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ThatOneBritishGuy...

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Everything posted by ThatOneBritishGuy...

  1. Perhaps if SpaceX can get their Falcon 9 to work we wouldn't have that problem . Honestly though, as billkerbinsky mentioned, it isn't a very cost effective prospect to reuse the nuclear engines and until it becomes one, there won't be any reuse of them. Simple as that. Not only is it bad PR to use anything which even remotely sounds "Nukulaar", but then going ahead and using an old engine again is sure to send people into a panic. The general public doesn't tend to enjoy using old things with explosive potential over long periods of time. It builds a sort of misconception that a nuclear engine is a ticking time bomb. On the other hand bringing one back to Earth would be all but impossible, as that leaves quite a more genuine fear to be had. The only two remaining practical solutions would be dumping them in orbit around the sun, or not using them at all. Considering how expensive these engines are, how experimental they are, and how horrifying they are to the public, I don't see them being used AT ALL in the foreseeable future. If they are of course, I would imagine they would go for the more publicly appealing option of dumping them somewhere and forgetting about them, and I belive that to be the most logical option.
  2. Shouldn't the nuclear turbojet have an although long, but not unlimited lifetime, considering that it contains constantly decaying radioactive material? Just asking before I make a NFP config for it to consume/contain nuclear fuel.
  3. Hey, so I'm making some static models for KK. I made the model in blender, exported it to unity and set the parameters you would if you were making a part, after which I wrote it to an .mu file and added a .cfg. When I load up the game however, and attempt to place the static, KK begins to spam this exception: NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.StaticObjects.StaticGroup.updateCacheSettings () [0x00000] in <filename unknown>:0 at KerbalKonstructs.StaticObjects.StaticGroup.addStatic (KerbalKonstructs.StaticObjects.StaticObject obj) [0x00000] in <filename unknown>:0 at KerbalKonstructs.StaticObjects.StaticDatabase.addStatic (KerbalKonstructs.StaticObjects.StaticObject obj) [0x00000] in <filename unknown>:0 at KerbalKonstructs.UI.EditorGUI.spawnInstance (KerbalKonstructs.StaticObjects.StaticModel model) [0x00000] in <filename unknown>:0 at KerbalKonstructs.UI.EditorGUI.drawEditorWindow (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.StaticObjects.StaticGroup.updateCache (Vector3 playerPos) [0x00000] in <filename unknown>:0 at KerbalKonstructs.StaticObjects.StaticDatabase.updateCache (Vector3 playerPos) [0x00000] in <filename unknown>:0 at KerbalKonstructs.KerbalKonstructs.updateCache () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.StaticObjects.StaticGroup.updateCache (Vector3 playerPos) [0x00000] in <filename unknown>:0 at KerbalKonstructs.StaticObjects.StaticDatabase.updateCache (Vector3 playerPos) [0x00000] in <filename unknown>:0 at KerbalKonstructs.KerbalKonstructs.updateCache () [0x00000] in <filename unknown>:0 I was wondering if anyone more skilled in interpreting this than me can tell me what it is that I've done wrong. Thanks in advance for any help.
  4. Hey Spacepetscompany, is there an ETA on the new assets you were showing off a couple pages back? Considering the recent change in licensing I've been thinking about getting started on my own KK submod.
  5. Pardon the bump, but is there any chance somone would be willing to take over this mod?
  6. A bit of a request: Why not add an optional MM config to the download which allows us to use the Stock M700-Scanner part as a SCANsat instrument. The stock module is simply not appealing to myself, and as I'd imagine a multitude of other people, but it feels like a shame to just leave the M700 useless.
  7. Sommone should get a modders attention to this. We simply cannot let this amazing code go to waste. SAVE K-RADIATION!
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