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Dominiquini

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Everything posted by Dominiquini

  1. I was having that same problem, and in my case I found out that was the mod 'IndicatorLights' that was causing this issue! You need try to find what mod is causing this issue...
  2. Sorry. I forget that I talked about integration with the stock alarm system. I was thinking about hiding the Alarm button! * Talking now about the new alarm feature, anyone have this problem: Thanks.
  3. Both my bug report and the suggestion has nothing to do with the new version (1.12.0). Anyway, sorry if the way I said it sounded rude. It was not my intention! The posts will stay here for when and if the maintainer wants to work on them. Good mod, by the way!
  4. I found a bug in the stock alarm feature of KSP 1.12.0. When I set an alarm for a ship's maneuver node, it only works while the ship is in focus! If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator... This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine! Has anyone else noticed this behavior or is it just me? * Hope this is a bug, not a feature! ** I'm playing KSP 1.12.0 on Windows 10 x64
  5. Is possible to integrate this mod with the stock alarm system, if I don't hava "Kerbal Alarm Clock" installed? * Or remove the button instead of disabling then! Thanks.
  6. When I set an alarm for a ship's maneuver node, it only works while the ship is in focus! If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator... This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine! * Hope this is a bug, not a feature! ** I'm playing KSP 1.12.0 on Windows 10 x64 Thanks.
  7. This mod is throwing a bunch of exceptions: ... [LOG 21:06:10.630] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at Trajectories.Trajectory.CreateOrbitFromState (Trajectories.Trajectory+VesselState state) [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<AddPatch>d__48.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__39.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.ComputeTrajectory () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectories.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 [LOG 21:06:10.630] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at Trajectories.Trajectory.CreateOrbitFromState (Trajectories.Trajectory+VesselState state) [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<AddPatch>d__48.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__39.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.ComputeTrajectory () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectories.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 [EXC 21:06:10.631] NullReferenceException: Object reference not set to an instance of an object Trajectories.Trajectory.RealMaxAtmosphereAltitude (CelestialBody body) (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory+<AddPatch>d__48.MoveNext () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__39.MoveNext () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory.ComputeTrajectory () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory.Update () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectories.Update () (at <1599f0119b6e426290c88a610947d26e>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 21:06:10.671] CheckEncounter: failed to find any intercepts at all ... * This block keeps repeating indefinitly! Steps: 1) Take off with a airplane from the airfield 2) In the air, make a EVA with some Kerbal 3) Deploy the parachute Info: Mod Version: 2.4.0 KSP Version: 1.12.0 * Stock Aerodynamics! Thanks.
  8. Now it covers the delete button if the alarm indicator is enabled: (https://imgur.com/a/kuEVl2G) Thanks for the support!
  9. I'm just reporting the bug! Sorry if it felt like I'm charging or complaining about something! Thanks.
  10. In the new KSP 1.12.0, the icon on top-left of the screen, is misaligned! (https://imgur.com/a/yt1K66l) Thanks.
  11. I tried the mod "World Stabilizer (https://forum.kerbalspaceprogram.com/index.php?/topic/169206-131-worldstabilizer-bugfix-for-vessels-bouncing-on-scene-load/)" and it appears to be working! Without it, every rover that I tried flipped, exploded or was launched in the air! Thanks.
  12. When the option to make the speed marker red when descending, do this also in target mode: Makes the indicator turn green when the target is approaching and red when it is moving away. Thanks.
  13. I found a bug: When I'm in the Track Station or anything else, the mod appears to work fine (I see me rover moving); but when I focus him, he tumbles or explodes! Thanks.
  14. I don't have any log. Is only a visual problem! The craft works fine, but it is ugly to see. I tried uninstalling ReStock and the flickering problem goes away! Thanks
  15. The flickering in the fairing only happens with ReStock installed! I don't know what is the problem!
  16. That's what I meant! All I know is that without ReStock that ship works fine. With ReStock installed, the fairings are conflicting with the inner tank!
  17. I'm receiving this 2 errors when I'm loading the game: [ERR 22:58:00.436] ADDON BINDER: Cannot resolve assembly: PreciseManeuver.Unity, Culture=neutral, PublicKeyToken=null [ERR 22:58:00.436] ADDON BINDER: Cannot resolve assembly: PreciseManeuver.Unity, Culture=neutral, PublicKeyToken=null Thanks.
  18. In my game, the flickering of the fairings only happens with ReStock installed! Maybe the dimension of the fuel tank inside the fairings have changed and they are clipping through the fairing!
  19. I was coming here to report this bug that I just discovered and saw that it has already been reported! * Another bug I found: When I load the stock ship "Acapello", the fairings are flickering https://imgur.com/a/bFoHzdq
  20. I'm receiving this error every time I try to use the engine "KR-1 'Boar' Liquid Fuel Engine" from "ReStock+": PrefabParticleFX: Cannot find transform of name 'smokePoint' * It seems to be working fine! Just wanted to report the error message here... Thanks.
  21. I put 6 of this pieces side by side, in a grid of 2x3. I don't modify anything the ReCoupler pre-configured for me!
  22. I'm receiving this error: [LOG 13:08:36.410] Unpacking Untitled Space Craft [ERR 13:08:36.426] Exception handling event onVesselGoOffRails in class FlightReCoupler:System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at ReCoupler.FlightReCoupler+FlightJointTracker..ctor (AttachNode parentNode, AttachNode childNode, System.Boolean link, System.Boolean isTrackingDockingPorts) [0x00048] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.ParseAttachNodes (AttachNode parentNode, System.Collections.Generic.List`1[T] childNodes, Vessel vessel) [0x00090] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.GenerateJoints (Vessel vessel) [0x00122] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.CheckActiveVessels () [0x001cc] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.OnVesselGoOffRails (Vessel vessel) [0x0001b] in <76fd991073d944de9cd82c1759acddeb>:0 at EventData`1[T].Fire (T data) [0x000b0] in <06f13185617646e5bc801baeab53ab75>:0 [EXC 13:08:36.437] NullReferenceException UnityEngine.Object.get_name () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) ReCoupler.FlightReCoupler+FlightJointTracker..ctor (AttachNode parentNode, AttachNode childNode, System.Boolean link, System.Boolean isTrackingDockingPorts) (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.ParseAttachNodes (AttachNode parentNode, System.Collections.Generic.List`1[T] childNodes, Vessel vessel) (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.GenerateJoints (Vessel vessel) (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.CheckActiveVessels () (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.OnVesselGoOffRails (Vessel vessel) (at <76fd991073d944de9cd82c1759acddeb>:0) EventData`1[T].Fire (T data) (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:GoOffRails() OrbitPhysicsManager:LateUpdate() [LOG 13:08:36.485] [UIMasterController]: ShowUI [LOG 13:08:36.634] Unpacking kerbalEVA. Vel: (0.0, 0.0, -0.1) This happens after I reload some craft (revert to flight or go to track station and back to the ship) In my case, I only have problems with ReCoupling "Probodobodyne RoveMate" Thanks
  23. Any chance for waterfall configs in the future? It's becoming a very popular visual mod nowdays, would be nice. Thanks.
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