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Everything posted by pantheis

  1. Testing SCANSat? Count me in! Background Kethane scanning has been a dream of mine.
  2. I tried the new version but the test rocket is still having issues. I took a couple of screenshots. The first one shows the errors that happen right after separation when they collide with the tail of the main stage and the boosters explode. I'm not sure if the error generated in this one is related or starts a process that causes the NPE later. I know that not all of my rockets cause issues and I'm beginning to think it has something to do with parts being destroyed when they separate, then later get put on rails. This one shows the NPE spam that starts after their debris travels about 2.5KM
  3. Just saw this (go go forum downtime). I'll be able to give this a try tomorrow and will let you know. Thanks! --edit-- Had a bit of time so tried this tonight, same issues. The craft file I'm having issues with has a bunch of mod parts. I tried to create a craft using only stock parts that would recreate this issue but I haven't had any success. http://www.kaijin.com/hosted/Kethane_ScanOreSat_3.zip This has ScanSat, Kethane, Ore detection (from Extraplanetary Launchpads), GoodSpeed science parts, GoodSpeed radial decouplers, uses Procedural fairings and some KW parts as well. To recreate the
  4. Reposting this here as well. The boosters on the side use the Kerbodyne KR-2L Advanced Engine, the main stage has The Matriarch (5 meter) from NP. -edit to add- It's shortly after the boosters separate off when the issue starts.
  5. The boosters on the side use the Kerbodyne KR-2L Advanced Engine, the main stage has The Matriarch (5 meter) from NP. -edit to add- It's shortly after the boosters separate off when the issue starts.
  6. As I'm launching my rocket, after my initial stage separation (already moving 750m/s+ and over 12km in altitude), the debug log in-game shows the following. Note, there are no errors being spammed in the log prior to the separation and packing events. Packing Kethane/ScanOreSat 3 Debris for orbit (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Kethane/ScanOreSat 3 Debris Unloaded (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Packing Kethane/ScanOreSat 3 De
  7. Does this fix the "unable to revert" error reported in the Hotrockets! thread as well or is that one still being looked into?
  8. I believe this is what you're looking for: NullReferenceException at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_particles () at ModelMultiParticlePersistFX.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject:get_transform () at ModelMultiParticlePersistFX.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_useWorldSpace () at EffectBehaviour.Offs
  9. Can also confirm the above issue with Smokescreen 2.0 and the current Hotrockets update posted on 5/6/2014.
  10. I can confirm the same issue. I am not using Proot's Renaissance, I am using better atmosphere, not sure that matters. And I'm still getting my error log spammed with "[Exception]: NullReferenceException" whenever I have HotRockets installed, causing me to be unable to revert a flight or go back to the space center.
  11. Reporting a bug: The Squad part "batteryBank" (Z-1k Rechargeable Battery Bank) throws an error in the log, the right-click on the part in the VAB shows the following and when you head to the launchpad any of these fall to the ground and explode, leaving gaps in your rocket. log error [EXC 21:18:11.586] InvalidOperationException: Operation is not valid due to the current state of the object image:
  12. So it makes sense why the config worked for you and not for me. I'm using B9 SRB sepratrons, which don't have an updated config to fix whatever is causing the issue. -edit- I don't think it's the B9 stuff. I think it's the NASA LFO boosters. I don't know enough about the configs to test this theory though.
  13. I'm experiencing the same bug as the above, only I have no SRB's attached to my craft. The craft file that does it is using the new Squad 3.75m parts. Four of the 2.5m LFO Tank + Engine side boosters, plus a three stack of the largest 3.75m tanks and the biggest 3.75m Squad engine. It isn't happening immediately, but sometime after getting into orbit. I'll try the config file above and report back. --edit-- The above config did not resolve the issue. Watching the debug log, I started getting spammed with "[Exception]: NullReferenceException". Checking the output_log.txt file, it's spammed with
  14. I don't care if it looks like a kethane grid or not. Personally I find the kethane overlay on the map view hard to use, except when targeting a landing with mechjeb.
  15. I absolutely hate Kethane requiring the vessel to be active for the sole purpose of electrical use. There are so many ways to make sure you always have enough power to scan it's absurd that I have to timewarp around a planet to get it scanned. The way Scansat works is much better. If you add Kethane scanning into Scansat, that would be absolutely awesome!
  16. What exactly did you have to do to resolve this? I have it and have not been able to figure out how to fix it.
  17. I just had to share this! Just landed a probe on Minmus, turned around to look at the star (Kerbol) and noticed... From bottom to top: Kerbol (primary) Mun left, Jool (greenish dot) right Kerbin Moho (to the upper-right of Kerbin) I love this mod!
  18. So I just unlocked warp drive finally (yay!), engaged it and noticed the textures for the effect are all black. I believe I saw mention of this being a problem due to the active texture management addon and that some file needed to be edited to add a specific exemption. Anyone have any idea what I'm talking about? Found it: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=967466&viewfull=1#post967466 However, making that edit doesn't restore the warp effect. It's still all black.
  19. I've verified the node sizes are correct, it just looks like I'll need to add a couple of struts going forward. Once I did that, they were rock solid.
  20. Thank you! This version definitely pushes the stiffness of rockets back towards what they were in 0.23, but I'm still noticing a decent amount of "engine dance" on higher thrust engines pushing a large load into orbit. The ship remains controllable, but 0.23 had zero physics dancing. I noticed in the config that the angularDriveSpring, driveDamper and MaxForceFactors had been changed from 0.23. I've tried using the 0.23 values (which were quite a bit higher) but it doesn't seem to have any effect. I've added more struts, but can't completely get rid of the dancing. Any advice? -edit- Adding 8
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