ExtremeTrader

Members
  • Content count

    203
  • Joined

  • Last visited

Community Reputation

10 Good

About ExtremeTrader

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

682 profile views
  1. this looks promising - 83kB now... And it works! Thanks a lot guys!
  2. Basically, I followed this tutorial: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish Some screenshots if I can get the imgur tags to work: @SpannerMonkey(smce) I noticed that your textures show up in the parttools script, but they don't for me. Might be an older version thing, not sure.
  3. Thanks for the reply! - console does not show any problems (Set GameData directory, model.mu written) - collider model has 256 faces / 138 vertices, unity does not tell me how many the collider mesh has, seems to be < 100 faces - filepath has no illegal (or even special) characters I'm going to try to make a simple box now and see if that works, if it does it might be a problem with my model edit: here's a thing that I'm not sure of - is it legal to make the collision mesh a child of the model?
  4. I made a model in Autodesk 3ds Max 2018 (student version) and exported it as .dae. I imported it in Unity (2017.1.1f1), made the necessary adjustments and wrote the .mu file. This file is only 89 bytes big (which it definitely shouldn't be), and it does not load my model in KSP (the log says the file, config and texture all load). Is this a common problem, or can you tell me what I'm doing wrong?
  5. Google Picture War RELOADED

    also, happy 2017!
  6. Strawpoll won't let me click on texture number 2 but displays a reCaptcha over it instead :'(
  7. [1.4.2] Kopernicus (Release 1) - March 30

    I did have the error, I did not have Better Burn Time. Thank you very much! It works here better too.
  8. Kerbal Space Program 1.2.2 is live!

    I know. I forgot to set the update policy to 'update on launch'. But it would still be nice if @SQUAD could add 1.2.1 to the list of beta's. Edit: the other thing I could try to do is removing Kopernicus' version-lock, if I can find it.
  9. Kerbal Space Program 1.2.2 is live!

    Nope, just tried. I got a screen full of version warnings. After loading my save I was at the wrong planet, Kopernicus is version-locked. And due to that, various (adapted) mods were spamming NullReferenceExceptions. But it can't be that hard to add a previous-version-beta, right? Squad has done it in the past (1.0.5, 1.1.2).
  10. Kerbal Space Program 1.2.2 is live!

    Please add a previous_1.2.1 beta version to steam, I don't want to wait for 65 plugins to be updated (or at least Kopernicus so I can play KSP again)... I second this.
  11. Thanks, I'll try it now Edit: Removed ContractConfigurator and contractpacks, it worked! Thanks Edit2: Just re-read everything and saw that the errors literally said 'ContractConfigurator.something'... I might need better glasses
  12. Hi all, Just pressed F12 and the console was full of this: ArgumentException: 'Sun' 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 (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 (Filename: Line: -1) In the KSP.log it reads as this: [EXC 13:54:04.934] ArgumentException: 'Sun' is not a valid CelestialBody. ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) ContractConfigurator.ConfigNodeUtil.ParseSingleValue[CelestialBody] (System.String key, System.String stringValue, Boolean allowExpression) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) And after about 50min it crashed, with this being the game's last words I never had this before, and I think this mod is what caused it. Any ideas how to fix it?
  13. [1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]

    @riocrokite I don't want to push or anything, but both mods have been updated afaik. Could you please consider updating this mod for the impatient among us (like me)?
  14. [1.4] Routine Mission Manager [v032]

    I don't think I still have it, but I'll take a look. Yes, I was indeed playing in Sandbox mode. Is it a problem with the mod trying to subtract money? That's the only thing I can think of that might cause errors...
  15. [1.4] Routine Mission Manager [v032]

    I don't know, it was the first time I used that mod. I might try to reproduce it in an unmodded game and/or in a game with only the mods I used for the vessels. I'm not sure if I have the time to do that, though.