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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
cicatrix replied to DMagic's topic in KSP1 Mod Releases
Re-installed Contract Parser. This is probably the issue with CKAN and my crooked hands, apparently. The problem is solved, thank you for your help and for your great mods! -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
cicatrix replied to DMagic's topic in KSP1 Mod Releases
Here: https://drive.google.com/file/d/1WMYO42_iZerDoVq1Q90Asfkn_mCgWg9g/view?usp=sharing -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
cicatrix replied to DMagic's topic in KSP1 Mod Releases
Maybe I am doing something wrong but I can't get this window at all. There's nothing - no button (checked both Blizzy's and stock toolbars), nothing. The mod is installed and re-installed via CKAN ver. 9.2 The log file doesn't seem to have any errors concerning this mod. What might be the issue? -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
cicatrix replied to Thomas P.'s topic in KSP1 Mod Releases
I don't have Kerbalism, will it work? Solar panels do not charge and I really need Kopernicus + OPM in my game. I found a file SolarPanels.cfg @PART:FINAL { // This will replace all instances of ModuleDeployableSolarPanel with the Kopernicus version // that has proper support for multiple lightsources // // If you want to keep your ModuleDeployableSolarPanel, add "useKopernicusSolarPanels = false" to the MODULE node // That will stop Kopernicus from replacing it @MODULE:HAS[#useKopernicusSolarPanels[*]] { @useKopernicusSolarPanels,* ^= :F:f: @useKopernicusSolarPanels,* ^= :A:a: @useKopernicusSolarPanels,* ^= :L:l: @useKopernicusSolarPanels,* ^= :S:s: @useKopernicusSolarPanels,* ^= :E:e: } @MODULE:HAS[#name[ModuleDeployableSolarPanel],~useKopernicusSolarPanels[false]] { @name = KopernicusSolarPanel } } Would it work if I simply delete it? -
After updating to version BP-1.4.3 Kerbalism spams NREs: KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.067] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.079] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:46:10.120] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.121] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.133] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:46:10.155] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.155] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.170] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:46:10.190] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.190] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () [EXC 00:46:10.203] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () Also this (earlier from the log): [LOG 00:43:35.614] [Kerbalism] version 1.4.3.8 [LOG 00:43:35.617] [Kerbalism] error while trying to parse 'HideGroundStationsDist' from Kerbalism (Input string was not in the correct format) Needless to say that there's no Button and no models in the VAB available (no button also).
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Hi, any way around this mess?
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+ fancier supply container models.
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To clarify a few things for me: Right now I have a sat-network around Kerbin (3 sats, each having both high-gain and low-gain antennae). I'm planning to send an unmanned probe to Jool. So, what it takes to have a controlled probe near Jool (provided I have an unobscured line of sight to Kerbin, of course)? Do I have to add both low-gain and a high-gain antennae to the probe?
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How do I add more ground stations?
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That's the point. How do I build a comm network if all low-gain antennae have very limited range?
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Well, my probe has a high-gain antenna but it still loses signal regularly around Minmus as Kerbin rotates and KSC goes to the opposite side. I was lucky enough that I had control over the satellite when the link was present or otherwise it would have crashed into Minmus. Provided I have a high-gain antenna of a proper range, what should I do to have a permanent link with the satellite?
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I've just installed Kerbalism and I have a question about antennae. As I understand I need a low-gain antenna for signal relaying, but... all low-gain antennae have very limited range and with Kerbin rotating my probes periodically lose signal. I have two questions - so, with Kerbalism I have no way of providing constant long-range signal relaying? And the second question is not really a question but a feature request about user interface - really, when my probe loses signal the time-warp stops unless I uncheck the correspondent checkbox in the config, but I really want it to be accessible at all times, not only at times when there is a communication link. After all, these alerts happen at tracking station so there should be a way to disable them without waiting till Kerbin rotates the right side to the probe.