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Klime22

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  1. This makes sense! I had Extraplanetary Launchpads installed previously but I ended up deleting it. There must be some remnant still there that is screwing everything up. I will try downloading the current version of that mod and will let you know if that helps!
  2. Whoops indeed, my mistake! I don't use Drive very often. I should have changed it to allow anyone access to the file now. Sorry! And I have now given you personal access as well. I got distracted for a few hours there, my bad!
  3. KSP.log: https://drive.google.com/file/d/1b0nwuV0p5nhnLI08aTTYbr4ennBE_1nT/view?usp=sharing To say my KSP is bloated with mods would be an understatement. Would doing a fresh install and adding mods one by one until it breaks help? Thinking about doing this anyway.
  4. Hi! Thanks for the latest release! I just started playing again after a several month break, and I just want to hop in and say that with the latest release (2.4.6.11) I am seeing the Houston, we have a Problem! error others have mentioned: I am running KSP 1.12.3. From reading above I'm unsure if this is a "true" error or if it can be ignored. I can post logs if you need them! Edit: After backing up then trying to load a game I can confirm weird things happen!
  5. Sorry for the late reply, but yes this was the exact problem. For some reason I thought the update you had posted was a "bleeding edge" beta update. Just more evidence that I need more sleep . Thanks for clearing it up for me!
  6. Hi! First of all, thanks for you continued work on this great mod! I'm having a problem though. I'm not sure how to find your mod on CKAN (never used it in all the years I've played unfortunately), and the version you uploaded on GitHub (1.9.1-3) doesn't seem to work; I had to revert to 1.9.1-2. When using 1.9.1-3 I get the "Incompatible mod" error, and another error in the top left corner that warns me that Kopernicus isn't compatible with this version of KSP and to not load any of my saves. I'll do my best to figure out CKAN so this isn't an issue for me in the future, but just thought I'd let you know about my experience. Thanks again!
  7. Thank you Nertea both for making these mods as well as being so prompt about updating them! I've played KSP for many years now, and ever since I found your mods a few playthroughs ago, I can't play KSP without them. Can't wait for the NF Solar update, it looks great so far! Thanks again
  8. Glad to see you're updating this to 1.0, Tiberion. I've played KSP on and off for over 3 years, and have used some of these parts since it was NovaSilsko and SundayPunch - very happy to see it's still alive! Keep up the good work!
  9. Thank you for your quick work updating this mod for 1.0!
  10. Good to see that you're updating this for 1.0, I love your parts and use them in almost ALL my rockets! Keep up the great work!
  11. Well, I've managed to corrupt the save haha. Completed "Crew a Space Station with 7 Kerbals for 1 Year" by warping through it. Upon completion, I couldn't exit to the Space Center, and had to force-quit. It saved it at that point though, and now I can't enter the Tracking Station, or the Vehicle Assembly Building, and I can't launch a new flight. If I enter the Contract or Science buildings I get stuck and have to reload. If I enter the Astronaut complex, I'm able to exit, but then I can't click on any other buildings and the quit button in the bottom right is faded out. I'm trying to get a log, but I think I need to at least get to a vessel somewhere. I will update you if I'm able to get a log.
  12. Having a weird issue - and I apologize but I have no error logs. I Completed a Mun Flyby contract, landed on Kerbin somewhere in the ocean, and recovered the vessel. When the building selection screen loaded up, I saw what appeared to be a landed craft around the SPH. It was called "Vessel Name" and was "Landed somewhere long enough to break the line" and had "Jeb, Bill, Bob (n more)" in it. I tried to recover it but the button did nothing, and it stayed in the bottom left of my screen no matter which way I turned the camera. I tried going to the Tracking Station (to see if I could terminate this weird craft) and it looked like this: As you can see there's multiple flights in orbit yet a blank list on the left. The blank list would also fill itself in with the surrounding texture if I moused over it. I apologize for not having more screens, I didn't think to take any until I was in the Tracking Station and it wouldn't let me back out, I had to Tab out and close the program - very similar to the earlier issue. Good news is that the mystery craft was gone and my game worked properly after the reload. And as a side note, the vessel was in orbit before I updated to 0.7.11, and I landed it after I updated. Again, sorry for the lack of an error log or more screens, but I will try and get both if it happens again. Keep up the good work!
  13. I made a probe and sent it to Jool to complete a contract to "Send the first probe to another planet" (or something similar) with a goal of entering the SOI of any other planet with an unmanned vehicle. First weirdness happened when my only one of my radial decouplers actually went off, and the other stuck. Then the next stage also got stuck, until I exited and then returned to the flight. Doing that caused both "stuck" decouplers to detach. The game created a save file at this point. But now, if I resume the Jool Probe flight, I cannot exit to the space center and have to ALT-Tab out and close the program and restart it. I tried just terminating the flight, but after I clicked Terminate on the pop-up warning, it just popped up again and kept on popping up. I exited the Tracking Station and then Contract Config gave me this: Exception occured while loading contract parameter 'VesselParameterGroup6001' in contract 'FirstPlanetProbe': System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.Parameters.VesselParameterGroup.<OnParameterLoad>b__0 (.Vessel v) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].Find (System.Predicate`1 match) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.VesselParameterGroup.OnParameterLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 I'm not sure if this is all ContractConfig, or it it's just the game itself and ContractConfig is reacting to it. Either way I thought it might be useful info. Keep up the good work!
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