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Jebs_SY

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Everything posted by Jebs_SY

  1. You can click COPY DETAILS and then in the mod "Precise Maneuver" paste the values and then you have the node created. But is your orbit is not perfectly 100x100km with 0.00° inclination, some small fine tuning needs to be done.
  2. Don't use SVE 1.1.4/1.1.5 with Scatterer V0.0300, is IS not compatible! Memory leak + Performance drop. Use SVE 1.1.4/1.1.5 with Scatterer v0.0256 or use SVE 1.1.6 with Scatterer v0.0300
  3. @Deltathiago98 I just would not suggest it. A small bug here or small bug there and the kerbals are dead and gone.
  4. Ah, thx for pointing that out. So MKS is invisible at the moment cause GroundConstruction-Core is not yet in the system. Yes, I will install it manually. No problem for me. I just think about other people, who have a hard time _correctly_ extracting the ZIPs. I know it's not hard, if you know what you do, but I have the feeling, still much people have problems with that. For these cases I think an automatic way is the more safe way for both sides. Just click and go. But if I see this correct, as soon as GroundConstruction-Core is in the system, everything should be running well, again.
  5. Well, Malah just sorted out a problem, where using QuickSTART to directly go to a flying vessel removed all contracts from the game: I know this is different, but maybe it is a similar direction and can help debugging?
  6. Yeah, this is because @allista divided "ConfigurableContainers" into "ConfigurableContainers and "ConfigurableContainers-Core". If I see this correct, @RoverDude needs to update the MKS netkan for this change. Hope he gets to this soon. Maybe someone can assist with a pull request for him. I uninstalled both mods, to reinstall them clean, but now I am stuck, cause MKS (atm still) wants CC, which now conflicts with Interstellar Fuel Switch, which is needed for Interstellar in my case. So I can not reinstall atm. So don't make the same error like me.
  7. Yeah, I only can say. that I also have this problem (sometimes?). But I do not have a solution.
  8. Yeah, I think the complete CTT tree is around 120.000 science points. At least I remember that 100.000 "cheated" points while testing my install on difficulty "normal" were not enough.
  9. Yes, it's the Launch Countdown (Github) mod. It's adding a Launch Countdown Module to the Launch Clamps: @PART[launchClamp1]:FOR[LaunchCountDown] { MODULE { name = LaunchCountDown } MODULE { name = LaunchUI } } As soon this module is on a clamp, an a ship with USI-LS is on the clamp and I open the green USI-LS button on the launchpad, it spams the above exceptions. As soon the ship is flying the USI-LS button works. If I remove the LCD-module from the launch clamp, everything is fine. My workaround is having the LCD-module on Space-Y clamps for launch and having the stock clamps without LCD-module, to do USI-LS tests on the launchpad. However, I thought I should still report it, at least.
  10. Yes, the log time switch can be seen here. Navball is auto-open and was switching via Haystack, if this matters. I can observe further. Maybe is switching with haystack the / an issue.
  11. The solution: It is cause by the actual version of the mod: Camera Tools.
  12. @Wren or @ any care taker... How is your mood for modding at the moment? I have a small issue, that is at the same time a deal breaker for me. Using KSP 1.22 and the latest CT version. As soon as I use a camera from the CT, the music volume in the flight scene is broken. You can see this here in this video. From then on, the music volume on the flight scene (not on the map scene) changes with the camera zoom. Not even going back to the KSP main menu is fixing this, one needs to fully restart KSP. Is there any chance to fix that? Regarding the "focus goes back to root part instead of the center of mass"-issue, I know, that the mod camera focus changer is going back to the center of mass, so there one maybe can look, how it works. Maybe this is even related and fixed together.
  13. Btw, USI-LS is still spamming this NRE, when opening the life support window on the launchpad while being connected to a launch clamp with a "launch countdown" mod module: 170219T224750.923 [EXCEPTION] [UnityEngine.GUILayoutUtility.BeginLayoutGroup] ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, Boolean alwaysShowHorizontal, Boolean alwaysShowVertical, UnityEngine.GUIStyle horizontalScrollbar, UnityEngine.GUIStyle verticalScrollbar, UnityEngine.GUIStyle background, UnityEngine.GUILayoutOption[] options) at UnityEngine.GUILayout.BeginScrollView (Vector2 scrollPosition, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) at LifeSupport.LifeSupportMonitor.GenerateWindow () at LifeSupport.LifeSupportMonitor.OnWindow (Int32 windowId) at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
  14. @allista When having GC installed and I am for example taking a USI Konstruction port, I am getting errors like: or when having GC+Hangars installed: Is this safe to ignore? However, it still would be cool if this spammy thing could be avoided. o/ Can help assist in further testing if needed.
  15. Yeah, I also had the issue yesterday, that the hab just went to "expired" when it should be 155d, like the home sickeness. Can be seen here: Video. The station was working without flaws for 150d already. I fixed it by restarting all habitation modules then the HAB just came back, like can be seen here. Later a part of the crew sticked again to expired habitation and I needed to shift them into another vessel and give them a ride, to reset them (later in the same video). A little annoying, but as this is a highly modded install it is propably not useful for debugging. What is more of a problem, that when undocking the return lander (that has no supplies on board) from the station the SUPPLIES for the guys in the lander directly go to "expired". Can be seen here. Shouldn't they have a 15d starving period then? There were enough supplies in the station, from they just undocked.
  16. If someone wonders, it's like here in this case. But I have still no solution. Not easy to track, cause it does not happen always.
  17. Thx for the fix! I still got a small NRE once, as I was switching to my Scansat, which has no crew, if you are interested: 170220T015750.583 [EXCEPTION] [EVAEnhancementsContinued.EVAEnhancementsBehaviour.Update] NullReferenceException: Object reference not set to an instance of an object at EVAEnhancementsContinued.EVAEnhancementsBehaviour.Update () I used HayStack sometimes to switch ships. Didn't seem related on the following NREs, cause the following NREs also occur without EVAE.
  18. I am using the ScanSat mod on a highly modded install and get some NREs, when reverting my scan satellite to launch / switching to a kerbin scansat (but not when switching to the identical minmus scansat) that seem not related to ScanSAT, but to the resource system. Cause I don't really know where to ask, I wanted to ask if someone has seen this NREs before... do I miss any resource definitions maybe?
  19. So does this mean you need more information or do you already have enough? Today I got this when going on EVA:
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