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Everything posted by Gyrfalcon5
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KSP Interstellar Extended Support Thread
Gyrfalcon5 replied to FreeThinker's topic in KSP1 Mods Discussions
Yep yep! Here you go. https://i.imgur.com/lVWesD2.jpg I'm currently running the latest version of the game, as well as the lastest possible version of all my mods. (Including Interstellar). The issue only seems to crop up with Interstellar is installed, so believe me when I say I'm just as confused as you are. -
KSP Interstellar Extended Support Thread
Gyrfalcon5 replied to FreeThinker's topic in KSP1 Mods Discussions
Good Afternoon (or whatever, timezones right?) I'm getting a strange error when I try to load the game which causes the game to hang up on loading the LV-N engine. If I delete the part, it moves on to get stuck on something else. I'm suspecting its some kind of conflict in my suite of mods but I can't be sure, I'm no expert and I can't really figure out this error in the log means. [EXC 14:36:23.855] ArgumentNullException: Value cannot be null. Parameter name: key System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].ContainsKey (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) FNPlugin.PluginHelper.get_RDTechByName () (at <6c035b35af8e4b4c9b78e587ea92a972>:0) FNPlugin.PluginHelper.GetTechTitleById (System.String id) (at <6c035b35af8e4b4c9b78e587ea92a972>:0) FNPlugin.FNGenerator.GetInfo () (at <6c035b35af8e4b4c9b78e587ea92a972>:0) PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <c1858a3f77504bd1aaa946fdccf84670>:0) PartLoader+<CompileParts>d__56.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Any thoughts? I'm at a loss here. EDIT: Did some more faffing about. It seems to also stop loading specifically on the Diode Laser Array and Free Electron Laser. It spits out a similar error. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Gyrfalcon5 replied to Angelo Kerman's topic in KSP1 Mod Releases
Quick question: How do you gather/produce Compressed Atm and how do you store it? I want to use those handy Compressed Air RCS thrusters, but I can't seem to get them to fire. I also can't reconfigure tanks to hold the resource.- 3,522 replies
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STARSTUFF INTERLUDE BONUS-FEATURE 3! Here's the final Interlude before 0.8! This was originally going be the second one, but I though this one would be better as a final Interlude. Enjoy.
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Gyrfalcon5 replied to Gameslinx's topic in KSP1 Mod Releases
INITIATE UPDATE DANCE- 2,453 replies
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I fear that the resulting electronic fire may engulf all that we hold dear. God save us all.
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It is, however, the wrong star system. The plans have since changed and the banner needs to be modified accordingly. Sorry about that.
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STARSTUFF INTERLUDE BONUS-FEATURE 2! This was originally going to be the third Interlude, but the strawpoll experienced a nuclear holocaust. So here we are.
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What is the user above you known for?
Gyrfalcon5 replied to UnionPacific1983WP's topic in Forum Games!
This guy is known for being a writer of common taste to many. Also known for extensive prequels/flashbacks. -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Gyrfalcon5 replied to StarCrusher96's topic in KSP1 Mod Releases
YES!!!!!!!- 4,170 replies
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Wow. It looks like you want to contribute with this to do your fair share of work too. Maybe you strive to bog yourself down with projects? I really wouldn't recommend it.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Gyrfalcon5 replied to StarCrusher96's topic in KSP1 Mod Releases
I'm excited to see what you can cook up, but allow me to correct you for a moment. It isn't necessarily a retelling of a mission, but instead a story based in the KSP/KSS with ties in the GFU (Gyrfalcon's Fictional Universe). You could think of it in the light of the Revelations of the Kraken series of Fan Works by Kuzzter.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Gyrfalcon5 replied to StarCrusher96's topic in KSP1 Mod Releases
No hard feelings. Honestly, I didn't mean to make you feel bad either. If you're still interested in KSS and want that urgency, I recommend making up your own drive to the stars. I don't mean this to be a shameless plug, but Starstuff (in my signature) picks up that idea and runs with it. Maybe there's a plague that your Kerbonauts must work away from to escape it, or maybe some other motivation that I can't think of right now. It's up to you! ... Or you could just play After Kerbin! KSS is free and optional, and you are a human being. (hopefully) The choice is yours.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
Gyrfalcon5 replied to StarCrusher96's topic in KSP1 Mod Releases
But that would get rid of all the new Kerbol System stuff that we worked hard (mostly StarCrusher) to create. Just for you! It would only make since to put it around a different star and leave the Kerbol System to its own devices. Another thing: KSS has its own ingrained lore and story. Having Gameslinx's Before Kerbin lore in KSS and replacing the cool, new KSS stuff would sorta break that story. Short answer: Nope. Sorry.- 4,170 replies
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Pull an asteroid produces zero dv?
Gyrfalcon5 replied to CrashyMcCrashFace's topic in KSP1 Gameplay Questions and Tutorials
It would appear that the thrust from those engines (or the exhaust plumes, at the very least) are butting up against that asteroid and zeroing out the thrust! If you want to tug an asteroid, you'll have to extend the engine booms so the exhaust plumes don't touch the asteroid at all. I recommend just pushing the asteroid instead. -
scansat problem
Gyrfalcon5 replied to jack gamer's topic in KSP1 Technical Support (PC, modded installs)
You've got to put a satellite in orbit to actual map it, silly! In the science tabs, there should be different types of mapping equipment for different jobs. Make sure to read there descriptions and other info carefully to figure out the optimal role and orbit. -
Hmmm... I don't see a reason to use them. That'd just be an unnecessary performance hit.
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Is there a mod that lets you "warp under acceleration"?
Gyrfalcon5 replied to HansonKerman's topic in KSP1 Mods Discussions
Don't fret; This is actually a stock feature! Just go ahead and press ALT + . or , and you'll be able to physics warp during acceleration. It comes in very handy for those nuclear or ion burns! -
Thonking, ey? Hmmm... Is peanut butter and chocolate one of the most well known combinations, right after salt and pepper? One rep awaayyyyy.
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Don't worry! KSS 0.8 is closing fast! Next bonus feature will release sometime at the end of May.
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Ughh. I really need to stop staying up so late. I can't reason! Anyway, yeah I was a little short sighted with that one... I guess I've been paying to much attention to the stunts that EA are pulling as of late. I should probably stop thinking about them altogether. But this is a complaint thread. Ummm... MY TEA IS COLD!!!!