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dannway

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Everything posted by dannway

  1. I think there's a compatibility issue with Kerbalism since the science data stored is not considered finished.
  2. Keeps throwing me NullRef every time I revert my flight to launch. Reverting back to VAB seems to fix the issue. @ExtremeTrader [EXC 04:31:06.302] NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARAeroComponents.FARVesselAero.SimulateAeroProperties (UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) FerramAerospaceResearch.FARAPI.InstanceCalcVesselAeroForces (.Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) FerramAerospaceResearch.FARAPI.CalculateVesselAeroForces (.Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) MuMech.VesselState.AnalyzeParts (.Vessel vessel, MuMech.EngineInfo einfo, MuMech.IntakeInfo iinfo) MuMech.VesselState.Update (.Vessel vessel) MuMech.MechJebCore.FixedUpdate ()
  3. Congrats on the release! A quick bug report: There's an error message popped on the loading screen: 1 error related to GameData/UniversalStorage2/Parts/Processors/WaterPurifier.cfg
  4. "We live in a very... very small world" -Jebediah Kerman while on his way to Minmus
  5. Idk why but I have to enable all ribbons manually every time I load a save file
  6. Tried to use the Rep Funding mode today, no luck. Any ideas?
  7. 1. Comsat around Kerbin should have at least 2 dish, 1 pointing at mission control, and the other pointing at active vessel. 2. I think you're a little bit overkill with the Dish . You should avoid using CommTech-1 in cone mode the satellites pass the orbit of Dres. Try using Comms DTS-M1 for Kerbin-Mun/Minmus Connection
  8. Glad you're listening to the feedback ! Looking forward for the next releases !
  9. hahaha learn more physics. My advice: slow the rocket down untill you reach thinner atmosphere at about 12,000-15,000 then punch the throttle till you reach orbit altitude.
  10. I got an issue where the Biology Lab gives me a chunk amount of money when I put it on my rocket.
  11. Not to get rid of contracts completely, but turning down/off contracts money rewards. This mod has so much potential to make reputation more useful in career mode because right now, reputation can only be seen as a "currency", and is mainly spent on instating Strategies in the Administration Facility and nothing else.
  12. I second that. Adjust the payment based on rep is a brilliant idea!
  13. I'm not using TweakScale, got the same problem. Modlist:
  14. First of all, thanks @ferram4 for the update! I encounter an issue. I just landed on the Mun and performed an EVA. When the kerbal touch the ground, the screen started to glitch for a sec, then after planting a flag, my kerbal can't move at all. I decided to tried doing the exact same thing while monitoring the log. The reason why I address this to you is because this is what shows up in the log right after the kerbal touched the surface of the mun and plant the flag: You can see the first full log, my spec, and full mod list here: http://forum.kerbalspaceprogram.com/index.php?/topic/138726-cant-move-on-eva/&do=findComment&comment=2554828 Any ideas? Thank you in advance ! EDIT: The problem is fixed by removing the ModuleManager cache and let the game make a new one. Still wondering why it happened tho. Latest Log: -Dann
  15. I just landed on the Mun and performed an EVA. When the kerbal touch the ground, the screen started to glitch for a sec, then after planting a flag, my kerbal can't move at all. I'm pretty sure a mod was causing this, but I don't know which one to address this issue. I need someone to help me identify which mod is causing this, so I can address it to the mod maker. Thank you in advance ! My spec: MacBook Pro (Retina, 15-inch, Late 2013) OSX El Capitan Processor: Intel Core i7 (4Cores) Memory: 16GB GPU: NVDIA GT 750M here's the log: and my modlist: KSP: 1.1.2 (Unix) - Unity: 5.2.4f1 - OS: Mac OS X 10.11.4 USI Tools - 0.7.2.1 Chatterer - 0.9.8.1230 Community Resource Pack - 0.5.1 Connected Living Space - 1.2.0.9 DMagic Orbital Science - 1.2.4 Deadly Reentry - 7.4.3 Engine Lighting - 1.4.2 Ferram Aerospace Research - 0.15.6.2 Firespitter - 7.2.3 RasterPropMonitor - 0.26 KAS - 0.5.6.7 KIS - 1.2.7.6 KSP-AVC Plugin - 1.1.6.1 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.1.7 InlineBallutes - 1.2.3 Modular Rocket Systems - 1.12.6 ModularFlightIntegrator - 1.1.3 EVAHandrailsPackContinued - 0.2.1.1 Docking Port Alignment Indicator - 6.3 Final Frontier - 1.0.4.2216 PlanetShine - 0.2.5 DeepFreeze Continued... - 0.22.1 RealChute - 1.4.1.1 RemoteTech - 1.6.11 SCANsat - 1.1.6 Ship Manifest - 5.0.9 SpaceY Lifters - 1.12.4 TextureReplacer - 2.4.13 Kerbal Alarm Clock - 3.6.1 USI Core - 0.2.2.1 USI Exploration Pack - 0.5.2.1 Freight Transport Tech - 0.5.2.1 Karbonite - 0.7.2.1 Karbonite Plus - 0.6.2.1 Karibou - 0.2.2.1 Kolonization Core - 0.2.2.1 USI-LS - 0.4.2.1 USI Survivability Pack - 0.5.1 UKS - 0.40.2.1 Universal Storage - 1.1.0.11 [x] Science! - 4.16 Edit: The problem is fixed by removing the ModuleManager cache and let the game make a new one. Still wondering why it happened tho.
  16. @atomontage I also can confirm that this pre-release fixed the KIS/KAS EVA issue . Thanks for the update @Starwaster !
  17. I feel you bro. Just manually updated 42 mods, then this patch came out. xD
  18. I guess the problem lies in patch 1.1.1 itself. My ships went crazy during launch without using this mod. Anyway, thanks for the update!
  19. IDK why, but my game still detect Deadly Reentry v7.4.1 although I downloaded the v7.4.2 :\
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