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Thorbane

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Everything posted by Thorbane

  1. Would it be possible to calculate and display the maximum sustainable power output of your reactors and the thrust you can produce with that power? This would allow for estimated burn times that are actually accurate.
  2. For some reason Contract Window Plus and Capcom throw a NRE and don't work properly with KSPI installed. I get this error when the utility plugin running both of them tries to load contracts when reloading a save: NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
  3. Why do nuclear reactors have to be started manually? And shouldn't this be a config option instead of being hardcoded?
  4. Why do nuclear reactors have to be started manually?
  5. Is anyone else having problems with this mod and Contract Configurator KSPIe? This happens when Contract Window tries to load contracts: [Contract Parser] Loading All Contracts... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 Edit: Oops. It's not Contract configurator. It's KSP Interstellar Extended.
  6. @Francois424 I think it's part of the FNRadiator module.
  7. Which heat radiators? There are something like 5 different types in this mod. The folding ones should pivot, if they don't then something is wrong with your install.
  8. I found an odd bug/feature in the experimental version. It picks up the coloration of the scanner overlay.
  9. @FreeThinker I figured out the cryostat cost problem is caused by tweakscale. The base 1.25 meter tank's cost are correct (except for the D/He3 combo setup), but when you scale it up things go wonky. The root cause is probably how the cost adjusting code reacts to tweakscale. Also their surface attach point is off. Edit: And displayed radiator masses are incorrect.
  10. The base costs for the cyrostats are pretty broken, a 2.5 meter one set up for pure He3 storage costs more than 8 million, empty.
  11. Diazo, I'm pretty sure it's not a problem on your end. The other parts work fine with AGX, aside from a strange tendency to not shutdown engines if you have a timer set to do so when staged.
  12. Gave a C-class a shove out of the solar system: Botched a booster separation: and launched an SSTO
  13. Why does the Gravityturn window say I'm experiencing souposphere levels of drag? I'm running FAR, and the drag calculation is off by over a factor of 4.
  14. The Fuel sensor doesn't seem to work with action groups in action groups extended. The option to select which action group to trigger does not appear.
  15. The Procedural tanks still reset any changes you make to their contents using Modular Fuel Tanks. Modular fuel tanks doesn't support tweakscale, so I'd like to be able to use this mod to make custom tanks instead, but the modular fuel tank setup still gets overwritten every time the part is resized or the craft file is reloaded.
  16. There seems to be a conflict with procedural parts tanks, they reset the tanks you set up when the tank is resized or the craft file is reloaded. Rather annoying problem as it means there isn't a practical way to get custom sized modular fuel tanks, with both procedural tanks and tweakscale not working with MFT.
  17. If anyone else runs into a problem where loading a craft with engines from a 1.0.4 version of KW Rocketry causes the editor to freeze up, but newly placed engines work fine, check the attach node (attN) the engine is using in the craft file. I was having some problems because some engines in old craft files were using a node that no longer exists, "top2", instead of just "top".
  18. Kerbalstuff is down, is there a github I can download this from?
  19. As far as I can tell the download link on the first post is broken, it just opens a new tab of the forum homepage.
  20. There might have been a staging problem. Contract builds can get pretty funny.
  21. Kerbal Construction time has a simulation feature, and a setting that disables all other functions of itself. I use infinite fuel to compensate when Mechjeb loses its mind. I tend to reuse designs without thinking, caused a bit of a problem when the Jeb and co. found themselves in a CTV, built for low Kerbin orbit station crew rotation, on a return trajectory from Minmus. With four hours of air left. I use Extraplanetary launchpads because I'm to lazy to design a mothership that can be launched in pieces and assembled in orbit.
  22. It could also be the legs clipping into the tanks around the base.
  23. I'm getting a ton of log spam when on EVA out of physics range of any vessel. [EXC 13:51:29.907] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[PilotAssistant.FlightModules.AsstVesselModule].get_Item (Int32 index) PilotAssistant.FlightModules.AsstVesselModule.OnGUI () This is spammed some 200-300 times a second, when I get the kerbal back in range of a ship, it stops immediately.
  24. If anyone else runs into an issue where AGX throws an exception stopping you when you try to change ships or save your game, check for empty(0 bytes size) AGExt0xxxx.cfg files in your savegame folder. Deleting them appears to have unborked my game.
  25. The transaction log causes my game to pause for 10 minutes or so when it tries to load it. Also I have a bazillion CURRENCY_TRANSACTION's with reason = VesselRollout. These are from VOID right? And is there a way to turn them off?
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