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Delvan

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  1. How close is Kerbol's orbit around the black hole? Unless its quite generous and circular, there would likely be an accretion disk around the black hole from infalling matter, which does produce visible light (along with plenty of other EM radiation). This is no help in fixing your code, but it is a valid real physics reason to give your black hole a non-zero luminosity as far as Kopernicus is concerned.
  2. I'm using Kerbol Origins but not Kittopia Space with KSP 1.3 and the current version of Kopernicus without this issue, I'd check if it works without KittopiaSpace (and then also check with an earlier version of Kopernicus, you don't want to update Kopernicus until the pack in question is also updated for it)
  3. The latest version of Kopernicus (1.3.0-5) doesn't work with Kerbol Origins. It generates an unending set of null reference exceptions when trying to load a save. Here is my original post which includes the KSP.log files with only Kopernicus & Kerbol Origins installed, both with the bugged version of Kopernicus and the previous version of Kopernicus.@Sigma88 requested that I report the introduced bug here. It is still compatible with Kopernicus 1.3.0-4.
  4. Kopernicus 1.3.0-5 is incompatible with Kerbol Origins installed, though it was working just fine with Kopernicus 1.3.0-4. Here's my KSP.log with only those two mods installed, both with 1.3.0-4 and 1.3.0-5. With the latest Kopernicus its an unending stream of null reference exceptions that never manages to load the Space Center. With the previous version, there's a single null reference exception thrown related to an asteroid, but no other exceptions and the game loads up just fine. (I'm tagging @amarius1 who authored Kerbol Origins as sometimes these sorts of conflicts are addressed in changes to the planet pack)
  5. Quick note: mk2ScienceLab.cfg in both the Mk2to3 and the Mk3to4 ScienceLab sets 'GeneratesHeat = fasle' (not false) for the ModuleResourceConverter module, which is throwing an ERR report in the KSP log file when it tries to compile the respective parts.
  6. Exactly. Some low-mass part that replicates the ElectroReport function and provides no other features. That way adding AoA tech (which I love for aircraft) doesn't create a need to build each new science satellite on the Falken or Hawk since their reports are otherwise unique.
  7. Running [x] Science! v5.10 alongside Solar Science v1.06, the KMI Doppler observation shows up as an available experiment in any space high or space low situation, even though it is intended to only be used in the sun's SOI. The CFG file for [x] Science! refers to that experiment id as 'HMI' but it is presently 'KMI' in the Solar Science mod. I'm guessing this is a versioning thing since the KMI experiment is based on the real-life HMI (Helioseismic and Magnetic Imager), probably used HMI as its experiment id in the past. I was able to remedy this by adding a KMI = NeedsStar, NeedsInSpaceLow entry in [x] Science!'s science.cfg.
  8. I like that the drone crew reports are categorized separately from a standard crew report, as the latter is a nice checkmark on having visited that body/biome/situation with a living Kerbal. However, there's a bit of an issue when this pack is combined with the Field Research Contract Pack (which replaces the stock science contracts with ones aimed at experiments that are actually new science, or at least still have some unearned science points left). The new category results in the drones becoming a common important payload for completing contracts. They all weigh in at over a ton, can't go in the middle of a stack, and are all Mk2 form-factor. I was able to address this locally by adding a science part that provided only the ElectroCrewReport functionality, is unlocked alongside the Falken drone, and re-uses the model/weight/cost of a comparable science part. Might be worth your while to add something similar so AoA plays nice with science-driven mod packs.
  9. Similar situation. I received a "Crew Base or Station" contract to load two Kerbals onto "Training Drill", and am unable to complete the contract because there is no "Training Drill" near the launch pad where it seems previous users have had one. I tried building a new vessel and naming it "Training Drill" but that didn't satisfy the contract either. If I look at the mission in the contracts toolbar button, Training Drill is instead given as "Training Drill (TBD)". I copied all of the *.log files from this mod's subfolder, along with all the *.log files in the game's base directory, and put them into this 7zip.
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