-
Posts
1,331 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by eberkain
-
[Old Thread] KRE - Kerbal Reusability Expansion
eberkain replied to EmbersArc's topic in KSP1 Mod Releases
I dont think that design seems realistic. Its got to be a fan made thing. -
Installed manually from OP, Windows, and yes I have that config folder. So, Its not supposed to do that I take it? This is what my main menu looks like. And this is in flight. So it seems to be working fine.
-
I get this error on occasion, this happened as I passed 44km after launch in a 3.2 rescale world. [LOG 06:06:12.494] [Kopernicus] New object found near Kerbin: Ast. IHL-245! [LOG 06:06:12.506] [OrbitDriver]: On-Rails SOI Transition from Sun to Kerbin. Transition UT Range: 115.48 - 115.5. Transition UT: 115.48. Iterations: 24. [ERR 06:06:12.513] Exception handling event OnVesselSOIChanged in class MandatoryRCSGameScenesEvents:System.NullReferenceException: Object reference not set to an instance of an object at MandatoryRCS.MandatoryRCSGameScenesEvents.onVesselSOIChanged (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostedFromToAction`2[Vessel,CelestialBody]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 [EXC 06:06:12.516] NullReferenceException: Object reference not set to an instance of an object MandatoryRCS.MandatoryRCSGameScenesEvents.onVesselSOIChanged (HostedFromToAction`2 data) EventData`1[GameEvents+HostedFromToAction`2[Vessel,CelestialBody]].Fire (HostedFromToAction`2 data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(HostedFromToAction`2) OrbitDriver:RecalculateOrbit(CelestialBody) OrbitDriver:CheckDominantBody(Vector3d) OrbitDriver:UpdateOrbit(Boolean) VesselPrecalculate:MainPhysics(Boolean) ModularFI.ModularVesselPrecalculate:MainPhysics(Boolean) VesselPrecalculate:FixedUpdate() ModularFI.ModularVesselPrecalculate:TimedFixedUpdate() TimingPre:FixedUpdate()
- 173 replies
-
- reaction wheels
- rotation
-
(and 1 more)
Tagged with:
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
You could just rename Equipment to Repair Parts, i dont see a problem with it being a different resource.- 571 replies
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eberkain replied to Ven's topic in KSP1 Mod Development
You do have module manager right? If you move the VSR folder out of gamedata does that fix the base game? I can attest that it works fine because I have alot of mods installed along side it right now. Look carefully at the download, you may have to drill down a few folders to get to the one that goes into gamedata. -
https://drive.google.com/open?id=1H_aexWqwXe3OfsBfY4HooOoiSiOu9lYf This is just a fuel tank and a smart part that will throw the error when you load to the pad.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eberkain replied to Ven's topic in KSP1 Mod Development
What other mods do you have installed? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
eberkain replied to Ven's topic in KSP1 Mod Development
If you read back a bit someone suggested using the master of github, that is what I did and it seems to be working great. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
eberkain replied to zekew11's topic in KSP1 Mod Releases
I've never used that mod, so it must have been something else. -
[1.4.3] [(Re^4)visited!] Science Revisited 1.7.0
eberkain replied to zekew11's topic in KSP1 Mod Releases
I used to have something that would make it so that a crew report went into storage. I'm having to EVA, collect data, and then store data to take another crew report. What am I missing? -
Is it normal for visors on the main menu to be white? Or did I manage to bork the install?
-
Any known conflicts? Been struggling with performance on a 100 part vessel and finally figured it was from nre spam in flight. The full ship has 2 EC detectors, 2 Altimeter detectors, and i think 4 resource detectors. The error seems to be thrown by every detector, I tried taking the parts off one by one and they all seem to be throwing the same error. Launching with no smart parts fixes it, but I am having fun with them. So far I am unable to reproduce in my modded game using just stock parts. Still investigating, will post more when I figure out how to reproduce it. log file EDIT: Ok, so I figured it was a mod conflict since I cant reproduce it, so I started stripping parts off my probe until I was just left with a fuel tank and the smart parts. Still doing it. The fuel tank was RLA, so I put in a stock tank, swapped root, moved the smart parts over, and yep, still doing it. Found it, whoop, I'm bad. Easy to reproduce. Create new vessel, put on an EC detector and have it activate action group 1. Go to action group one and have it set to activate the same detector that would trigger it. Bam. Yeah, I had my parts mixed up when I was setting up my probe. The idea was to use two EC detectors to switch on and off the small derp fuel cell as an emergency backup power source if I ever go to the probe and its dead for some reason. The EC detectors only seemed to trigger once and don't have the auto reset option like some of other smart parts so I decided to have each action group turn the other detector back on and got them mixed up, with everything setup properly it does work.
-
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eberkain replied to RoverDude's topic in KSP1 Mod Releases
I gotcha -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
eberkain replied to RoverDude's topic in KSP1 Mod Releases
What is the intended use case for the yellow ground pylon? Its not listed in the wiki anywhere. -
[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
eberkain replied to RealGecko's topic in KSP1 Mod Releases
It didn't take long after starting my new playthrough before I had to come back and install this mod. It would be cool if you could set the multiplier for science gain separately for this mod. I normally play on like 50% science, but I think I would have like 20% set for this. Which I suppose you could just go into settings and change it, then change it back after running KEI... -
I was having a problem with my capsule sinking so I was going to use the floats. They all work great, but making them balanced so the pod doesn't flip over is absurdly hard. I really wish the inline ones were not so ridiculously fat, I feel like the thickness should be squashed down to be more battery size or even smaller. Then I noticed that all the different variations were all 0.15 weight. I think the surface mounted ones should be like 0.05, 0.1 and 0.15, not sure about he inline ones.
-
[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
eberkain replied to Angelo Kerman's topic in KSP1 Mod Releases
Too bad the rocket parts aren't available separately. I've started a playthrough with all the USI mods with focus on building bases on other planets and am trying to avoid any other mods that are too complex. But I do miss those 1.875 parts. -
Looks great. It will be optional I hope? I personally don't use mechjeb anymore.
- 173 replies
-
- reaction wheels
- rotation
-
(and 1 more)
Tagged with:
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
eberkain replied to stupid_chris's topic in KSP1 Mod Releases
How do you do that exactly? I cant figure out a way to change radial chute spread angles. -
[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
https://drive.google.com/open?id=12p8IhwFCtFpCvsS2BBBqfrU5Qd3-xTkO -
[1.9.x] EvaFuel Continued. No more infinite EVA Fuel!
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
I get like 20 fps when going to settings menu. mod seems to work in-game. mod list EDIT: Tried this with only EvaFuel & Module Manager, same results. @Angel-125BARIS does the exact same things for me. I just pulled this copy of 1.3.1 off steam, could I have a bad download? EDIT2: Seems to only be a problem on the main menu, changing settings at the KSC seems fine. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
eberkain replied to ferram4's topic in KSP1 Mod Releases
AVC was telling me that I have an out of date version, but I just downloaded it yesterday. So I went and redownloaded the latest release from github and sure enough the version file included in that says 15.8.1 but the version file on github is updated to 15.9 and was last modified the same day as the release... Is it safe to just pull a copy of the master zip and use that to install?- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with: