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Black Science Man

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Everything posted by Black Science Man

  1. Question: When all the work on B9 is finished(Bac9, Blowfish, Flashblade, everyone else), will past B9 craft files break? Or will the past parts just be overwritten? Will my .90 or before crafts still work? Thanks in advance, and I really do appreciate all of your hard work on this mod. B9 is a KSP must-have!
  2. Updated to .90, got a few mods, and whenever KSP is loading up, it stops loading at B9_Aerospace\Parts\Cockpit_HL\HL_Aero_Cockpit. x32 version, not x64, not running OpenGL. Any help? Edit: Log: PartLoader: Compiling Part 'B9_Aerospace/Parts/Cockpit_D25/part/B9_Cockpit_D25' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [shipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not create PartResource of type 'ElectricCharge (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) PartLoader: Compiling Part 'B9_Aerospace/Parts/Cockpit_HL/part/HL_Aero_Cockpit' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [shipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [shipTemplate]: No Resource definition found for RESOURCE (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not create PartResource of type 'ElectricCharge (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Could not create PartResource of type 'MonoPropellant (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at ModuleRCS.SetResource (System.String resource) [0x00000] in <filename unknown>:0 at ModuleRCS.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at ModuleRCS.FixedUpdate () [0x00000] in <filename unknown>:0 ...and then that last error goes on for a while.
  3. Thanks. I'll try it out. Edit: It doesn't seem to be working at all. There's only 2 or 3 parts with their models changed. Edit 2: Is there any way Ven could repost the 0.24.2 version? Is there any demand for it besides me? The folder structure for .25 is totally different.
  4. Will the .25 download work for .24.2 if I remove the new SPP parts?
  5. Do you think there would be any issues with my temporary fix, or is that a bad idea? (Deleting the vistaenginecontroller module)
  6. MODULE { name = VistaEngineController } -That's all that module contains. Do you mean add a line in that module like "maxthrust=2100"? Edit: As a test, earlier I made a copy of the vista part and just deleted the VistaEngineController module. The thrust is now showing up as 2100 and does seem to go faster. Would there be any issues with doing this?
  7. I was told you could possibly help me, WaveFunctionP. I'm having trouble decompiling/compiling/editing the VistaEngineController section of the Interstellar(normal, not lite) plugin(.dll), mainly because I don't have much programming knowledge. All I want to do is change the hard-coded max thrust for the Vista engine from 1100 to like 3000 or something, because I want to make a more powerful version of the Vista. Is there any easy way to do this without having to entirely learn programming?
  8. I downloaded .NET Reflector, but I can't change or decompile anything. The decompile button just doesn't do anything. Am I doing something wrong? I got the free version, so might that be why?
  9. I'm lost. I feel like this should be way easier than it is, because it's written like a text file, and I feel like I should just be able to change the one number from 1100 to 2100. But that's probably because I'm a pleb with programming.
  10. I'm not too familiar with programming overall, (Basically just .cfgs and some scripting in Skyrim) so I'd probably need some tutorials. Any recommendations?
  11. So how would I go about doing that? Create a .dll file with the text from your link pasted in and change the max thrust?
  12. Can I find a .cfg or something for this and edit it or is it part of the plugin?
  13. Does anyone know if there is a hard-coded thrust value on the Vista engine? I duplicated the folder for that part, (to make a kind of OP version) and changed the isp and thrust. The isp change worked, but as for the thrust, the new value (2100kn) shows up correctly in the editor, but when I go full throttle with it, it only shows 1100 kn of thrust.
  14. I'm having issues with the storage tanks for the reactors. (Deuterium-tritium cryostat at least; I haven't tested the others like thorium) Whenever I place them on my vessel, I'm getting some sort of kracken attack where my navball turns black, the velocity turns to NaN, and everything on the screen but the UI goes black. (When I launch the vessel) This has never happened in any other situation, so I'm pretty sure these containers are causing it. Anyway, I'm using 0.24.2 with version .12 of KSPI, so I suppose I may not be directing my question at the devs, (with an outdated version and all) but rather asking if there was ever a problem with this before and if there may be a fix. Any help would be greatly appreciated. Extra info: As a temporary fix/experiment, I messed around with the config files for the fusion reactors and added the appropriate "module" (decay to helium 3) and "resource" lines from the DT radial vessel onto the end of the different fusion reactors. This caused a black screen with the reactors, until I removed the "module" sections, which were the radioactive decay info, iirc. I can post the cfg files if need be, but I'm away from my computer for a bit.
  15. Can anyone help? I'd really like to get this working so I can use the warp drive.
  16. I've installed Interstellar (from GitHub), with the WarpPlugin folder in GameData and the other folders in the main KSP folder, but nothing is showing up. No parts are visible in sandbox, and I have no option to select the tree with a new career/science game. Any help? I'm using 0.24.2, btw.
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