Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,923
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Try using FMRS for your parachute drops.
  2. Default settings on a new game with lots of mods. I'm getting the following nullrefs when entering a game: [Scatterer] Volumetric clouds error on planet: KerbinSystem.NullReferenceException: Object reference not set to an instance of an object at scatterer.SkyNode.mapEVEvolumetrics () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Scatterer] Volumetric clouds error on planet: KerbinSystem.NullReferenceException: Object reference not set to an instance of an object at scatterer.SkyNode.mapEVEvolumetrics () [0x00000] in <filename unknown>:0 and this when entering the tracking station: NullReferenceException: Object reference not set to an instance of an object at scatterer.SkyNode.UpdateStuff () [0x00000] in <filename unknown>:0 at scatterer.updateAtCameraRythm.OnPreCull () [0x00000] in <filename unknown>:0 Here is the full log: https://www.dropbox.com/s/trrdrhl5dbc6h9r/scattererErrors.zip?dl=0
  3. Totally clean game, 1.2.2 Created a new save, career mode, with extra science and funds. Upgraded R&D, went in and got science to build a rover Built rover with 2 barometers, launched it, drove to admin center. Got barometric science from admin center Drove to Astronaut Complex. Got science, the science was from KSC, when I expected it to say Astronaut Complex I was looking for a bug in contracts, but realized it was stock when all mods were removed and I kept getting the same issue. Attached save file has the rover parked in the Astronaut complex The attached log file shows first getting science when in the Astronaut complex, then moving to the admin center and getting science again https://www.dropbox.com/s/usw3lkc3wpsgjnc/saveNoScienceAtAstro.zip?dl=0 https://www.dropbox.com/s/i4f838mw44t8hev/outputlog.zip?dl=0 Apparently I'm not the only one having this issue, @RocketPCGaming mentioned it to me last night when I was streaming. While not a big problem, it is annoying because when a contract asks for science from the Astronaut complex, it can't be completed. I reported this on the bug tracker here: http://bugs.kerbalspaceprogram.com/issues/14208
  4. I have no idea, as yet. I'll take a look at your source and see if it inspires me :-) Thanks
  5. Or, you could install FMRS, which let's you fly each stage and then jump back to the main vessel
  6. Is there any for me to configure some keys? I maintain a few mods which do things with the keyboard (EVA Enhancements, EEX) and this is great. I'd like to support it, if possible
  7. Getting nullrefs when loading: Full log here:https://www.dropbox.com/s/i7df2o4mmx55izm/outputlog4dmagic.zip?dl=0
  8. Following up on this, when I converted the files to PNG format, they loaded.
  9. strange, must have been something left over. Glad it's working, thanks
  10. Please uninstall it, delete the directory, restart CKAN and reinstall it. Verify the correct version by looking at the .version file in the directory I just installed it via CKAN again, had a problem so had to do what I just listed. If it still isnt' working, log file and video, please
  11. Oh, I already did and released it, in EVA Enhancements, thanks for the heads-up. And apparently, this was a "feature", released in 1.0.5,. see the Navball section here:http://wiki.kerbalspaceprogram.com/wiki/1.0.5
  12. I'm getting the following error when loading: [Agent]: Cannot find logo scaled at url 'ModPods/Agencies/Podular_logo_scaled' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Agent]: Failed to scale the logo [ModPods/Agencies/Podular_logo] into a logoScaled. Exception: UnityEngine.UnityException: Texture 'ModPods/Agencies/Podular_logo' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int) at UnityEngine.Texture2D.GetPixels (Int32 miplevel) [0x00000] in <filename unknown>:0 at UnityEngine.Texture2D.GetPixels () [0x00000] in <filename unknown>:0 at Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) [0x00000] in <filename unknown>:0 I verified that the files were there:
  13. New release, 0.1.7: Added fix to allow Navball follow kerbal on EVA Added navball fix to settings screen Updated toggle settings to be consistent with other settings
  14. This is actually a KSP bug (confirmed by @sarbian), or quirk, if you like. I have a fix for it, will get out an update with it later.
  15. When controlling a vessel, the navball doesn’t follow the camera. It follows the vessel. But when controlling a Kerbal, the navball follows the camera, not the Kerbal Any suggestions?
  16. Sure. Use Janitor's Closet. Designed to do exactly that Which would mean totally rewriting every mod out there. Most mods depend on ModuleManager.
  17. Essentially undoable, given the way everything loads. All mods, code, images, textures are loaded before you get to the menu. And given that Module Manager actually modifies configs, it just isn't doable. If you remove one mod, everything needs to be reloaded.
  18. You have a bad part. Need more than that to figure it out, but, start with removing whatever you just installed and try again.
  19. Squad doesn't allow mediafire links, why don't you put it on spacedock.info?
×
×
  • Create New...