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About Horus

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    Sr. Spacecraft Engineer

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  1. Horus

    [1.4.X] OSE Workshop Continued - KIS Addon

    Nothing else so far. Those NREs prevent me from checking the whole functionality Thank you for your awesome work
  2. Horus

    [1.4.X] OSE Workshop Continued - KIS Addon

    Thanks for very fast response and fix. NRE fix for Recycler confirmed. However, quite the same issue when opening OSE Workbench.
  3. Horus

    [1.4.X] OSE Workshop Continued - KIS Addon

    @Angel-125, thanks for taking care of this nice mod. I've downloaded OSE v1.3.0 and launched it on KSP 1.5.1 Any time I'm opening either recycler or printer menu - the log has a massive NRE spam with the message like this: [EXC 21:06:45.470] NullReferenceException: Object reference not set to an instance of an object Workshop.OseModuleRecycler.DrawRecyclingProgress () Workshop.OseModuleRecycler.DrawWindowContents (Int32 windowId) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Any idea what am I missing there?
  4. No. I've noticed this issue only today myself and didn't do a thorough research prior to reporting.
  5. Horus

    Universal Storage II

    1.5.1, I presume?
  6. No, it's not. At least Karbonite and Karbonite+ extractors (drills) and converters don't work with recent constellation USI_Tools. Rolling back to separate package version (with USI_Tools v 0.12....) fixed the problem.
  7. The problem seems somewhere in USI_Tools in recent constellation package.
  8. People who ask for a help, but later say that they solved the issue and say nothing on how the did it - you'll have a special place on hell.
  9. Using KSP 1.5.1, latest version of Kerbal Foundries and KSPWheel - the game starts lagging for noticeably really short periods at almost even intervals. When KF & KSPWheel removed - lags disappear and game runs smoothly. Any ideas how to fix this?
  10. Hi, I have a clean 1.5.1 install with recent CRP mod and ScanSat. Using the ScanSat resources scanning (no stock instant scans). Performed resources scan with stock M700 Survey Scanner. It shows that Kerbin oceans have more abundance for Ore than any crust part. Checked resources configs for Ore - its' ResourceType = 0 (Crustal). So, why it presents in oceans and in such high abundance? Same story for some other resources. It looks like resources abundance mapping is somewhat inverted.
  11. Using the last version with a clean ksp 1.5.1 install. Sandbox mode. When using FungEye "Release" menu item - a single NRE message thrown. And when clicking Toggle GUI afterwards - a massive NRE spawn starts.
  12. Horus

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Yeah, I saw that side notes. The hint is really really really deep somewhere there. I give up trying to solve this Mason riddle Or should I say "Mellon" to start it? I'm a simple man, I need buttons. I want to walk a kerbal near some part, click it\grab it and recycle just that part with "Recycle, you.... thing!" chant. I can make a recycle-dozer and chase all those blasted vehicle parts. But that's ... Darn it... not really a nice option for my taste.
  13. Horus

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Thanks for the hint I read the whole document. I saw that recipes idea. But I still have NO idea if it's possible to break down a separate part (parts) without using a Recycler and how to achieve it. The recipes describe how a part can be recycled, how resources can be split and transferred, but no freaking clue where's the damn button to start that damn recycling. I'm too dumb to make guesses today.
  14. Horus

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Hi, Does this mod have a possibility to scrap parts without using Recycler? Similar as it's done in MKS or Konstruction mod (it was there, afair) - recycling a part via context menu. The major problem using recycler is that when I pull some vehicle to he scrapped near the recycle - it destroys vehicle part by part (not as the whole) causing it sometimes blow into pieces and hurling them all around. Quite annoying. Or I might just be using the mod features incorrectly. This is quite possibile
  15. How did you make the Block-D connecting struts (the very side it attaches to the rest of the craft) fit the width of the next stage tank?