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Sarxis

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Everything posted by Sarxis

  1. Do you have playtesters helping with balance? I've found that devs that get input from testers tend to get the best balance -edit- Heh... just noticed your post above
  2. Been having the same problem here with cloned Kerbals. Similar mods, though not using SixCrewScienceLab, AGE, Sunflare (have Planetbase though). First time it happened was with stock parts. Now it's happening all the time.
  3. I'm wondering if it is possible to get rid of the KSC mini biomes from the game. Or at least the KSP's ability to recognize the landed experiments at these particular biomes (through ScienceDefs.cfg or some other file that can be changed). Thanks for any help!
  4. I'd like a science filter too (exclude experiments worth less than 1, for example). Would come in handy after the mid-game, where .2 science just isn't worth going after anymore. How do you filter out the KSC baby biomes anyhow? I saw someone using AvoidSrfLanded in the Science.cfg, but I missed how to apply that or exactly what it does.
  5. Have you heard about the upcoming antenna updates coming to stock KSP?
  6. I know, I like them for that extra boost at the beginning. But modern day real rockets don't seem to use them at all anymore. And even in KSP, I think you can get a much more fuel efficient launch by just using LOX engines.
  7. The one thing I've always wished for [x]Science was that the font and default window was bigger.
  8. Hi my name is Sarxis, and I admit I have a problem... I use SRBs on my rockets! :*( Please help.
  9. Ahh ok! I can live without it... barely Thanks for the reply!
  10. I love WPM! Use it all the time. But the one feature I'd pay good money for is if there was a way to show whether the mission has to be performed above or below the waypoint. It's annoying to have to dig through the contracts list and sort out which ones are "above 18,500 meters" or "below 17,000 meters." Good.... money.
  11. Maybe somebody can help explain the resource settings a little bit more for me - I 'sorta' understand what each of the settings do, but not fully understand. I've never used the stock scanners, so I'm not sure how SCANsat is different in how it functions, or how the settings affect the stock scanners. (always used SCANsat, since .90).
  12. Excellent autopilot mod! Thank you for the work.
  13. Is there a way to make the status messages stay up on screen longer? I like to read them, but the font used and the short amount of time they are on screen makes it difficult for me to read. .cfg? hackz?
  14. Is there an explanation for all of the settings? I think I know what each does, though not exactly what 'Threshold' does. Great mod! Streamlining for veterans.
  15. I don't use KSPI myself, but the MM cache is an interesting try. Thanks!
  16. I don't think it is a mod broken for 1.0.5 because this has been ongoing for several versions now. It used to do this on my previous computer too which used Windows 7, and it still doing it on my brand new Windows 10 system too. It wouldn't surprise me if it were something broken in a mod because I have migrated some of the mod files from my old install to my new one while keeping them up to date and replacing them every release. But if it is a legacy problem with older mod/files I don't know what it could be. I don't have KW Rocketry either.
  17. I've been having this on and off again problem with KSP getting stuck during loading. Always sticks after Module Manager loads it's stuff and most of the games assets. The load progress bar stops usually on either a squad part, or some other mod part (Firespitter or other mods). Here are the weird things though: Sometimes if I fiddle around with removing folders, it might start loading again no problem. Also, sometimes after a random CTD, the load problem will surface for a bit, and then seem to work itself out after a few startup tries, or if I just go away and come back to it later in the day. Two other things that I notice that are strange: even once the load screen locks up at a part, the CPU usage for KSP continues to rise. Also, once I Alt-F4 out of the locked up loading screen, I can't remove the culprit part folder (Firespitter, Squad, whatever the load screen is stuck on) as it says the folder is still being used by another program. I've got a couple of errors too at the end of my KSP log that seems to be related to whatever the culprit folder/part is at the time. I don't suspect that the part itself is ever the cause, but just the symptom of the problem. Everything is up to date because I just upgraded the game and all mods (that I can) to 1.0.5, but this is the same problem I've had for many of the previous versions of the game. Last few parts of the KSP Log (right now the loading is stopping on the Firespitter part Lancaster Engine; other times it has stopped on random squad parts, or other mod parts): [EXC 09:17:10.790] NullReferenceException: Object reference not set to an instance of an object ModuleEngines.SetupPropellant () ModuleEngines.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 09:17:10.793] NullReferenceException: Object reference not set to an instance of an object Firespitter.engine.FSengineSounds.createGroup (.FXGroup group, System.String name, Boolean loop) Firespitter.engine.FSengineSounds.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () [EXC 09:17:18.791] InvalidOperationException: Steamworks is not initialized. Steamworks.InteropHelp.TestIfAvailableClient () Steamworks.SteamController.Shutdown () SteamController.KSPSteamController.OnDestroy () SteamController.KSPSteamController.OnApplicationQuit () -edit- That NullReferenceException always follows the part that the load screen gets stuck on. And here's the thing - if I remove that part from the game, a different part down the load list will get stuck. I can keep deleting culprit parts, but a different part gets that NullReferenceException. After removing the 'Lancaster Engine' part folder from Firespitter, another part gets the NRE: [LOG 10:20:43.462] PartLoader: Compiling Part 'UniversalStorage/Parts/US_1R340_Wedge_Oxygen/US_1R340_Wedge_Oxygen/US_1R340_Wedge_Oxygen' [EXC 10:20:43.473] NullReferenceException: Object reference not set to an instance of an object (wrapper stelemref) object:stelemref (object,intptr,object) BaseField.SetPvt (System.Reflection.FieldInfo field, System.Object newValue, System.Object host) BaseField.ReadPvt (System.Reflection.FieldInfo field, System.String value, System.Object host) BaseField.Read (System.String value, System.Object host) BaseFieldList.Load (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 10:20:43.478] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () [EXC 10:20:59.290] InvalidOperationException: Steamworks is not initialized. Steamworks.InteropHelp.TestIfAvailableClient () Steamworks.SteamController.Shutdown () SteamController.KSPSteamController.OnDestroy () SteamController.KSPSteamController.OnApplicationQuit ()
  18. Really fun set of experiments. Just did my first impact on the Mun at 2Gj. Thanks!
  19. It still pops this message up for me, but I haven't seen it really make a difference yet. If what I've read is correct, the warning comes up because your orbit after the initial transfer burn ends up being hyperbolic. I'll let you know if a problem arises but I just ignore the 'hyperbolic' warning when transferring to another world.
  20. Where's that setting? I'm not sure what button that would be in the settings section (using 1.0.18).
  21. No worries! Haven't encountered the problem since i took the StockBugFixes folder out and started the new game. I might put it back in and see if I can muster anything.
  22. Here is a pic of all that I have. Not sure if anything particularly modifies engines, though Kerbal Joint Reinforcement probably mods everything.
  23. I keep having this recurring problem with KSP hanging when loading. Usually hangs right when it gets to loading the Squad 'Size3EngineCluster'. Here's the end portion of the KSPlog that gets spit out: [LOG 16:55:14.662] PartLoader: Compiling Part 'Squad/Parts/Engine/Size3EngineCluster/part/Size3EngineCluster' [EXC 16:55:14.673] ArgumentException: An empty string is not considered a valid value. System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) System.Enum.Parse (System.Type enumType, System.String value) ModuleEngines.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 16:55:14.678] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () When I remove the Stock Bug Fixes folder, it loads fine. Last time this happened, I isolated the problem to the Stock Bug Fixes folder and simply made sure I had the latest update. But now it's happening again and I couldn't tell you what had changed in my game to cause it to start this problem again.
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