-
Posts
4,216 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BudgetHedgehog
-
Coulda sworn I had the latest version, but I'll check again. While I'm here, it appears Kerbanomics is causing SCANsat and EnhancedNavball to fail. I asked in the SS thread for help as it wasn't working and DMagic kindly pointed out that it was Kerbanomics causing problems, quoting this part from the log: FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at Kerbanomics.KerbanomicsMain.LoadData () [0x00000] in <filename unknown>:0 at Kerbanomics.KerbanomicsScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0 SCANsat post here with a link to a huge output log for you. I never did fiddle the books, I couldn't find anything to fiddle so yeah.. Houston, we have a problem.
-
Clicking the SCAN button on the toolbar doesn't open the menu or anything. As you can see, I have a RADAR on the probe and yet, no dice. I tried accessing it from the small/big map button directly with no luck. It's worth noting that the only options in the right click menu of the scanner are Start RADAR Scan and Analyse Data. It shows only these two options, despite the scanner already being extended. Reloading doesn't change things. Here is the output log. It's huge as I've done a load of launches and contracts and stuff before this launch but the relevant lines from this launch (KerbSat1, right at the end) are as follows: [SCANsat] using animation #1 out of 1 animations named 'Collapse_Antenna' [SCANsat] sensorType: 1 fov: 5 min_alt: 5000 max_alt: 500000 best_alt: 5000 power: 0.1 [SCANsat] Warning: SCANsat scenario module not initialized; Shutting down What could be causing this? I'm using v9rc4 and KSP 0.90 x86 (obviously). Before, I had a MM config that added the BTDT scan to every ModuleCommand (I removed that a while ago, way before I even started this save), but wasn't the MapTraq functionality added to command pods by default in v7 or 8 or something? So the map should be available at all times, right? Even if that weren't the case, I have a RADAR so the map should be viewable anyway... Or am I missing something? Thanks in advance.
-
Reaction wheel torque limiter
BudgetHedgehog replied to zarakon's topic in KSP1 Suggestions & Development Discussion
This is why I like TweakableEverything. Lets you tweak reaction wheel strength right down. -
Add lighting to all crew cabins
BudgetHedgehog replied to dryer_lint's topic in KSP1 Suggestions & Development Discussion
You'd like Vens Stock Part Revamp. And that's just the 1-2 cockpit. -
Help with structure bug
BudgetHedgehog replied to Elick320's topic in KSP1 Technical Support (PC, modded installs)
1, Don't use x64 - that's the reason your buildings are bugged. Install Active Texture Management if OpenGL doesn't work or you can go in to your persistent file and force the building levels there, but I can't remember how. As an aside, in 0.90, -force-opengl needs the -popupwindow to function correctly. 2, Upgrade mission control and tracking station to level 2 for nodes. -
Talking of loans and stuff.. could you add an option to just 'pay remaining balance'? I seem to have gotten into a pickle and I'm in credit to EvilCorp to the tune of 0.9 Funds and I think that's managed to confuse the poor thing as I can't put in decimal figures to take out and even if I could, I'd still have to pay it back.. so yeah, pay remaining balance or be able to handle being owed money would be nice.. I'm going to dig into the savefile and fiddle the books
-
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
BudgetHedgehog replied to bac9's topic in KSP1 Mod Releases
It's a problem with the Virgin Kalactic dll. Granted, no-one may know the fix, but that's the problem. Because right now, Firespitter doesn't automatically animate things based on altitude and speed. Kinetech does.- 4,460 replies
-
It doesn't need updating, it works perfectly fine. You can go right ahead and copy over the KWRocketry folder from your 0.25 install to you 0.90 one with no fear of problems. Fr future reference, part mods like this that don't rely on plugins are very resilient to version changes - functionally, they're no different to stock parts. Granted, sometimes they might not be balanced well, but they still work just fine.
-
I updated AntennaRange and it's breaking the TT bit of TweakableEverything. I thought it was a Tweakscale bug, but after removing that, the problem still occured. What is the problem? As soon as I switch to an orbiting craft, the camera zooms away and after a couple of seconds, I see my ship explode in the distance. This is the NRE that fire just after vessel loading: NullReferenceException: Object reference not set to an instance of an object at ToadicusTools.Tools.getFirstModuleOfType[ModuleSAS] (.Part part) [0x00000] in <filename unknown>:0 at ToadicusTools.Tools.tryGetFirstModuleOfType[ModuleSAS] (.Part part, .ModuleSAS& module) [0x00000] in <filename unknown>:0 at TweakableEverything.ModuleTweakableSAS.OnAwake () [0x00000] in <filename unknown>:0 at PartModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:SetActive(Boolean) ProtoPartSnapshot:Load(Vessel, Boolean) ProtoVessel:LoadObjects() Vessel:Load() Vessel:MakeActive() FlightGlobals:setActiveVessel(Vessel, Boolean) FlightGlobals:SetActiveVessel(Vessel) FlightDriver:Start() The craft had that lowest level OKTO core as the root part, but the SAS wasn't tweaked. Here is a link to the full log. Apologies in advance if this is a dead end, but it's the only error in the log (well, only unexpected one). Gimme a second, I'll see if the problem happens without TweakableEverything.. EDIT: Welp, turns out that the problem is still present, despite removing AR, TT and TE. Only this time, there's no exception found in the logs so I have literally nothing to go on, hooray! Apologies for wasting time!
-
Yes. It's a bad name for literally anything. It's just such a ridiculous sounding word, with two plosives and not much else. Puh-dul.. ˈpuËÂ.dlÌ©... Just listen to the British pronunciation of it and then tell me with a straight face that it belongs to a highly specialised scientific peice of equipment such as a rocket engine.
-
[1.8.x+] Waypoint Manager [v2.8.1] [2019-10-22]
BudgetHedgehog replied to nightingale's topic in KSP1 Mod Releases
So you know how waypoints are shown depending on speed and distance and stuff? Like, the faster you go, the further away they're shown? Well, could there be some kind of sanity check for that? I've just left Minmus here and the waypoints are shown for a Kerbin survey: I set the navball to surface mode because I was curious as to why they're shown and yeah, at 12730m/s, they're shown pretty far away The sanity check I mentioned.. I dunno - as some of the waypoints can be done from orbit (in flight over X metres), it seems restrictive to limit visibility to a distance or sync it with surface/orbit mode.. That said, once you get out beyond, say.. the Muns height, you're passing over the area in question so quickly and unless you have some way of displaying your ground track, it's hard to pass over that point anyway.. Maybe only show the way points if you're less that 2x planet radius or something? They can still be done from any low orbit.. and if you're aiming to hit a particular waypoint, it'll be targeted anyway so if I'm just orbiting beyond low orbit, I don't really need to see them at all.. That's an idea - maybe the distance limit could be the border between high/low orbit? This is just a thought, maybe at least some kind of sanity check would be nice -
Editing the savefile can be difficult to do and easy to get wrong. If I were you, I'd delete the dll and keep the parts. They'll still load but will be completely non-functional. Then, using KAS, attach stock chutes and deorbit. That said, the last update to RC was on the 27/28th December (only a week or so ago) so it's not exactly dead and that update "reverted the editor GUI changes which caused CoM bugs in flight" so yeah.. make sure you've updated and if you have and still get the problem then you can play around with KAS