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vossiewulf

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Everything posted by vossiewulf

  1. Sigh yes they're on top, sorry, my blindness. That said, I'll poke at the graphic, thanks, another look or two wouldn't hurt.
  2. All this great progress and stuff, but the probe core STILL doesn't have any indicator of where it's pointing, at this point if you send me the graphics I'll be happy to make new ones, and give you some options other than plain white or the stripes.. Seriously, the TV networks on Kerbin are beginning to openly mock me for numerous inadvertent polar launches. "Wrong way launch day", etc.
  3. Well derp. Thanks peteletroll, at least I know I was remembering correctly
  4. Back playing, I vaguely remember figuring out a way to control which craft types are displayed/hidden from the map view, instead of having to do it in the tracking station. But I can't seem to find any mention of such.
  5. The Wild Blue Buffalo MSEV rover comes with a part to mount it inline on a 2.5m stack. I give it a couple of its fuel tanks with monoprop and mount four large monoprop engines on the sides pointing in the wheels-down direction (RCS Build Aid helps to get them positioned correctly) and I land it on its wheels. That is always fun as it's not a small rover. Also the Packrat and the Buffalo at least can also be shipped in parts and assembled on site. However I always find that assembly process really annoying and lengthy, particularly on the Buffalo, so I try to avoid it.
  6. Does this mod have the SpaceX landing legs? Been away a while, started a new game and thought I had installed the SpaceX mod I had before, but my favorite landing legs are missing. So I'm wondering if it was Tundra that I had in the past for my SpaceX parts.
  7. I have JNSQ 0.7.0.exe. I just downloaded it maybe ten days ago.
  8. Thanks guys. And yes, it was entertaining to make that rover, it actually drove (on flat ground) very well. It once again made me start thinking about giant roving Mun bases
  9. I was trying to do the anomaly contracts, but it won't acknowledge my presence at the obelisk at KSC. It's floating for some reason, so I went to some lengths to put myself in a position that the game should recognize as collocated with the obelisk, but no go. Are anomalies broken in JNSQ?
  10. FYI, with RealPlume installed (which I assume might affect it), the DragonV2 engines look like this while burning: The engine plume looks about 10x too big. Otherwise thanks for the mod, am actively using many of the parts.
  11. I just tried installing KK in a JNSQ game that previously had no meaningful ksp.log errors. I don't have a KK button in the toolbar and ctrl-K does nothing when controlling a craft. I see the below in the log, it obviously says it's failed but it's not clear (to me) why. Do you have any suggestions? I'm on 1.7.1. [ERR 12:31:51.872] ADDON BINDER: Cannot resolve assembly: KSPUtil, Culture=neutral, PublicKeyToken=null [ERR 12:31:51.872] ADDON BINDER: Cannot resolve assembly: KSPUtil, Culture=neutral, PublicKeyToken=null [ERR 12:31:51.873] AssemblyLoader: Exception loading 'KerbalKonstructs': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KerbalKonstructs.StaticObjects.StaticObject' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.StaticObjects.StaticGroup' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.BaseBossFlight' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.AirRacing' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.ModelInfo' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.StaticsEditorGUI' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.DownlinkGUI' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.TrackingStationGUI' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.SharedInterfaces' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.FacilityManager' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.EditorGUI' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.UI.MapIconManager' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KerbalKonstructs.API.PersistenceFile`1+<>c__DisplayClass6_0[T]' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c__DisplayClass16_0' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'KerbalKonstructs, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
  12. I know Kerbal Konstructs isn't supported, but does it work with JNSQ? I never thought much about KK but I juat saw those launch pads by Tundra and man those would be fun to use.
  13. You haven't even begun to grasp the pulling teeth without novacaine nature of KSP modding, it's easily the most difficult workflow I've experienced. By the time I was halfway through, I wouldn't have been surprised if the next instruction had said "now sacrifice a green chicken when the Mun is at periapsis". I'm honestly amazed at how much has been achieved under such an unfriendly framework.
  14. Thanks, good it's not broken. I used to use Waypoint Manager quite a bit, wonder why I didn't remember/know that.
  15. So enough of that, hey it's broken again fix it! Are there any known issues with Waypoint Manager? I'm seeing it work except for the ETAs, which seem to be pretty confused. While flying dead at the target, and this is clear as the distance to target is spinning down at the expected rate, the ETA will spin down like you're flying 10 times faster than you are, then it stops and climbs for a while, and this will loop over and over through a flight. It's hardly game breaking, but something is confused and it seems likely that would be an issue of not all of someone's code getting the memo about the non-stock scale.
  16. Like most players, I tend to only post in mod threads when I have a problem, but a note I just sent to Jade reminded me that's a bad habit. I'd like to say as a reasonably-experienced KSP player that I'm really enjoying JNSQ. For me at least, you have hit a sweet spot where it's considerably more challenging than stock, without going full gonzo RO, and it's obvious the team sweated the details as so far everything is very polished. There's of course no single planet pack or scale that can be said to be best, but I can say that the team has done an extremely good job of creating a coherent design and executing it really well. I think it's going to be quite popular with all players who have been through a stock game or three and are looking for a greater challenge. In fact if it just had a moon called Vossieworld, made entirely out of thick-cut bacon, it would be danged-near perfect. So thanks from me and all the other people who forget to post anything but hey it's broken again fix it!
  17. Seriously, how can we be modern humans without speculating wildly, and preferably pointlessly as well? In another 15 years or so, wild speculation and the maximum mongering of rumors will likely represent more than 50% of human output, according to all current indicators. It's time for these people to get with the program. Hmm, should be able to knock that out in six weeks or so. Where are the scrum masters? Time to start scoping the sprints! Actually, I think the Kerbal Space Program Orgasmatron would be to build KSP 2 using the Space Engine universe simulator, which has accurate representations of all known bodies in the observable universe plus the gas clouds and the interstellar medium and even dark matter, or at least the currently available working theory. I want a 17 star contract to build a space station around a quasar.
  18. I thought I did that yesterday But yes the Boulderco thing reminded me there are some (fully updated) mods in there that were from previous games and aren't needed. Maybe the best thing to do is start over over. I already have myself locked in 1.71, one of the best definitions of stark raving madness that I'm aware of is letting Squad update your KSP install whenever it wants.
  19. Ok, first the reason I'm confused is that I had SVE installed in my earlier tests with just the graphics-enhancement mods without getting the black sky of death. So it may be related to SVE, but something else is triggering that failure. Boulderco, thanks, I was about to take that out as I couldn't remember what it's for (never a good sign), but I will definitely pull it out now. I don't understand the Kopernicus version. I redownloaded that yesterday grabbing the latest version after seeing the Kopernicus failure during my testing. I don't see how I have the wrong version, will check again when I get home. Thanks very much for looking into it, I appreciate the time and effort.
  20. Well I have no idea what was going on now. I seem to have everything installed that I did before minus SVE and it's working fine, but SVE didn't cause the Black Planet of Doom effect, so who the hell knows. KSP always seems to maintain a high degree of arbitrary behavior. Thanks for the help, will let you know if I ever figure out why it was broken in the first place.
  21. Interesting. I just pulled SVE and now I'm back to solid black sky and invisible oceans. So I guess something is failing in JNSQ EVE configs that is being fixed by SVE. However, the Kopernicus failure is also gone.
  22. This is usually what drives me from KSP for long periods, getting any of the interesting configurations to work correctly is rarely easy. Have spent all afternoon pulling mods in and out trying to figure out what's going on. And I'm very confused as with the same mods, now Kopernicus is failing to load the outer planets. If I pull the modular flight integrator from gamedata the error goes away, but it can't be run like that anyway. All looks as above until we get to this, and it spams this exception to the end of the file. [LOG 21:13:27.395] [Scatterer] Camera overlap: 199999.7 [LOG 21:13:27.397] [Scatterer] Effects loaded for Kerbin [LOG 21:13:27.400] [UIApp] Adding MessageSystem to Application Launcher [LOG 21:13:27.401] [ApplicationLauncher] SetHidden: [EXC 21:13:27.403] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [LOG 21:13:27.844] [EVE CloudsManager]: Clouds2D is now MACRO [LOG 21:13:27.844] [EVE] Applying _MainTex Cubemap [LOG 21:13:27.844] [EVE] Applying _MainTex Cubemap [LOG 21:13:27.845] [EVE CloudsManager]: Clouds2D is now SCALED [LOG 21:13:27.845] [EVE] Applying _MainTex Cubemap [LOG 21:13:27.845] [EVE] Applying _MainTex Cubemap [LOG 21:13:27.845] [Scatterer] Camera overlap: 199999.7 [LOG 21:13:27.845] [Scatterer] Skynode initiated for Kerbin [LOG 21:13:27.845] [MessageSystem] OnAppInitialized [LOG 21:13:27.845] [MessageSystem] Reposition 0.1093221 22570 [EXC 21:13:27.846] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:13:27.887] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:13:27.915] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:13:27.932] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:13:27.949] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:13:27.974] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 21:13:27.999] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () Below is link to KSP log. https://drive.google.com/file/d/18MSIKqydCSpspgizp_LIE2EV7vz0KVHx/view?usp=sharing Ah, didn't know that, will remove it. Thanks.
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