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MissMolly

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Everything posted by MissMolly

  1. Nope I have not welded anything as of yet, only using infernal robotics out of the two, and it was just something I put in there for those big builds, also the .craft was build before UbioWeldingInc was installed. here is the .craft I hope this helps.
  2. Sorry about that link fixed. It looks like it's mod, I just have to find out witch one, I thought the log would of shown what mod was the cause. I can still send you the mod list if you like as well as the .craft could be both as far as I know.
  3. @4x4cheesecake The re-rooting tool in the VAB I did use it. Is there a way to reset it so I don't have to do a rebuild on it, or can I just go back to where I used the rooting tool? I did try it on another ship and the same thing happened. Log here
  4. Thank you both for helping out I will look in to it tonight. @Lisias @4x4cheesecake Could the TweakScale mod cause this as I had to use it as my parts were to small for this build, Iv never used it till now.
  5. Need some help please, I am unable to find why I can not launch after returning to the VAB once I have launched the first time. I.e I launch my ship having to return to the VAB/SPH do to some unforeseen explosion and what not. I Do my adjustments save and try to launch and well this is the problem I'm having trouble finding why. i.e if its a bug in the game or a mod, and with my limited knowledge of reading log files and console errors I've done my best in removing, replacing mods that I did see come up with Null references, here is a snippet [EXC 10:47:27.873] NullReferenceException: Object reference not set to an instance of an object ScenarioModule.Save (.ConfigNode node) ProtoScenarioModule..ctor (.ScenarioModule module) ScenarioRunner.UpdateModules () ScenarioRunner.GetUpdatedProtoModules () Game.Updated (GameScenes startSceneOverride) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) FlightDriver.StartWithNewLaunch (System.String fullFilePath, System.String missionFlagURL, System.String launchSiteName, .VesselCrewManifest manifest) EditorLogic.<goForLaunch>m__43 () CallbackUtil+<DelayedCallback>c__Iterator1.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) this is where I got lost and comes up each time I tried to re-launch. log here
  6. First off Id like to say I love your mod from day one and still do. Anyways so I just updated to KSP 1.3.1 and did my mod installs but I've spent about the last 18hrs looking into why my KSC keeps being moved to South America. As a result I have no Coms and my CMD is in the US. I've pulled mods that I thought were the cause, i.e Rss, KSC switcher, and even Kopernicus but to no avail. I started to pull even more and it was getting to me so I pulled everything and started from scratch. I started with the mods I always played with this included Rss, MJ, Eng, PP (ProceduralParts), RT. Each one was put in one at a time RSS and the required files then MJ, ENG. then RT each time before I ran the game to see if KSC was moved and for connectivity. As soon as I got to RT my KSC moved and I lost connection to any probes that were not active and in orbit . So I pulled RT and ran he game once more and all worked just fine. I included the logs for each time I ran the game with and with out RT above. If a mod list is needed let me know and ill write one up, I'm only posting here as I cant fine any other mod that is doing this. If I can id like to move KSC.
  7. Not to sure where to put this. Exception occured while loading contract 'unknown': System.ArgumentException: 'Earth' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[CelestialBody] (.ConfigNode configNode, System.String key, .CelestialBody defaultValue) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0
  8. Perfect the new Installer Pkg worked, thanks for getting this fix.
  9. thanks for your info bonyetty but unfortunately i do the same.
  10. so i D/L 1.3 and when i try to run it it just sits at a black screen and does nothing. it is in stalled in the Application folder and iv tried moving it well to s new folder with no luck. iv tried a few new D/L’s but it does not seem to be the problem, i did find one work around but its not a fix if i launch it from the terminal it will run but thats not the best place to play this game. any help to have it run from the .dmg/exe from the game folder it self would be nice. i also ran sudo spctl --master-disable to reset the gatekeeper and a reboot with no luck in allowing me to run ksp from ether the desktop or from the application folder. here is my log that i forgot to put up https://www.dropbox.com/s/lvv4usxp9ja2spc/Player.log?dl=0
  11. so with this so wonderful mod heres my first moon landing. I'm not sure how to post it, so it
  12. who said any thing about steam? i did no,t and my game is not broken. and playing RO with 1.2.2 i will when its ready with or with out FAR. as for this mod this was my first time using it and i don't plan on putting it back in, and i don't see any thing that i will miss. "Disapointed that you didn't read last 2-3 pages" oh please! i just make a post about what i saw I'm my log nothing more, and there were a few others as well and iv had. you can try to insult me as you won't and as i was not insulted to begin with. Cheers
  13. just to clear this up I'm not in any rush, and this was installed via Ckan with 1.2.2 Ksp. so i will just remove FAR till RO is up dated. not sure what your asking about this line. ******* Log Initiated for Kerbal Space Program - 1.2.2.1622 (OSXPlayer) *******
  14. so im not sure if its FAR causing this but the log file did show a few null's referring to FAR, i do see others but not sure on what mod would be the cause it this. but if some one sees what mod that might be the cause please let me know so i can let the mod maker know. so iv been having a few problems with not able to right click on and parts. https://www.dropbox.com/s/ongfi4zwg1nzh25/Player.log?dl=0
  15. Glad your back Nathaniel, i hope you had a good time.
  16. Sorry for the late reply, I guess I'm going to have to figure how to use sudo now. Thanks for your help
  17. @Sneaky Bstard Sword thanks its a funny thing as an owner I have no clue how to use sudo as iv had no need to play with the terminal. @sal_vager thanks but with no luck I still can use the launcher for nether of the versions, I did move the ksp and launcher .dmg's with mild results. i.e. no go on the launcher but the KSP.dmg kinda works but its still hanging up about half way with loading asset bundle definitions and It will freeze if I put in a mod i.e RSS for 1.1.3 only. do we know if this could be do to the new/newer version of the OSx Sierra? if so I have no problem in going back to Capitan. heres the log for 1.2.1 https://www.dropbox.com/s/ie0c19d848ut28c/Player copy 2.log?dl=0 and 1.1.3 https://www.dropbox.com/s/865m83w9jog59ph/Player copy 3.log?dl=0 and https://www.dropbox.com/s/l2tlpngqfgdhavx/Player.log?dl=0. I hope this helps thanks
  18. first off not sure where to put this, so move it if needed. so I have a Mac and a Mac book both have ksp, both with Build id1289 and id1604 and both freshly D/L from KSP website just moments ago. as well I new install of my OSX both versions work on my MacBook just fine, but they will not work on my Mac here Intel Core i5 2.7 GHz Memory: 26 GB OSX Sierra running the KSP.dmg This is just a screen shot of what it does if you can't see the bottom txt it says loading asset bundle definitions https://www.dropbox.com/s/di44x0fx1g0r7k1/Screen Shot 2016-11-17 at 10.08.15 AM.png?dl=0 and my log file build 1604 https://www.dropbox.com/s/l2tlpngqfgdhavx/Player.log?dl=0 and here is the Launcher pic https://www.dropbox.com/s/s9sezwlpzloba0w/Screenshot 2016-11-17 10.39.40.png?dl=0 and the log file for the launcher https://www.dropbox.com/s/1w750z0ylvusphv/Player copy.log?dl=0 this was only the 1604 version if you would like I can post the 1289 version as well
  19. Thanks Guys. Ill just sit back and munch on some kerbal nuggets
  20. at with this Quote Rss does not work for me, i have tried a new/clean install with no luck. is there a different D/L link to this patch/update? other then the one on the first page in this thread? but none the less if its not ill be waiting happily for it to be updated.
  21. yes you can i will need mono from here http://www.mono-project.com then you can get Ckan from here Download the latest release
  22. what does this mean 748 [1] WARN CKAN.KSPManager (null) - KSP_Ckan at /Users/xxx/Desktop/KSP_Ckan is not a valid install. I'm running Ksp 1.1.2 Intel Core i5 2.7 GHz 26 GB ram this comes up in the terminal as Ckan loads.
  23. iv not found any thing as of yet so would i be right to assume the 1.1 update is still be worked on?
  24. Well i can't wait to play on my mac iv been wait for some time i guess a few more days weeks are not much to ask for when it comes to a mod like this, keep up the awesome work guys.
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