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Undecided

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Everything posted by Undecided

  1. So it's roughly a 15% decrease. Not great, but nothing devastating either. Also, nice flag. Even a few pixels further to the right and someone might have reported you.
  2. Did you mean megajoules? These are the pre-patch nuclear lightbulb outputs.
  3. Awwwww man, I just built a 2000-ton ship primarily powered by nuclear lightbulbs. How much of a decrease in power did it get? I may have to resort to flying it home before updating Interstellar Extended otherwise it may be stranded on an alien planet.
  4. In the mean time, any chemists around here able to slap on some ballpark figures on the wiki? Even simplified ballpark figures like [100 units of H2O] -> [12400 units of H2] + [6200 units of O2] would be far better than the current zero information, which leaves most of us non-chemists totally blind as to how much produce to expect from ISRU reactions. Even the vanilla ISRU has basic input/output ratios on what each process makes.
  5. I've noticed that Hydrogen Peroxide has a near-identical ISP and thrust to Hydrazine. Given that hydrogen peroxide requires fewer steps to manufacture, and requires fewer resources (hydrazine also needs ammonia). Is there any real reason to use hydrazine over hydrogen peroxide? The only thing I can think of is that hydrazine gives you the additional water back, but even that benefit seems questionable given the additional effort required to go out and harvest ammonia for the hydrazine reaction. (Also, speaking of reactions, could you consider adding product ratios for the various ISRU processes in either the in-game tooltip or the github wiki? It would be really helpful for long-term planning if players knew how much of each product they could expect so they could choose storage tank layouts accordingly.)
  6. I've noticed tweakscale is compatible with the KAS portable struts. Does strut strength properly scale with size? Do strut bases of different sizes add their strength together to average out, or does the weakest/smallest one dictate the total strut strength? And is there a way to place extra-large tweakscaled struts into inventories?
  7. I was under the impression planets counted as separate objects, so you couldn't use struts to attach bases to them. And a follow up question, are winches also the preferred method of tethering structures to asteroids as well? I've tried using struts, which seem to totally eliminate all wobble, but are very easy to shatter (I typically have to run asteroid engines are <20% speed to prevent shattering). I was wary of attempting to use winches and hooks because I was worried I'd get amplifying wobble/oscillation if they weren't as rigid.
  8. Bit of a newbie question here. Given all the tools placed at your disposal by the KAS/KIS system, what's the most effective way of securing structures to a planet's surface? My idea is to help prevent accidental shifting due objects due to them getting bumped, and the consequent clipping/collision explosions on load this can cause, and (hopefully) improve game performance by making large bases subject to fewer forces acting on it. Any ideas on which items (harpoons+winches, ground pylons+struts, grapplers) work best for this?
  9. Just to continue from my questions from the other thread, what scanner(s) are supposed to be used to detect "rock" resource in asteroids? It may just be a case of me using the wrong scanner rather than the mod not working, since I can see things like the Mass Driver or Rock Tank in the tech tree.
  10. I reloaded a previous save and it worked itself out. Must have just been a random bug. By the way, I've been wondering, is there any significant difference in terms of game mechanics between using KAS struts and harpoons to tether objects? I know struts are stronger and fixed, but what about attached harpoons? Do their cables function as structures that snap under stress, or do they have the ability to "give slack" rather than break if you pull too hard?
  11. I'm having a bit of an issue, and wondering if anyone has encountered anything similar? I'm trying to tie a ship to an asteoid that it has already "docked" with using a grappler arm. The arm alone isn't sturdy enough to withstand the stress of engines pushing the asteroid, so I'm trying to reinforce it with KAS/KIS struts. The first strut I attach works fine. However, the 2nd one I attach seems to cause the entire ship to break off (the first strut pair unlinks, and the arm no long has an attachment to an asteroid and the ship floats away). The arm's strength is usually more than large to withstand the stress of the ship being idle. Anyone know what might be causing this use?
  12. Freethinker, I figured out that spontaneous self-destructing issue I had with the nuclear turbojets that I originally blamed the Solid Core Nuclear engines for; it turns out it's related to movement speed. If the turbojets are throttled up and not moving, they will evidently overheat and self-destruct in about five seconds. However, if you can get the vehicle moving in the first five seconds or so, this will not happen... I'm guessing it has something to do with air intake speed, or convection rate for heat. The pre-coolers don't seem to prevent this, since in tests I've had air intakes without precoolers not overheat, and inversely, air intakes all attached to nuclear turbojets (and using the built-in pre-cooler) overheat from remaining stationary too long. EDIT: Nope, nevermind, it wasn't speed. My engines stopped self-destructing when I greatly reduced the vehicle's payload (which incidentally increased launch acceleration), so I assumed it was. I'll investigate further.
  13. I just slapped together a basic rocket (Mk1 cockpit, stock fuel tank, and solid core nuclear engine), an had the same extremely under-performing problem with hydrolox fuel. I also tried out more alternative fuels, like water, and again they worked fine -- it's only hydrolox that's failing to perform for me. I also wanted to try out other hydrolox engines to help verify if the problem lay in the fuel itself, or only that specific engine, but AFAIK there aren't any others that can use hydrolox (unless I missed them?)
  14. It seems so. Just did a test to confirm: Engines were not draining hydrolox fuel from the tanks. So did some tests to try and fix the issue. Liquid fuel and liquid hydrogen configurations worked just fine. However, then I tried to operate hydrolox in pure vacuum (100000m above kerbin) and finally got a very tiny amount of thrust: This is after burning the engine for about 30 seconds non-stop. Fuel flow rate is increasing about 0.001 units per second... meaning the engine is powering up very, very, very slowly. Liquid fuel and liquid hydrogen tests both produced a far more reasonable power-up cycle (fuel flow rate increased at least 1 unit per second) at this altitude. And since there is indeed fuel flowing to the engines in the hydrolox configuration, I suspect it may not be a fuel switcher issue, unless the fuel switcher has the ability to "bottleneck" and reduce fuel flow speed. Does hydrolox have a far higher burning point than my other two test fuels, or something? This is my first time working with KSPI-E's alternative fuels, so I'm not exactly sure what's a bug, and what's working as intended.
  15. The turbojet operates perfectly fine aside from the Solid Core Nuclear Engines breaking it. I've used this exact configuration to reach orbit multiple times (just with other space-stage engines instead of Solid Core Nuclear Engines), with no overheating issues. Maybe the radiators compensate for the lack of precooler, or something. Also, another unrelated issue on this ship: I've set the Solid Core Nuclear Engines to use hydrolox propellant, and attached them directly to a hydrolox tank (LqdHydrogen + LqdOxygen). But the engines seem to get no thrust when I activate them at around ~25000m. Does Hydrolox have some sort of minimum altitude or maximum atmospheric pressure requirement to function?
  16. Rather odd bug I encountered. I used Tweak-scale to scale up both a Solid Core Nuclear Engine and Direct Cycle Nuclear Turbojet. However, the nuclear rocket engines seem to disable the nuclear turbojet: the turbojet overheats in seconds, and there is negligible forward thrust, which I suspect means the nuclear rockets are blocking the turbojet. As you can see, the turbojet is clearly not obstructed. I've tried a dozen different configurations, including placing a massive gap between the turbojet and rockets (5+ meters), attaching the rockets to wing nodes instead of the sides of the turbojet, moving the rockets far ahead of the turbojet, moving the rockets far behind the turbojet, and removing the wings. None of these methods fix the turbojet. However, combining this turbojet with other rocket engines in this configuration does not cause any issue. It's only the Solid Core Nuclear Rockets that cause this. Note that once I activate the rocket engines, the turbojet becomes functional once again. It's almost as if there's some giant, invisible fairing the rockets have which gets jettisoned and unblocks the turbojet once I activate the rockets.
  17. Makes sense. If CKAN is messing up, it'd be basically causing the authors a lot more overhead in terms of having to process false support issues caused by CKAN. What's causing it? Sloppy management of files by CKAN management, or is the upload/download system prone to corrupting files?
  18. Wait, what? I was about to post asking why my USI mods have suddenly upped and vanished from the CKAN index and my mod folders for them were at 0KB. I thought it was a bug -- but did I miss some sort of drama?
  19. A bit of an issue here... when I have MM enabled, I lose the KSP core tech tree; all the original KSP nodes vanish, leaving all the new ones added by mods floating in mid-air, so to speak. The mouseover tooltip also says "no text" on all of them. As a workaround, I tried editing the modulemanager.techtree file, and copied all the nodes from the core game (gamedata/squad/resources/techtree.cfg) into it, but the modulemanager just overwrote them. Setting the techtree file to read-only after copying all the nodes into it just stopped the game from loading. So yeah, basically when I have MM installed, it removes all the core KSP nodes, but adds the new ones from mods. Without it, I have all the core KSP nodes, but none of the new ones from mods. Not sure what to do. Here's the relevant bit from the game logs: [LOG 09:25:10.544] Game Paused! [ERR 09:25:10.652] No RDNode registered with id highPerformanceFuelSystems! [ERR 09:25:10.652] No RDNode registered with id nuclearPropulsion! [ERR 09:25:10.653] No RDNode registered with id nuclearPropulsion! [ERR 09:25:10.653] No RDNode registered with id veryHeavyRocketry! [ERR 09:25:10.654] No RDNode registered with id highPerformanceFuelSystems! [ERR 09:25:10.654] No RDNode registered with id nanolathing! [ERR 09:25:10.654] No RDNode registered with id metaMaterials! [ERR 09:25:10.655] No RDNode registered with id actuators! [ERR 09:25:10.655] No RDNode registered with id composites! [ERR 09:25:10.656] No RDNode registered with id aerodynamicSystems! [ERR 09:25:10.656] No RDNode registered with id aerospaceTech! [ERR 09:25:10.656] No RDNode registered with id experimentalAerodynamics! [ERR 09:25:10.657] No RDNode registered with id survivability! [ERR 09:25:10.657] No RDNode registered with id commandModules! [ERR 09:25:10.657] No RDNode registered with id experimentalScience! [ERR 09:25:10.658] No RDNode registered with id scienceTech! [ERR 09:25:10.658] No RDNode registered with id automation! [ERR 09:25:10.659] No RDNode registered with id largeUnmanned! [ERR 09:25:10.659] No RDNode registered with id ionPropulsion! [ERR 09:25:10.659] No RDNode registered with id largeElectrics! [ERR 09:25:10.660] No RDNode registered with id experimentalElectrics! [ERR 09:25:10.660] No RDNode registered with id experimentalElectrics! [ERR 09:25:10.661] No RDNode registered with id electrics! [ERR 09:25:10.661] No RDNode registered with id basicScience! [ERR 09:25:10.661] No RDNode registered with id basicScience! [ERR 09:25:10.662] No RDNode registered with id highPerformanceFuelSystems! [ERR 09:25:10.662] No RDNode registered with id veryHeavyRocketry! [ERR 09:25:10.663] No RDNode registered with id metaMaterials! [ERR 09:25:10.663] No RDNode registered with id highPerformanceFuelSystems! [EXC 09:25:10.668] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.670] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.687] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.694] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.702] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.708] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.715] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.717] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.721] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.723] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.725] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.729] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.731] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.734] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.737] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.740] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.744] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.746] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.748] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.755] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.758] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.760] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.763] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.766] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.769] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.779] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.781] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start ()
  20. For some reason, the core/vanilla tech tree just up and vanished on me. I can see all new, additional tech nodes that were added by my various mods, but not the core tree itself. And the tech nodes I can see all have a tooltip of "no text". If I pull up the alt+f12 and use the cheat console to max out techs, the missing parts of the vanilla tech tree appear (though scattered all over, and not connected or located as they normally are). I've tried deleting the techtree config file for the mod manager (didn't help), running a steam file verification to replace any modified core game files (also didn't help), and even tried installing tech tree mods hoping to overwrite the damage/missing tree (also didn't help). I'm kind of at a loss on how I can get my core techs back without deleting everything and doing a brand new install. What file(s) govern the vanilla tech tree, and how can I fix them?
  21. Okay... it looks like CKAN is still being a bit stubborn. It refuses to update/detect that some of the CKAN-downloaded mods that are not at the latest version. Is there any way (a plugin maybe?) to force CKAN to always update to the latest mod version, regardless of what version of KSP it thinks you have installed? EDIT: It seems the issue is that CKAN refuses to patch mods that aren't listed as being for the current version installed. So if the current version of the mod was designed for 1.1.2, it won't even attempt to update the mod, even if there are many newer versions available.
  22. Weird, you're right. Just for some reason Ckan's "Add Available Updates" function is being uncooperative with me. Even though CKAN claimed I was using the most recent version (1.1.3.1289), it must have though I was using an older version because it wouldn't fully update a lot of mods. I verified the game cache and one file was off. Might have been a random bug during the steam auto-patcher. Either way, issue solved, so ignore my previous post.
  23. Sorry if I'm posting this in the wrong place, or if you expect modders (and not the ckan project) to update game information for ckan, but there are a number of mods I've found out of date. The first number is what Ckan thinks is the most recent version, the second number is the actual current version Amp Year (CKAN: 1.2, Current: 1.3.3) Contract Configurator (CKAN: 1.9, Current: 1.13) DeepFreeze Continued (CKAN: 0.20.4, Current: 0.22.3) [x] Science! (CKAN: 4.14, Current: 4.20) Toolbar (CKAN: 1.7.10, Current: 1.7.12) ... and probably more that I haven't thoroughly looked for.
  24. Do the settings for Pilot Assistant need to be reconfigured on a per-plane basis, or will one configuration work for all planes in a given atmosphere/planet?
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