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OldMold

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  1. Not sure if it's related to this update or just random Kraken things, but one of my rovers now loads in halfway embedded in the terrain and proceeds to explode: https://imgur.com/a/1UvONCg KSP Log
  2. I've had success with the ParkingBrake mod: https://forum.kerbalspaceprogram.com/topic/180083-ksp-112x-parking-brake-044-2021-07-23/
  3. That fixed it! Totally missed that deferred updated.
  4. Has anyone figured out any tricks or tips for dealing with phantom lateral forces on tracks and the retractable landing gear? Standing still with brakes engaged still makes the vessel do the turning dance, very annoying especially on planes getting ready to take off...
  5. With the 2.19 update, the windows are opaque white: https://imgur.com/a/ylFy3j6 KSP.log Reverting to 2. 18.4 fixes the issue.
  6. After latest update, all windows are now opaque white https://imgur.com/a/ylFy3j6 KSP.log EDIT: Ah - this is due to FreeIVA update. Reposting in the other thread.
  7. This mod is such a game changer, thank you! One weird issue I have is if I look out a window at the rest of the craft (like looking back at the space station) I can see all the IVA internals rather than the exterior of the modules. Is this a known issue or a bug?
  8. This fixed it. Yeah, I upgraded by extracting into the existing Gamedata folder and overwriting all older files. That left the legacy config remaining.
  9. Updated to the latest Dynamic Battery Storage and Kopernicus from 206 > 212, now my (Re)Stock panels load as retracted and generate 0 EC, clicking on them doesn't even give me the option to extend them. Using stock star system. Getting the following errors in log: [EXC 09:21:59.357] InvalidCastException: Specified cast is not valid. BackgroundResources.SolarPanel..ctor (ConfigNode node, BackgroundResources.InterestedVessel vessel, ProtoPartModuleSnapshot modulesnapshot, ProtoPartSnapshot partsnapshot) (at <bf88090251b04db19084ddc4be8e00e6>:0) BackgroundResources.InterestedVessel.UpdateModules () (at <bf88090251b04db19084ddc4be8e00e6>:0) BackgroundResources.InterestedVessel..ctor (Vessel vessel, ProtoVessel protovessel) (at <bf88090251b04db19084ddc4be8e00e6>:0) BackgroundResources.UnloadedResources.AddInterestedVessel (ProtoVessel vessel) (at <bf88090251b04db19084ddc4be8e00e6>:0) Tac.LifeSupportController.FixedUpdate () (at <3dd4e3b630ff4890aaf1f8720b239ed6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Some weird conflict with TAC Life Support? Log here Thanks RTB!
  10. I haven't played KSP2 but have you explored this mod? Lots of nuclear options.
  11. Absolutely mindblowing! With the new collisions, any tips on how it would work incorporated into an existing save without destroying landed crafts & bases? Use something like VesselMover to move stuff to safer locations?
  12. @DeadJohn that did it! I kept System Heat but deleted the optional SystemHeatConverters configs in the Extras folder. Now the ISRUs don't use SystemHeat, but at least they work as expected and "catches up" to approximately the right amount of resources when the vessel is loaded. Thanks for the advice!
  13. I do, and the same behavior also happens if I have a manned command pod with pilots/engineers on board.
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