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ktosiu

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Everything posted by ktosiu

  1. I'm having a hard time grasping the scooping mechanics. What else is required to start collecting LqdDeuterium? Atmospheric Deuterium is discovered and identified. Hoover is taking in Hydrogen and Oxidizer but still no Deuterium (and no He3). Is there a certain abundance threshold before the scoops kick in? Edit: 10 km into Joolian atmosphere:
  2. Are such low values for exospheric scooping with Bussard to be expected? This is ~600 Km above Sarnus, but stock Jool is similar. If my math is correct, LqdDeuterium intake is about 0.01 u per 25 kerbal days
  3. @Apelsin Resource band patches need StarDust and FarFutureTechnologies to work, do you have both mods?
  4. I'm a tad confused about the purpose of the Gravimetric Displacement Generator... The description suggests it serves as an alternative to the warp core (the "engine part")? Yet it offers no thrust capabilities and the warp core has a power source of its own. In what scenarios does it become useful?
  5. @Angel-125 The warp field moves *every* object inside the bubble?! You absolute, wonderful madman!
  6. IIRC, you need an engineer onboard, level 3 minimum.
  7. Some more creepy crawlies for you to smack around: [LOG 20:07:24.656] ModuleAnimateGeneric: Could not find animation component 'RestockSpotLight_Rotate' - on part spotLight1 failed to load! Check the model file [EXC 20:07:24.657] NullReferenceException: Object reference not set to an instance of an object ModuleAnimateGeneric.UpdateAnimSwitch () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) ModuleAnimateGeneric.Toggle () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) BaseEvent.Invoke () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) UIPartActionButton.OnClick () (at <f8bc9e2b903e48a5b248ab0083c07c62>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <a3d1b0aa92d84cb3b04eed7560dfc4cf>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update()
  8. I've recently explored the idea of adding partmodules at runtime and if I remember correctly, parts without backing .cfg module entries are incorrectly restored from the persistence file on load, so you'll have to write your own code to handle that. I haven't seen any examples of code though, only claims of success.
  9. Doesn't seem to work for me for some reason. I had various EnrU containers attached (a small drum, a reactor and the Whirlijig). Had to add a RadioactiveStorageContainer module to the smelter as a workaround.
  10. Can't figure out how to turn Uranium into NSW. Where does the 'Vulcan' Nuclear Smelter take its Enriched Uranium from? It does not have EnrU capacity (like the Whirlijig) and EnrU is set to NO_FLOW and NONE transfer mode in resource configs.
  11. Ah, that's a shame. I wanted to fork my way around the OceanNode.OnPreCull NRE spam but turning off the ocean shader will have to do for now.
  12. Is the source code no longer being updated? Github repo and downloadable source (with 0.0723 binaries) still at 0.0632.
  13. I'm not seeing any attachment nodes on the various freighter modules (science lab, recycler, etc). Am I missing some dependency?
  14. Can anyone tell me what's wrong with my part and why it refuses to animate? I want my engine's shutter to shrink and expand with throttle, like the stock afterburner jet engine. I've modeled the part in 3ds and exported to unity, where it plays the animation clip correctly. The part shows up in-game, is attachable and has thrust etc, it just doesn't animate. What am I doing wrong? Below are some pics of my setup. http://imgur.com/a/UIxPa FX Module setup EDIT: Found it, I bork'd my hierarchy in Unity. Silly me.
  15. Hi, I'm early in my new game with the latest DMOS installed. I have the telescope, thermometer and the magboom unlocked in career mode, but I'm not seeing any new contracts. Just the usual part tests, tourist ferries and visual observations. No instrument measurements. Is this normal? Or am I doing something wrong?
  16. Re-entering (boarding) the cabin after EVA leaves a clone of the kerbal outside the ship. [00:00:12]: Bob Kerman boarded Mk1 Command Pod on EAGLE-2-X. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] protoCrew seatIdx has been set to -1 ! (no internal ?) (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] Setting seat to : 0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] Item transfer | source Bob Kerman (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KIS] Drop item (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at KIS.KIS_Item.Drop (.Part fromPart) [0x00000] in <filename unknown>:0 at KIS.ModuleKISInventory.OnCrewTransferred (HostedFromToAction`2 fromToAction) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostedFromToAction`2[ProtoCrewMember,Part]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0 at KerbalEVA.<SetupFSM>m__93 () [0x00000] in <filename unknown>:0 at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0 at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0 at KerbalEVA.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edit: Looks like it happens when the kerbal has a DMAGIC OS part carried - upon first exit there is no model of the item attached to his back. Re-arranging the inventory updates the model.
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