Jump to content

dtoxic

Members
  • Posts

    753
  • Joined

  • Last visited

Everything posted by dtoxic

  1. forgive my ignorance (and laziness) but i have a question regarding this upcoming tree and it;s nodes will the stock nodes remain? (and as far as i understand it the new nodes will be connected to the stock ones right? )
  2. woops sorry my mistake, while writing this i was actually thinking on KWrocketry folder anyway, this requires a bit of search and hunt you will have to get into every folder and search trough the cfg's for engines (look into the descriptions) then delete everything else
  3. This just happend I have One Dish Pointing at EVE form Kerbin one at EVE pointing at Kerbin (a couple of omnis 3 or four) i started noticing while in orbit around K. that the line from the omni was not respecting 500km distance and was going trough kerbin (connecting with the station around K.) this started to happen the moment i was approaching the runaway with KSO shuttle KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[system.Guid,System.Collections.Generic.List`1[RemoteTech.NetworkLink`1[RemoteTech.ISatellite]]].get_Item (Guid key) [0x00000] in <filename unknown>:0 at RemoteTech.NetworkManager.UpdateGraph (ISatellite a) [0x00000] in <filename unknown>:0 at RemoteTech.NetworkManager.OnPhysicsUpdate () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) System.Action:invoke_void__this__ () at RemoteTech.RTCore.FixedUpdate () [0x00000] in <filename unknown>:0 Using KSP 0.25x32 RT 1.5.1 (aies antennas modified the distance and dish angle only to my liking other than that everything is as downloaded) The game did not crash and after the vessel recovery everything went back to normal Logs: https://www.dropbox.com/s/h9tub95gduvvhpr/KSP_RT151.rar?dl=0 hope it helps
  4. download fasa and then delete everything except Engines folder simple as that and if you are asking if you can download just engines well i don't think you can, but i might be wrong
  5. nice btw if you need help of hunting for bug's drop me a line ill keep posting on bitbucket
  6. cool can't wait to see it guess i am one of the very few that prefers eclss over tac
  7. hmm maybe you could replace internals with say space plane+ (and would have to adjust the crew count that way you could get rid of those large textures in KSO folder and gain memory space but would lose the awesome KSO IVA (note that i did not try this it's just an idea ) i have many mods installed + full KSO package only removed vehicles pack (kept the heli only, and i deleted most of the _NRM.tga files to lower memory usage) and it works pretty good for now
  8. well then school first then ksp if you ask me btw ill give it go this week see if there is a problem with "vessel recovery" and post my findings here
  9. nice to see this being worked on a question. is the "vessel recovery" problem still present in career mod with this new update?
  10. Using KSP 0.25x32 KJR 2.4.4 (and fair number of mods) this error occurred while exiting the vessel, was stationary landed on the moon i switched between ground vessel and orbit one once (the vessel exploded kerbal survived) reloading the save fixed the problem KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[Vessel,System.Int32].get_Item (.Vessel key) [0x00000] in <filename unknown>:0 at KerbalJointReinforcement.KerbalJointReinforcement.FixedUpdate () [0x00000] in <filename unknown>:0 and the logs https://www.dropbox.com/s/pdasmzrtcut5l7e/KSP%200.25KJR.rar?dl=0 hope it helps
  11. ok i thought as much,anyway i solved the problem by removing Module KM_Stager from part files that one was causing problems and now it;s all good
  12. hello can some one tell me what i'am i to do to fix this? PartLoader: Compiling Part 'Klockheed_Martian_SSE/Parts/Tanks/mid-small/S3/km-tank-mid-small-2' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Exception when attempting to register listener: KM_Lib.KM_Stager, km_SmartParts, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null.changeListener (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: Message argument is null at KSPAPIExtensions.PartMessage.PartMessageListener..ctor (System.Type delegateType, PartRelationship relations, GameSceneFilter scenes) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, Boolean inherit) [0x00000] in <filename unknown>:0 at System.Reflection.MonoMethod.GetCustomAttributes (Boolean inherit) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl.Register[KM_Stager] (KM_Lib.KM_Stager obj) [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) There is no game crashing but i do feel some slow down in performance i;am using Space shuttle engines & smart parts mod (and i know kspapi extension is a dependency), i just don't know witch version i should have, KSPAPIExtensions.dll is in the plugins folder of the Smart parts mod, i tried putting an older version alongside the latest but then the right clik menu is broken. should i have another version somewhere else? thx KSP 0.25x32 here are the log: https://www.dropbox.com/s/dlgc9p7es31dhar/KSP%20API.rar?dl=0
  13. i would say Memory problems add this if you dont alredy have it http://forum.kerbalspaceprogram.com/threads/59005-0-25-Release-3-8-Oct-16-2014-Active-Texture-Management-Save-RAM! if you do have it try with the force Opengl trick
  14. getting this error at start but there are no errors in game as far as i can tell NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_Bodies () [0x00000] in <filename unknown>:0 at PlanetShine.ConfigManager.LoadSettings () [0x00000] in <filename unknown>:0 at PlanetShine.ConfigManager.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) logs: https://www.dropbox.com/s/wlfer7jojniiigp/KSP_Planetshine.rar?dl=0 hope it helps
  15. well i really don't know but like i said in my previous post time warping is to blame(how? where? who?) i really don't know, hope you do get a better answer than this thou i do know that when not using full time warp ( in TS or Active.V) there is no problem whatsoever
  16. or maybe Mini HGR Industries? hehehe anyway, if this gets the dedication like HGR...well all i can say is can't wait till release
  17. I think thats a problem when you time warp at full speed, try using lower time warp rate, i think (not sure) it;s a stock thing with time warp and electricity drain
  18. well it would be nice to see an update on DOE sure, cause your mod and DOE are a must have, anyway i just tossed the idea around, just saying it would be nice to have a single plugin from a single author doing 2-3 things, bugs would be minimum
  19. i know but just thought, maybe it could all be incorporated into single plugin
  20. Hello Valerian is there a possibility to implement something similar to (DOE) in your plugin? say something like flares of distant objects (stations ,debris,etc)
  21. yeap i know that but the bottom decouples it self too, strange...could you please try it out on your install? maybe i have messed something up over here just so we can confirm is it or it is not working as intended
  22. Tantares_Parachute_A from Soyuz seems to decouple it self when trying to deploy it via staging, is this intended or i;am i missing something?
  23. hello all @Nertea: maybe you wanna give some information about tech tree and all other stuff conserning nodes to this guy so he can implement them in his tool too maybe it;s worth it https://github.com/jcalero/ksp-techtree-edit
×
×
  • Create New...