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KSP2 Release Notes
Everything posted by cyberpunkdreams
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
cyberpunkdreams replied to nightingale's topic in KSP1 Mod Releases
Seems that it was a problem with RemoteTech itself; they've fixed it now: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/RemoteTech-1.8.2- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
cyberpunkdreams replied to nightingale's topic in KSP1 Mod Releases
General advice seems to be to revert to 1.8.0 for now.- 557 replies
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[1.1.2] Orbital Utility Vehicle v1.2.4
cyberpunkdreams replied to nli2work's topic in KSP1 Mod Releases
Just guessing here, but that was probably a typo for "invisible." -
[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
If you look further up in this thread, you can see that they already announced that they have a prototype working for 1.2. -
[1.5.1] Cacteye Optics Community Takeover
cyberpunkdreams replied to icedown's topic in KSP1 Mod Releases
@icedown Great, I'm really glad I helped you track down a bug! And thanks for the tip about DistantObjectHook.dll too. Regarding lag, yes, there's a lot of it with the asteroid camera; enough to make it basically unusable. What I did this time was use the wide field to centre the object and just switched cameras to do the science. On the GUI note as well, the buttons in the GUI could do with some more obvious icons I think. They're really difficult to make out at the moment. I'm guessing that's on your list as well, but just in case... -
[1.5.1] Cacteye Optics Community Takeover
cyberpunkdreams replied to icedown's topic in KSP1 Mod Releases
No problem: cyberpunkdreams.org/output_log.rar -
[1.5.1] Cacteye Optics Community Takeover
cyberpunkdreams replied to icedown's topic in KSP1 Mod Releases
Have fun cyberpunkdreams.org/KSP.log -
[1.5.1] Cacteye Optics Community Takeover
cyberpunkdreams replied to icedown's topic in KSP1 Mod Releases
So here's one bit I found: [LOG 02:11:08.793] CactEye 2: Asteroid Spawner: Asteroid Processor Found! [LOG 02:11:08.794] CactEye 2: Asteroid Spawner: Discovery rate: 10 [LOG 02:11:08.795] CactEye 2: Asteroid Spawner: Was not able to adjust spawn rate; AsteroidSpawner object is null! [LOG 02:11:08.796] System.NullReferenceException: Object reference not set to an instance of an object at CactEye2.CactEyeAsteroidSpawner.AdjustSpawnRate () [0x00000] in <filename unknown>:0 although then: [LOG 02:13:44.918] CactEye 2: Asteroid Spawner: Asteroid Processor Found! [LOG 02:13:44.918] CactEye 2: Asteroid Spawner: Discovery rate: 10 [LOG 02:13:44.919] CactEye 2: Asteroid Spawner: spawnOddsAgainst = 90 Also found this: [WRN 02:11:08.899] [R&D]: No Experiment definition found with id CactEyePlanetaryDuna [WRN 02:11:09.250] [R&D]: No Experiment definition found with id CactEyePlanetaryMinmus [WRN 02:11:09.282] [R&D]: No Experiment definition found with id CactEyePlanetaryJool And several other bits similar to the above. This was all way before the key bit though. I found this in a few places related to CactEye: [EXC 02:43:46.746] FileNotFoundException: Could not load file or assembly 'DistantObject, Version=1.7.1.12685, Culture=neutral, PublicKeyToken=null' or one of its dependencies. So I guess there's a problem with my DOE install, although I thought it was fine. I think the real problem is this: [WRN 02:50:59.059] [R&D]: No Experiment definition found with id Default Experiment [LOG 02:50:59.059] CactEye 2: Exception 4: An error occured producing a science report! [LOG 02:50:59.060] System.NullReferenceException: Object reference not set to an instance of an object at ScienceSubject..ctor (.ScienceExperiment exp, ExperimentSituations sit, .CelestialBody body, System.String biome) [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.GetExperimentSubject (.ScienceExperiment experiment, ExperimentSituations situation, .CelestialBody body, System.String biome) [0x00000] in <filename unknown>:0 at CactEye2.CactEyeAsteroidProcessor.DoScience (Vector3 TargetPosition, Single scienceMultiplier, Single FOV, UnityEngine.Texture2D Screenshot) [0x00000] in <filename unknown>:0 at CactEye2.TelescopeMenu.DrawProcessorControls () [0x00000] in <filename unknown>:0 As I said, I don't even know if one's even meant to be able to do this -- but if not, a more graceful failure would be good. I can send you the log file as well, but it's 52mb. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thanks for the tip! Don't know how I missed that before... -
[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
Going back a bit to my original thing about relays vs non-relays: I only really meant for omni-antennas. I get that dishes just point in the one direction. It would also be awesome to have a UI to re-point dishes without having to load up each spacecraft. -
[1.5.1] Cacteye Optics Community Takeover
cyberpunkdreams replied to icedown's topic in KSP1 Mod Releases
I just got an error that CactEye told me to report here: pointed the telescope at an asteroid, selected the level three asteroid camera, tried to do science and the error message appear. I'm not even sure if that's something that one's allowed to do ;). -
[1.11] RemoteTech v1.9.9 [2020-12-19]
cyberpunkdreams replied to tomek.piotrowski's topic in KSP1 Mod Releases
Well, I've just written in offering to help with development (whether I'll actually be able to help or not is another matter). My two pennies for development are: Should be built on top of the new KSP 1.2 functionality Signal delay should stay (or at least remain an option) Directional dishes should stay Flight computer should stay Should definitely keep 1.2's distinction between relay and non-relay antennas. I've wanted this for a long time anyway. -
Just a thought or suggestion -- would it be possible to check the gradient of the position for rover missions? It can be a bit frustrating to get to the last marker of a mission, only to find that it's half way up a cater wall with a gradient of about 60 degrees, with no chance that you can get anywhere near it. Thanks for the mod overall though -- it really adds a lot of enjoyment to the game.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
cyberpunkdreams replied to pizzaoverhead's topic in KSP1 Mod Releases
Love that tune! Maybe for landing?- 779 replies
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Future developments notwithstanding, a big part of the point of it is to give your Kerbals something to do once they land somewhere, instead of just plant a flag, take a surface sample and bugger off home again. It takes an engineer to build and a scientist to use, which also makes planning missions more interesting. Agreed that it would be great if it accumulated science over time.
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I ran it fine on the launchpad yesterday, but couldn't run it today -- although I didn't try running it on the launchpad. Other stock experiments are fine, but I've not tried any more of yours yet. I'll load up again and give it another go. I did just notice that DMagicScienceAnimate was missing, but I don't even know if that's required as a separate mod any more, or if it comes packaged? But if that is the problem, it would be weird that it was working before and not now. Thanks for the response!
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I'm getting a "Cannot collect any more experiments" messages on a magnetometer that hasn't collected any experiments at all yet. Was working yesterday, but not today. I must have messed around with my mods between now and then, as I'm putting together a new install, but I can't think what. I was trying to diagnose the problem myself, but I couldn't find anything in the log file. Any tips on for what I should be looking? Thanks!
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I've got something very weird going on. Basically, I uninstalled the mod, and the following happened: Kerbals duplicated on re-entering a vehicle from IVA. Quickloads going major kraken -- everything moved to the centre of the sun. Other instabilities. So, I reinstalled the mod, and these problems remained. So, as I luckily use a save back-up system, I restored an earlier save file that had never seen the game in a state where the mod was uninstalled. Still got the problems. This leads me to think that somehow the install had become corrupted, so I verified the files on Steam and it downloaded a couple. Tried again -- same problem. So maybe this has caused another mod to go weird or caused a problem with Module Manager? The reason I believe that the problem was caused by this mod is just that there have been no other changes to my install. I played for a bit, closed the game, uninstalled the mod, opened the game and everything's gone haywire. I can provide a log file, but it's four meg. What's the best way to send it if you need it?
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