BlackSoldierB
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
BlackSoldierB replied to RoverDude's topic in KSP1 Mod Releases
With the latest Deadly Reentry, a lot of exceptions will be thrown if the Life Boat is used. Removing the DRE.cfg will fix this issue. I also made an issue on the GitHub page. The engine won't decouple when it is radially attached. -
I deleted/renamed the DRE.cfg from the UmbraSpaceIndustries/SrvPack folder. This fixes the exceptions.
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But if i would create an new ship with the USI Life boat, this error won't happen again?
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My space station is generation a lot of exceptions. [EXC 20:14:25.583] NullReferenceException: Object reference not set to an instance of an object DeadlyReentry.ModuleHeatShield.FixedUpdate () [EXC 20:14:25.583] NullReferenceException: Object reference not set to an instance of an object DeadlyReentry.ModuleHeatShield.FixedUpdate () The .craft is located here. Is there something i can do to fix this? I tried to remove every ModuleHeatShield in my save, but it didn't work. Edit: Found something. When removing the Life Boats from USI it won't happen anymore.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
BlackSoldierB replied to Claw's topic in KSP1 Mod Releases
Sweet, thanks for fixing the launch clamp teleportation bug, it destroyed my ship a few times . -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
BlackSoldierB replied to Claw's topic in KSP1 Mod Releases
When adding a Launch Clamp in the VAB, a lot of exceptions will be thrown. I have created a issue on the GitHub page. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
BlackSoldierB replied to ethernet's topic in KSP1 Mod Releases
EDIT: Nvm, not your mod. Keep up the good work -
Firespitter doesn't work
BlackSoldierB replied to FoxtrodAlpha's topic in KSP1 Technical Support (PC, modded installs)
Do you have the latest version? -
What mod is causing this crash?
BlackSoldierB replied to andqui's topic in KSP1 Technical Support (PC, modded installs)
You are running out of memory. See error.log. If you have mods with a lot of parts, it will still use a lot of memory. -
FAR slowdown issue
BlackSoldierB replied to 0Kev's topic in KSP1 Technical Support (PC, modded installs)
This is a known issue with DRE. I think you have to update your ModuleFlightIntegrator. See this post -
CKAN Mod Compatibility
BlackSoldierB replied to Beatmaster Hank's topic in KSP1 Technical Support (PC, modded installs)
You can use this to replace the auto detected mods. -
Memory Waste Problem
BlackSoldierB replied to Samueras's topic in KSP1 Technical Support (PC, modded installs)
First of all, a windows 32 bit process cannot use more that 3.2 gb of ram. A know leak are the thermal indicators. press F10 to disable them at every launch. Are this all the mods you have? No mods with a lot of parts? -
KAS is the only one that is not compatible with 1.02 Others are atleast 1.0. EDIT: When i removed NuFar and ModuleFlightIntegrator, the issue went away. Apparently my CKAN didn't update to FAR to 15.1. In this update the following issue is fixed. EDIT2: Apparently is had enabled the AoA and Pitch button in the FAR dialog. (Which also work in space for some weird reason)
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KSP: 1.02 Windows 32bit Problem: After i EVA'ed with Jeb to get some science. My pitch control is doing weird. When i hold 'S', i see the pitch indicator go to the bottom. After turning some bit, i see the pitch indicator go the the top (while still pressing 'S'). Anyone else noticed this behavior? Restarting KSP didn't help. EDIT: It doesn't seem related to EVA or Remote Tech. When i launch a new aircraft this also happens. Mods installed: ModuleFlightIntegrator NuFar List from CKAN. Get the savegame here. Reproduction steps: Lauch rocket. Hack gravity. Hold 'S'. The rocket stops turning ~45 degrees. Log: Didn't find any exceptions that could have caused this. Will add one, if I have better reproduce steps.
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Strange Rotation At 3km?
BlackSoldierB replied to Kepesk's topic in KSP1 Technical Support (PC, modded installs)
Did you install Remote Tech? Because I see the green symbol in the top left corner. After 3 km it turns red, because you have no signal. Probes have a integrated antenna of 3km. I suspect that this won't happen with manned capsules. -
WIP - Environmental Visual Enhancements Development
BlackSoldierB replied to rbray89's topic in KSP1 Mod Development
During the loading screen i got a lot of Null pointer exceptions. -
Game crashes every 2nd or third load
BlackSoldierB replied to zekes's topic in KSP1 Technical Support (PC, modded installs)
Do you mean by lately since the upgrade to 0.90? The reason i ask, is because a lot of new parts got added. Are these all the mods you have installed? Do you have ATM installed? NOTE: First run after installing ATM may take up to an hour, with a lot of mods installed. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
BlackSoldierB replied to nightingale's topic in KSP1 Mod Releases
Cheers, already found your "Anomaly" mod. Going to test it now- 5,201 replies