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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. File '/Users/[user]/Desktop/KSP Testing/KSP.app/Contents/../../GameData/ModuleManager.TechTree' does not exist [EXC 16:42:58.653] NullReferenceException: Object reference not set to an instance of an object RDTechTree.LoadTechTree (System.String filePath, System.Collections.Generic.List`1 RDTechTree.ReLoad () RDTechTree.PreLoad () RDTechTree.FindTech (System.String requiredTechId) PartListCategories.TechTier.ExclusionCriteria (.AvailablePart aP) PartCategorizer+ System.Linq.Enumerable.Any[AvailablePart] (IEnumerable`1 source, System.Func`2 PartCategorizer.Setup () EventVoid.Fire () EditorPanels.ShowPartsList () EditorLogic.StartEditor (Boolean isRestart) EditorLogic.Start () Please tell me how this is a LightsOut problem, because I just tried to replicate this (stock install with just LightsOut and no MM) and was unsuccessful - all parts loaded fine, flag was normal etc. As the error suggests, this is a ModuleManager problem.
  2. The problem is unrelated to LightsOut - it's a ModuleManager issue.
  3. I'm not sure whether to post this in the FAR thread or here, but TweakableParachutes, where you can set the deployment time and stuff isn't updated in FARs RealChuteLite. Pre/Deployment Speed aren't changed in the RC window, regardless of what the tweakables are set as. I don't know what settings are used (tweakables or FARs RCL settings) in flight, I haven't had a chance to check.
  4. You should probably mention the OP under Known Issues that it's not compatible with OpenGL mode (as TR's reflection isn't).
  5. Can I just say, naming updates rather than just relying on numbers is a lot easier to deal with. It's way more memorable and can help with support as well - 'I have Fanno installed, is that the latest?, 'No, you need to update to Ferri' - rather than double checking of it's 0.15.1 or 2 or whatever.. Yeah, I like the named updates. Good call.
  6. Cheers for the update, those are looking pretty sweet!
  7. It can easily be written to fire only if that mod is installed. If it's not, the patch won't be applied.
  8. The forum demands more characters than just a simple "yes":
  9. Mk1-2 pod + chute, Rockomax decoupler, Rockomax fuel tank, Skipper. Launched from VAB, sent to nearby water. Esc doesn't function as it did in stock. Give me a minute to figure out why FRAPS isn't recording and I'll grab a video. EDIT: Reproduced. It occurs if you revert to launch (possibly to editor too). Video uploading now (estimated time till upload complete 20 minutes). Literally entirely stock - only Gamedata contents are Squad and WaterSounds. Here is the output log.
  10. This mod doesn't respect the Esc key Pause function. With a stock install, if I press the Esc key: [Exception]: NullReferenceException WaterSounds.WaterSounds.Pause () EventVoid.Fire () FlightDriver.SetPause (Boolean pauseState) PauseMenu.Display () PauseMenu.Update () Appears in the debug log and time and physics carry on as normal.
  11. WRT fuel switching, could you instead of making an essentially duplicate part, make a patch that adds an InterstellarFuelSwitch module to them if it's installed? That would be preferable to part bloat.
  12. Honestly, that has saved my bacon way more often than I've gotten annoyed at it. Really though, if you're close enough to your target that you're moving less that 1 m/s relative to it, you can probably eyeball the right direction easily enough.
  13. It's (partly) a stock bug that's exposed by TweakableEverything, technically speaking: As you can guess from the last sentence, TE has been updated to remove the lag.
  14. Probably best to exclude parts that have FSplanePropellerSpinner module. Come to think of it, any engine that uses IntakeAir probably doesn't need this.
  15. I too encountered this bug. I had a contract to launch the KSS, I launched the KSS (in one go), returned (not revert) to KSC and had a contract to launch the KSS again. Running KSS 1.4.1 and CC 1.1.0. Re-accepting the contract and switching to it did indeed complete the contract. I didn't dock at all, but my KSS is, at the moment, without a command module. While I can't remember for definite, I'm fairly sure I updated CC in between accepting the contract and launching KSS. Oh and also, my KSS launcher cost 66k starbucks. But the payload was literally just a Hitchhiker, lab, few solar panels and a docking port. Here's a picture of the payload/KSS as it stands now. WYSIWYG.
  16. 0 degrees is level flight, 90 degrees is vertically down. A glide slope of 3 degrees indicates that my path (or 'prograde') is 3 degrees below level flight. A text readout is sufficient, unless you want to take over a PAPI mod
  17. Holy moley, I never knew I wanted this until you made it get in my gamedatarightnowomg
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