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William516

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Everything posted by William516

  1. Is this mod working in KSP 1.6.1? I see that spacedock and ckan both show this mod as outdated. I have however heard that many outdated mods still work you just have to manually install them. Thanks for the help.
  2. That's awesome that the mod did not die, when do you think you will have something to try and download again. I'm really looking forward to it and it was one of the mods I built many cool aircraft out of. Keep up the good work.
  3. I'm wondering the same thing, I tried this with the latest 1.6.1 and did not see the parts or when i did see the parts they were causing errors. I really would love to see this mod come back because i had created alot of helicopters and quads in earlier versions of the game just to lose them when it got updated. It does not look like the most recent version of firespitter supports this mod. If anyone managed to get this working with 1.6.1 please let me know.
  4. Kerbalhealth doesn't even show under CKAN. At least not in ksp 1.4.4. It doesn't show under compatible mods, it shows up under old mods and does not have an option to install. So I thought that I could just simply download and install the contents of the zip files into the gamedata folder and make it work that way. Bill
  5. I understand that it is two different life support mods but TAC-LS has more parts and at one point a profile was made to work with kerbalsim. Kerbalsim has so many parts I love but wish i just had more control of the parts and the components to carry. I was hoping that someone had gotten them to work together again or created a profile to allow them to work. Thanks Bill
  6. Will check and get back to you. I was also running other mods and TAC-LS, I had uninstalled the kerbalism mod to try it out, I had read that TAC-LS worked well along side of it. I also was using CKAN with it so maybe that is a problem. I will have to try a fresh install of it and see what happens but i will try and get back to you with the log and screenshot. Thanks Bill
  7. Installed Kerbalism on install of ksp 1.4.4 and was also using TAC or TAC-LS. I noticed that everything works correctly but TAC-LS doesn't seem to be computed into the life support mod. All the Kerbalsim readings are correct but the TAC-LS food, water, O2, etc are not being displayed. I remember awhile ago that Kerbalism used to have a profile for using with TAC. Does anyone know if this is still the case and if so where to get it. Also the interface at the far top right of the screen is so small i can barely read it and it gets covered up by other mods and even the toolbar, is there a way to change the size or position of it? Bill
  8. i can show the screenshot but whats easiest way to get an output log. Bill
  9. Downloaded the newest version of Kerbal health from the website, and it does not come with any install instructions. So I unzipped the files and copied them into the Gamedata folder. When i went into the game and started a new career I do not see anything related to Kerbal Health. I do not see an icon or stats showing the current level of health. It does appear that kerbal health is working because in the messages I do see something about special quirks for the characters that are in the spaceship. I never saw that before. I just don't see that icon to see the full stats. I'm using KSP 1.4.4 and just wanted to know if anyone has it working for 1.4.4. Thanks for any help. Bill
  10. Update... I had to uninstall the mod using ckan. The flashing around the mun was getting so bad I couldn't take it anymore. I miss the clouds and the dirt clouds on the mun looks really awesome. I ended up going back to standard graphics with the highly detail textures. Stock Visuals i think but i can't remember the mod name right now. I finally got a photo up. When landing on the mun this blue/purple texture will get solid but only in the background, as seen below. When in orbit the background color is flashing like crazy in every view possible. I'm not sure if certain files need to be used in conjunction with your mod. EVE or something like that. Anything I can check on please let me know. Bill
  11. That is sorta what I'm talking about except it usually is centered on the planet and the cloud and textures are only in the round circle. the circle gets bigger or smaller depending on how far away i am from the kerbin planet. The mun problem I would have to upload a video because it basically is a flickering shade of purple/blue on the entire surface of the mun. Only happens when close to it though. I have not had a chance to try using any vsynch setting as of yet so maybe that is the problem. BILL
  12. I have looked all over for an answer and can not really find anything that deals with my particular problem. I will try and explain it the best way possible. When approaching a low orbit on the mun approx 17 or less I find that the mun has turned purple / blue and the textures will start to flash. This only seems to happen when getting close to it or going for a mun landing. This problem does not show up when far away. The mun looks normal and grey. I also noticed that when approaching Kerbin I can see a distinct circle where the textures are drawn over the planet. Picture a circle that grows larger and larger as you approach kerbin until it finally covers the planet. I do not seem to have this problem with stock visual textures mod and have downloaded and removed your mod using the ckan program. I love how it looks and made sure to download the 4k textures. Thinking just maybe the 4k textures were a problem as my laptop does not do true 4k i went and uninstalled and installed 2k. Still had the same problems. I'm hoping that maybe there is a setting or something that will fix this as i do love the mod and it changes the whole way of playing the game, any suggestions or help would be great thanks. Bill
  13. I am going to test on a new career and see if maybe the whole reason this problem occured is because I installed it with a current career in progress. If it does then it was my fault for trying to do such a drastic change in a current career. If it checks for added Kerbals then it should know when you accept the contract that the new Kerbal has been added. Maybe once the contract is Accepted then the timer starts for the game to rescue it, or an option to disable it for rescue missions as contracts. I will let you know what I find. Also did you put on ckan the most recent version or is it the one on the github page? I know sometimes the ckan is not always updated. Thanks Bill
  14. Not a problem I can only imagine how much of a pain it is to keep up with all the updates and Mods. Your mod is awesome by the way and it makes the game play that much more of a challenge. I found that i can DISABLE the mod in the settings and the problem is solved. Also i started a new career and checked the save file as well. I saw the same thing except my custom Kerbals that i had added in the prev. career. It appears that health values are only written for the primary Kerbal characters unless im missing something. At what point does your mod pick up the new kerbals that are added via the contracts? I have not had a chance to manually add the lines to see if that would correct the problem in the save game file from the prev. career file. Thanks again for looking into this and keep up the great work Bill
  15. So i went and fired up the game again. i used ckan to load the KerbalHealth program again. Went into the game and launched my save game and sure enough upon selecting a rescue mission i could no longer exit the mission control building. The only way to close the game again was to ALT-F4. I can reproduce the results by uninstalling and resinstalling multiple times. I want to try two more things first. I want to try and manually enter the kerbal info into the appropriate part of the savegame file. I also want to try and start another career and see if having kerbalhealth installed before the career will fix the problem. Anyone have any clue because i really dont want to start all over again and i dont want to give up on Kerbalhealth because i really like it. Bill log file part ------ [LOG 22:48:17.950] [KerbalHealth] Wehrman Kerman is Missing and was not found in any of the 5 vessels! [EXC 22:48:17.950] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthStatus.GetCosmicRadiation () KerbalHealth.KerbalHealthStatus.Update (Double interval) KerbalHealth.KerbalHealthList.Update (Double interval) KerbalHealth.KerbalHealthScenario.UpdateKerbals (Boolean forced) KerbalHealth.KerbalHealthScenario.FixedUpdate () [LOG 22:48:17.966] [KerbalHealth] Wehrman Kerman is Missing and was not found in any of the 5 vessels! [EXC 22:48:17.967] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthStatus.GetCosmicRadiation () KerbalHealth.KerbalHealthStatus.Update (Double interval) KerbalHealth.KerbalHealthList.Update (Double interval) KerbalHealth.KerbalHealthScenario.UpdateKerbals (Boolean forced) KerbalHealth.KerbalHealthScenario.FixedUpdate () [LOG 22:48:17.997] [KerbalHealth] Wehrman Kerman is Missing and was not found in any of the 5 vessels!
  16. OK quick update: I decided to us ckan and uninstall the kerbalhealth mod. I restarted the game and loaded my save game. I was able to click on all the bldgs. So i took my trip to my famous mission control bldg and accepted a contract to rescue my friend that is lost in space. Expecting to crash the game or lock it up at least. To my shock it made it out of the mission control building. I then went to each of the other building and also did a save game. Everything worked!!! So it must be this mod that is causing a problem. I'm going to install it again with ckan and see what happens. Hopefully it got corrupted somehow and i can have the health part of my career back again. It adds a lot to the game so i really don't want to play without it. Bill
  17. Ok so I will probably be cross posting this but figured i would start here and see if anyone else had a similar problem. Please note again that I am NOT saying this is the fault of this MOD but it is specifically mentioned in the LOG file as something that is causing a problem. Here is the problem in short. Have been playing a career and have had no problems that I'm aware of until today. I landed my Mun lander safely back on Kerbin and got all my stuff and went into the mission control to select some new contracts. I selected a rescue mission and a few others and then clicked to exit and i could not exit the building at all. I tried everything but could get out. I hit escape and reloaded the most recent save and everything was fine again. I went into all the different KSC bldgs and thought it was a stupid glitch. I went back into the mission control room and selected the missions again and same results. i could not exit again. I shutdown the game and computer and tried it again and same results. I then decided to try different missions and found that any rescue missions produce the same results. I did a search online and found that this seemed to be a big problem back in the early KSP days but nothing since about .90 I checked everything and found that the problem was not the same. All the roster of kerbals were listed i checked every name possible so it should not be that issue. I then looked at my game log and found this line (listed below) repeated over and over [LOG 18:53:28.826] [KerbalHealth] Wehrman Kerman is Missing and was not found in any of the 5 vessels! [EXC 18:53:28.827] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthStatus.GetCosmicRadiation () KerbalHealth.KerbalHealthStatus.Update (Double interval) KerbalHealth.KerbalHealthList.Update (Double interval) KerbalHealth.KerbalHealthScenario.UpdateKerbals (Boolean forced) KerbalHealth.KerbalHealthScenario.FixedUpdate () [LOG 18:53:28.842] [KerbalHealth] Wehrman Kerman is Missing and was not found in any of the 5 vessels! [EXC 18:53:28.843] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthStatus.GetCosmicRadiation () KerbalHealth.KerbalHealthStatus.Update (Double interval) KerbalHealth.KerbalHealthList.Update (Double interval) KerbalHealth.KerbalHealthScenario.UpdateKerbals (Boolean forced) KerbalHealth.KerbalHealthScenario.FixedUpdate () [LOG 18:53:28.867] [KerbalHealth] Wehrman Kerman is Missing and was not found in any of the 5 vessels! [EXC 18:53:28.868] NullReferenceException: Object reference not set to an instance of an object KerbalHealth.KerbalHealthStatus.GetCosmicRadiation () KerbalHealth.KerbalHealthStatus.Update (Double interval) KerbalHealth.KerbalHealthList.Update (Double interval) KerbalHealth.KerbalHealthScenario.UpdateKerbals (Boolean forced) KerbalHealth.KerbalHealthScenario.FixedUpdate () This goes on for several pages i think. So i did a little digging again into my game save files and found that it does not mention the Wehrman Kerman at all in the health part. I have listed the whole section below from my save file. SCENARIO { name = KerbalHealthScenario scene = 5, 8, 7 nextEventTime = 426248.15353228705 version = 1.1.0.0 KerbalHealthStatus { name = Jebediah Kerman health = 119.99999996179376 dose = 0.031838535447947423 exposure = 0.99932943479545711 } KerbalHealthStatus { name = Bill Kerman health = 120 dose = 0 exposure = 0 } KerbalHealthStatus { name = Bob Kerman health = 120 dose = 0 exposure = 0 } KerbalHealthStatus { name = Valentina Kerman health = 120 dose = 0 exposure = 0 } KerbalHealthStatus { name = WILLIAM STAPLEFORD Kerman health = 51.248223289416593 dose = 14201.448734250604 exposure = 0.12255570717520246 } KerbalHealthStatus { name = SCOUTER McSCOUTER Kerman health = 77.169923177844652 dose = 6664.1945651117549 exposure = 0.12255570717520246 } } SCENARIO { name = DiscoverableObjects scene = 7, 8, 5 I'm not sure if this is where the information is written into or not. Does not seem to be anyone that is having this issue other then me. My next step will be to uninstall the KSP health mod and see if the problem goes away. I'm hoping that I will not have to start all over again in a new career and I can repair the SAVE file. Thanks and hopefully someone can help me fix this. Bill
  18. I may have solved my own problem but i noticed that there are two options when plugging in the port. I kept choosing plug docked. I think if i change it to be simply be connected i may be fine. I will see what happens and get back to you guys. thanks Bill
  19. I have not tried the claw yet. This is the one that comes with KAS? My understanding of the claw and harpoon are that you must use the eject function or it wont have enough force to work. How do you release the claw if you do use it? thanks Bill
  20. So here is my dilemma, i have gotten brave enough to start doing things the way it was done in real life. I no longer want to use the recover button to recover crew and parts but would rather send out a rescue / recovery vehicle. Recovering crew has been going great. I have a patrol craft with a very small helipad on the back and use a small vtol to retrieve the crew and bring them back to the ship or KSC. Once on the ship i will cheat and use the recover button to bring the crew home. That leaves the capsule of the aircraft stuck wherever it landed. i made a new vtol well modified an original design and added the winch system and a magnet to it. Attempts to pick up the capsule with this have resulted in far more crashes then i would like to think about. The problem is the capsule is such a small target and if you miss and the magnet touches the water the physics make it dig into the water and it pulls the aircraft out of the air hard into the water. This is even using the TCA mods to hold altitude. If by some chance you do manage to hit the target the magnet does not seem to hold or wont hold very long. (Yes i have it turned on, i forgot the first time). Once the aircraft is attached to the capsule again the sudden coupling will cause unexpected results mostly crashes. So i went back to the drawing board and created a new game in sandbox mode so i could use every single feature the TCA has to offer and also so i could get the couplings. I imported my vtol lifter aircraft and put a mock capsule on the runway. This time i hovered over the capsule and dropped the winch line down. TCA kept the vehicle fairly stable as i switched out of the craft and selected my Kerala. With KAS installed i grabbed the winch connector and plugged it into the port on the top of the capsule. The second it was plugged in the capsule started smoking and fire effects (probably a mod) and the vtol aircraft went hard into the ground again. tried setting the aircraft on the runways and connecting using the ports. That way it would be like trying to start a swing load. Same thing with the effects the smoke and fire on the capsule. The aircraft did not do anything though. I thought it was good until i switched back to the vtol and tried to take off. It seemed like it was solidly attached and the aircraft pulled hard to one side and crashed. I made sure that it had slack on the winch lines but made no difference. Does anyone have a good way of connecting to a ground object while hovering over it to retrieve it. I would prefer to use a winch and not a solid connected magnet. i have seen people in the video take off with sling loads but have yet to get it to work. Any and all help is appreciated =. Thanks Bill
  21. In the fresh install that I noted above I did not load the TAC profile however on the other saved game version. I tried it with both the TAC profile and also without. Both times it did not make a difference. I have been going through the new install and loading mod by mod trying to figure out what might be causing the issue however I'm not really sure if maybe the mod install order has something to do with this problem as well. So far mods installed are working with the kerbalism mod with no problem. Could you possibly narrow the search to whatever file would have controlled the mono propellant and I may be able to search all mods that would work with this. It's very tedious and time consuming loading mods one by one every time but that might be the only way. Thanks again and keep up the great work. Bill
  22. Ok i can confirm that I just did a fresh install of the game version 1.2.2 and I found the same results. Loading just TAC and Kerbalism results in the mono-propellant resource being there and available. As for how many mods are currently installed. Too many to list so I will have to go through them one by one unless someone knows an easier way to see what files would affect the files that both these mods use. The funny thing was that when the Kerbalism mod was not installed TAC worked fine. The second it was added I got the problem that I had brought up. Anyone have any ideas or will this mean starting all over once again lol. I have never used the CKAN is it easier to work with mods then installing and uninstalling them manually? I never tried this mod or installer. Thanks again and sorry to jump the gun and say that it was your mod at fault. Any help on resolving this problem would be a great help from anyone. Thanks Bill
  23. I am not using Real fuel with this mod. Currently can reproduce the error when simply loading TAC. I do not have any problems and all the kerbals have the mono-propellant available. The second that I run the Kerbalism mod even with the TAC profile that was just released I will no longer have the available mono-propellant and get the warning message described above. This is using the same exact save and simply deleting the and re-installing the mod folder. Someone mentioned about changing the save game file but im not sure where to edit that file to make the changes needed for the mono-propellant resource. I'm glad that I'm not the only person having this issue and thanks for taking the time to respond to me. Bill
  24. I would like to say what a great mod this is but I have only one problem with it so far and it has been a game killer. I can produce the bug as many times as needed. The problem occurs when using this mod along with the TAC. If TAC is installed without the Kerbalism mod then i do not have the problem. The problem is with the mono-propellant and the kerbals on EVA. When using the Kerbalism mod i can not go on eva without a warning message telling me that the kerbal can not let go of the ladder because he has no EVA fuel available. I check the resources of the kerbal and see the mono-propellant tank is empty. If i load the save game again with the folder kerbalism removed from the gamedata folder i can now have mono-propellant and everything works fine. I'm guessing that this means that somehow it has been removed or do i need to pack it seperatly if using your mod. Please help as i need the eva fuel to perform a rescue mission. Thank you Bill
  25. New to the whole Kerbal world but learning fast. I love this mod but I would like to submit a few problems and or bugs that I have found after installing and running some test. The parts that are used in KAS need to be excluded from the N.A.N.A wildfire mod. The problem is that when i use something like the grappling hook and or harpoon to the ground or another part they will begin smoking and then eventually burst into flames. This then goes back into the reel and eventually will cause the entire assembly to explode thus causing a catastrophic failure of the entire craft piece by piece. Cool to watch but very frustrating to see the entire ship explode because i tried to anchor to something. The same thing can be seen with the KIS parts as well. If a Kerbal has a container on its back and walks around the container will drag on the ground and begin smoking and eventually catch on fire then explode. Our poor little green guy will get flung half way across Kerbal landing hard with a squeak. (Very funny but then all the parts are destroyed in the container and also if the explosion is near the ship it will destroy it as well) Is there anyway to exclude parts from the N.A.N.A mod? Also could someone please explain how the fire suppression works. I have tried to suppress many fires but nothing happens. I have the tanks and the water curtain nozzles but nothing will spray out and extinguish fires. The Fire sound effects are very well done too lol. Just sad to know that the second i here that i have little to no time left with my creation. Thanks and have a great day. Bill
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