Jump to content

Jimbodiah

Members
  • Posts

    2,490
  • Joined

  • Last visited

Everything posted by Jimbodiah

  1. Re Science Relay: Are there any conditions to get this to work? I have a lab in orbit with antenna and a craft elsewhere in orbit also with antenna, but the extra relay option is not showing up.
  2. Mage, is there a reason why the TechTree nodes of certain parts are altered in the TechTree.cfg file over the ones defined in the part.cfg files? ie. the RS25 is defined at heavierRocketry, but is later changed to advHeavyRocketry in TechTree.cfg along with some other parts. @PART[SSTU-SC-ENG-RS-25]:NEEDS[!CommunityTechTree] { @TechRequired = advHeavyRocketry } I see what you did there... It looks like you inserted and extra node in the tree and then moved certain parts around outside of their own cfg files.
  3. Remove flags from all parts Create the new Science Box in a radial version using the accelaromator casing
  4. The link names were just random text that link to the correct files. NP on the nullrefs, just thought I would mention them
  5. @Pappystein yes I am using KJR ofcourse! ;). I have no issues with flights, just this exploding on the station I am aproaching, but I will remove it just in case.
  6. Hi, I happened to be scanning my logs for an error and stumbled across nullrefs being generated by KAC. Maybe these are useful for the Dev? btw it's always the same error, as shown below. Logs included: KSP and output [EXC 23:36:14.087] NullReferenceException: Object reference not set to an instance of an object KerbalAlarmClock.KerbalAlarmClock.HandleKeyStrokes () KerbalAlarmClock.KerbalAlarmClock.Update ()
  7. I have a weird thing happening, have not checked on a sstu-only save yet, but maybe someone has seen something similar: Twice now I have had a part blow up on an approaching station while I was doing a burn to slow down from a rendevouz. First time two materials bays (SSTU-SC-GEN-RMB) exploded simultaneously and the second time an engine of a previously docked ship (SSTU-SC-ENG-LMAE). I was doing the burn 100-300m away from the station in question, but with engines (also sstu) pointing towards the station. The station was within the 2.2km render zone, but just coming into the final focus; the object you near always pauses for a split second a few hundred meters out (don't know exactly, but looks like between 500-1000m away). Weird right? Logs included: KSP and output I quit the game a few minutes later after finishing docking and checking what exploded but can not find anything relevant in the logs. At the end of the log I do see Stage Recovery throwing a few nullrefs as well which is caused by a previous stage re-entering and SR trying to recover it, but this happened on every launch I made today it seems and is not happening at the time I noticed the exploding parts. I've docked with the same station about 10 times so it seems to be randomly happening. Just now I removed StageRecovery and KerbalAlarmClock (also giving some nullrefs) to see if ti happens again without these two tampering, but as all the parts that exploded were SSTU parts and not any of the other mods... I don't know.
  8. I am getting a bunch of nullrefs in my logs (see attachments). I noticed them while trying to find a bug with another mod, so it wasn't the cause of my initial search but just wanted to point it out for the dev. Logs: KSP.log and output.txt
  9. Hermes-esque. BTW: Just realized you can now make an ATV clone out of just SSTU parts...
  10. Thanks for the official release @ferram4 ! I already had the dev build from github, but this is a must have mod for this game. Even the new joint system can't match KJR.
  11. CKAN is more trouble than it worth. Mods in KSP are as easy as it gets; copy to the GameData folder, finished. I don't see why people need or even want CKAN for this game.
  12. I told you not to press the red button, Jeb!!!! #($*&%@*$%@ !!!!
  13. click to enlarge Station using SSTU and NearFuture parts, with a USI airlock snuck in
  14. @Nertea's NF trusses, radiators and reactor, @RoverDude's USI MKS airlock and cupola, @CobaltWolf's BDB Apollo and SSTU for everything else.
  15. It's mainly when you start using small reactors like from NearFuture or USI, or even an ISRU or some KSPI receivers. And yeah, it adds two lines; an activate button and a cooling % status, so I'll keep it in my own mm patch file for now
  16. Mage, is it okay if I do a PR to add a radiator module (no models, just functionality) to the DOS parts, equivalent to four small panels? All but the A version have radiators on the outside, would be cool to have them be functional. I have it running in my own SSTU patch file now, but don't know if you have custom functionality planned for this. And what Temeter said, inside lights turn off when you switch to other craft or go out of focus. This is 1.2 related as other mods had similar issues with lighting. I know Nertea fixed it, maybe check with him what was wrong.
  17. Moar radiators! Seriously, heat is often under-estimated, especially with drills and ISRU added.
×
×
  • Create New...