Jump to content

casper88

Members
  • Posts

    83
  • Joined

  • Last visited

Everything posted by casper88

  1. hey there, i think i have found a bug. have a simple ship. shows connected on the map. when i try and transmit a crew report it doesn't do it and doesn't show the normal logs ie "no signal to send command on" etc. Checking the logs I found this [Exception]: MissingMethodException: Method not found: 'IScienceDataTransmitter.TransmitData'. I assume this is relating to the transmit due to the method trying to be called. cheers
  2. hey there, when reloading the database in game, i notice that it only loads 33/67 contracts successfully..is there a way to find out which ones it didn't load? Thanks
  3. yeh did think of that, even with the weld mod to make them "one" part..but i just felt like once extended they didn't look right with the things glitching through the walls of the bay....hopefully Dmagic will answer the call and make some nice proper animated ones
  4. Dmagic, could you make universal storage parts for the scansat scanners; like you have made your orbital science parts in US bays?? cheers
  5. hi all, i have added a button to a folder, how do i remove it from the folder back to the top layer of the toolbar? cheers
  6. @tomek.piotrowski @Steven Mading thanks guys.. hopefully you skilled peeps will be able to sort it
  7. yup this is correct - and doesn't matter if RT integration is active or not... ill try the action group stuff when i have access to it in career mode. thinking about how to phrase this to the RT thread, any suggestions? ------ i opened ship manifest - it caused RT to do re routing without selecting the part ...also ship manifest also bypasses RT for the antennas and solar panels...maybe do this with KOS for the events?
  8. hi there, the issue in that link is slightly different (any i haven't noticed that one myself). for clarity, here is the script im using... while a running connection to ksc does it depend on the upgrade level of any of the buildings? (this is a new career save) cheers - - - Updated - - - ...using the universal storage fuel cell part copy and run while having a connection...then the program waits for the triggers and starts/stops the fuel cell based on charge..the way i expected this to work once running, is that the fuel cell is toggled independent of RT connection.
  9. yes its active. what i meant, while with a connection run a program on the local volume; that local volume should be able to control the actions/events (via partmodule:doevent) regardless of the connection state...it pilots the craft without the need for connection once the program is running, does it not? cheers
  10. hi there, have a query. with kos remotetech integration; a pre running (by pre running, i mean either using a boot script or run when there was a signal) should be able to activate events irregardless of having a constant connection? however, this does not seem to be the case as when the signal dropped I suddenly got spammed with "no signal to send the command on" (the running script was running on the local core volume and not archive.) is this correct or have i overlooked something?? thanks casper
  11. Does anybody know if kos can read waypoints created in waypoint manger (http://forum.kerbalspaceprogram.com/threads/104758)? i have a simple test script set test to ALLWAYPOINTS(). set count to 0. FOR wp in test { print wp:GEOPOSITION. set count to count + 1. } print count. i run this after creating a waypoint; howvever the count at the end prints 0. Have I overlooked something or can't these waypoints be cycled? Thanks
  12. I have recently been getting this issue, I didn't install any additional mods before this started so am unsure what the cause is. Was there a solution proposed? Thanks Casper
  13. hey there, i installed windows 10 the other day - since getting back on kerbal your reworked parts don't show any textures (see the picture)..there is nothing different with the system/kerbal install other than windows 10. it is only these parts packs, other mods/packs are fine. image @ http://images.akamai.steamusercontent.com/ugc/431571327801113991/C8ACFE0B394A2E0DDB3E557B37149BB8C6272131/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black hope you can help, i have tried resintalling the mod via ckan with no change. thanks casper
  14. hi there, can someone help with the following.. I have been trying to add the KASMOduleStrut (https://github.com/KospY/KAS/wiki/KASModuleStrut) to the standard docking port and the radial attachment point and when clicking link button on either part it throws a nre but on the debug window there is no other information cheers EDIT: on checking the log file the exception shows... [EXC 11:51:34.309] NullReferenceException: Object reference not set to an instance of an object KAS.KAS_Tube.Load () KAS.KASModuleStrut.SetEvaLink () KAS.KASModuleStrut.ContextMenuLink () BaseEvent.Invoke () UIPartActionButton.OnClick ()
  15. yeh i had previously used rabidninjawombat 's part but had noticed that the code didnt permit it to work so was wondering if taniwha could tweak the code to allow it to function? maybe by adding a special module for such a part balanced with high monartary cost? cheers
  16. would very like to see that as it kind feels incomplete without it..also are you making the universal storage parts equivalents as you have done with your orbital science mod? :D cheers
  17. hey joe, i've been confused by this one for ages... (with realism setting on) when moving the science to a container..you can move from anywhere on the ship to the container (say mk1 command pod) yet you cant move the crew report from the crew of said pod into the container of the same pod...any possibility of changing this so that it can be transferred? thanks again EDIT ..just noticed a similar question that was answered above please ignore
  18. Is there a way to analyse the resource scan data to get science points like the rest of the mod? cheers
  19. awesome, ill download and look forward to those implementations... EDIT: just watched that video in the first post..is that button process a place holder until land based parts are added?
  20. hi there. few questions. does this play well with the tarsier space telescopes parts in this mod (http://forum.kerbalspaceprogram.com/threads/111157) ? do these telescopes work to discover the bodies? does discovering the planets reward science? do the career missions get hidden if you havent discovered a body in question.. ie "fly by duna" doesnt appear if you havent discovered it? thanks
  21. has anyone made a config for the new antenna released in the offical asteroid pack at http://www.curse.com/ksp-mods/kerbal/232196-asteroid-day ? cheers casper
  22. are there any plans to add in a drone workshop so that it would be possible to have the construction of a base on a distant planet be built before the kerbal crew arrives? sort of like https://en.wikipedia.org/wiki/Colonization_of_Mars#Robotic_precursors cheers casper
  23. I've consistently get thissame bug with the telescope and the pictozoom (and only these parts) irregardless if I go back to the space centre or not. I have tried it without any other mods and the lack of an image apart from the ui persists. Would it be possible to attempt to resolve this bug as I would like to make a telescope! Thanks Casper
  24. right so i noticed that it was also throwing errors when focusing on a docked vessel. the previous error happens irregardless of vessel / experiment or container. here is the log Error: in Ship Manifest Window. Error: Object reference not set to an instance of an object at ShipManifest.ModDockedVessel.get_LaunchID () [0x00000] in <filename unknown>:0 at ShipManifest.SMController.get_DockedVessels () [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.CanShowVessels () [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.TextBetweenViewers (System.Collections.Generic.List`1 SelectedParts, XFERMode xferMode) [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.Display (Int32 windowId) [0x00000] in <filename unknown>:0 Error: in Ship Manifest Window. Error: Getting control 1's position in a group with only 1 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.TextBetweenViewers (System.Collections.Generic.List`1 SelectedParts, XFERMode xferMode) [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.Display (Int32 windowId) [0x00000] in <filename unknown>:0 Info: File Name = G:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ShipManifest\Plugins\PluginData\DebugLog_792015_84700_AM.txt Info: File written Error: in WindowTransfer.SourceDetailsViewer. Error: Argument cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[system.String,System.String].get_Item (System.String key) [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.ScienceDetailsSource () [0x00000] in <filename unknown>:0 at ShipManifest.WindowTransfer.SourceDetailsViewer () [0x00000] in <filename unknown>:0 Error: in WindowTransfer.SourceDetailsViewer. Error: Argument cannot be null. i will start a new game and see if it resolves... oh btw just noticed your "roster manager" mod. you man, are filling my modding needs... casper - - - Updated - - - here is the screen shot of what happens when i click the +... EDIT: Seemed to be fine after i actually launched the thing (in a new game - didnt work on already launched vehicles in an old save)... i will keep messing around to help find the source of the issue...
×
×
  • Create New...