. thats dissapointing. tellumo had such a cool thing that i didnt expect at all, so my hopes were real high for nero having something similar
  20. ok, so i think i have identified the issue. for some reason most of the usi mods are still using the old module system. i just checked in the github because i thought it was me, but it really is in there. for instance the new system is USI_ConverterSwapOption but whats in there is MODULE { name = ModuleResourceConverter_USI ConverterName = H2O Condenser StartActionName = Start H2O StopActionName = Stop H2O INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 6 } INPUT_RESOURCE { ResourceName = Karbonite Ratio = 5 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 1 DumpExcess = false } } i suspect theres similar things throughout, though im not good enough at reading the code to figure out what its supposed to look like. the two that seem to have been updated are life support and mks, everything else is still under the old system
  21. it isn't just those, every mining module and converter from the usi mods is broken in the exact same way, I'm suspecting its an install issue, as it seems to be affecting people sporadically, but when it does its in the exact same way. I'm going to try a few reinstalls today to try and diagnose what the hells actually happening here, because this is way too universal of a failure for it to have gone unnoticed if it was in the release
  22. from my testing, the only error that shows up in the log is this one, and boy does it ever bloat my poor output log whats really odd is that it takes a while for it to start, normally a few hours of play, then it suddenly fails. its quite a mysterious bug ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1 appliedUps, .ConfigNode node, Boolean doLoad) [0x00000] in <filename unknown>:0 at ModuleDataTransmitter.CommPowerUnloaded (.ProtoPartModuleSnapshot mSnap) [0x00000] in <filename unknown>:0 at CommNet.CommNetVessel.UpdateComm () [0x00000] in <filename unknown>:0 at CommNet.CommNetVessel.OnNetworkPreUpdate () [0x00000] in <filename unknown>:0 at CommNet.CommNode.NetworkPreUpdate () [0x00000] in <filename unknown>:0 at CommNet.Network.Net`4[_Net,_Data,_Link,_Path].PreUpdateNodes () [0x00000] in <filename unknown>:0 at CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () [0x00000] in <filename unknown>:0 at CommNet.CommNetwork.Rebuild () [0x00000] in <filename unknown>:0 at CommNet.CommNetNetwork.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) heres my output log, i suspect its something to do with antenna upgrades, though i cant make out what its doing
  23. there seem to have been significant backend changes, every mod that had patches for life support and colonization is broke, as well as the other usi mods like the malmute rover, asteroid recycling tech and karborite and the drills from this one. it seems like there was a change to the name of a module, should be an easy fix. i'm not actually seeing any changes however beyond that, though maybe that will change once they are fixed since it seems like theres been big changes
  24. boy it sure does! every single one of them that has a patch for it in fact. universal storage is another thats broke and needs an update now. interestingly, even some of the authors own mods seem to have broken patch support, like the karborite distillers
  25. yeah that happens every time this updates basically. it will be fixed in the next release of the stockalike mod due soon, but for now, copy this into the patches section of the stockalike mod and overwrite the identically named file there