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Quoniam Kerman

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Everything posted by Quoniam Kerman

  1. Just deactivate Steam automatic updates in the Steam KSP menu (right click on KSP in the Steam game library list) so you see it coming and actually have time to decide if you need to copy yor game directory or not... That orbital data different appearence behind a celestial body thing feature is utterly useless and makes no sense whatsoever. Orbital data is raw data on your ship trajectory, why should it appear differently when behind a celestial body to begin with?
  2. 1.4.3 might have messed up with your RCS equipped pods. I still haven't tried your mod on 1.4.x though.
  3. Yeah, take advantage of th MH option to have texture variants !
  4. Sadly I have updated my kSP without realising... But I still have my old 1.3.1 KSP somewhere, so I'll get back to that if I really want to play and continue my old career that I still can't continue right now because even without the Kopernicus issue, There are other mods that are still not compatible with KSP 1.4+
  5. Oh damn no, I was about to begin a new career mode with OPM...
  6. Hello guys, I usually never go to the archives in the R&D building of the space center... I took a look there tonight and I got a infinte spam on nullreferences exception. I went to search into the log file and it said this: "[EXC 01:16:27.413] NullReferenceException Kopernicus.RnDFixer.LateUpdate ()" So this is why I'm here, Kopernicus thinks there is something missing in the R&D building scientific archives. I'm using OPM mod as well as SVE, EVE, Scatterer and JX2 antennae.
  7. I found this also: [ERR 22:22:43.170] Module ModuleAnchoredDecoupler threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at ModuleAnchoredDecoupler.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0
  8. When I put BFR cargo pod in the VAB: It doesn't want to copy the log it makes a windows noise... I guess today's file is simply too big brecause of all this nullreference spam... I can't even copy it on Discord, it says it is too big... As I can't send you the log, I'll try to select few parts of it that seem interesting, for example this part about the nullreferences it is about Acatterer no doubt. [EXC 23:47:49.766] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.792] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.826] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.859] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.892] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.925] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.959] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:49.996] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.025] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.043] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.075] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.109] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.142] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.175] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.209] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.242] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.275] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.295] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.325] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.358] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.391] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.425] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.459] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.492] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.525] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.546] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.575] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.608] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.642] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.675] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.709] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.742] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.775] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.809] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.828] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.859] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.892] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.925] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.959] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:50.992] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:51.025] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:51.059] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:51.079] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:51.109] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () [EXC 23:47:51.142] NullReferenceException UnityEngine.RenderTexture.IsCreated () scatterer.BufferRenderingManager.OnPreRender () You'll understand that the majority of the log is nothing but that... when I was on ship view. Doesn't do it when I'm on map view, of course. I found this also: [ERR 22:22:43.170] Module ModuleAnchoredDecoupler threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at ModuleAnchoredDecoupler.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0
  9. KSP version is the latest 1.4.2. I also noticed that I can't select any Kerbals inside the BFS to make them go on EVA. (good thing I thought to put the Making History inflatable airlock onto the side door node ! ) It is strange that only this part seems to make graphics bug that way since your other parts don't and they use the same kind of textures... I noteced there was no smoke on engine plumes (only flames and it gives me some error message about that as well) As for my mod list, I've got a lot of them OPM (with all dependancies), Knes and dependancies, X science, JX2 antenna, SpaceY Heavy Lifters and Expanded, KWR rebalanced, Alcubierre Warp Drive, MOLE, K2 command pod, as for the gameplay mods, Transfer Window Planner, KER redux (non official by the batman bulldog guy I don't remember the name), Better Burn Time, Precise Maneuver, CTT, CRPAnd I never remember where to find the correct logs, I know there is a subtlelty there. As for the damn logs I never remember where to find the correct ones, I just know most people upload the wrong ones. BTW all my mods are up to date, I waited for updates to install them. You seem to know when 1.4.3 will come? (No that means I'll have to postpone a new career game for a while? and update everything all over again? )
  10. Wanted to use that mod so hard but it is broken in some way. I installed (and downloaded today, so it is fresh up to date) all dependancies (B9 switch, NF solar, KRE) and I have tons of 'nullreferences' or 'unable to implement" or 'unable ti find' thing messages. First I installed the Tundra mod wrong (thanks for the bad arborescence), I corrected that and it still gives me trouble. It says it can't find the attach node on the BFS cargo bay but I seem to be able to attach something alright and decouple it fine. And the most strange one is when I use the Gojira (crewes BFS), it gives me tons of red nullreferences in an infinite spam and graphics just glitch, the ocean doesn't appear anuymore and the outline of the launchpad and rocket stays fixed on te screen till I leave the atmosphere (in orbit, still no oceans nor atmosphere layers displayed). Is it because of Scatterer? (I have the suit of EVE/SVE/Scatterer installed). I find strange that only the crewed BFS command pod gives this bug, non of the other parts of your mod give me the infinite nullreference and disappearance of ocean and atmospheric layers... Also I noticed that crewed BFS command pod lacks a data transmitter for remote control. I also find the BFR very unstable and I can't seem to make it land because the inner engines give a torque because there are three of them. Also is the Neat Future Solar dll included in your folder necessary if I have the NF solar already installed? Or is it an addition I must merge with the NF solar dll? I guess the other error messages I get during game loading are because of the Extras from the mods I don't have such as USI or Pathfinder, etc... I can delete them I suppose?
  11. Did you go into the tracking station to check if the planets were there? If you also use the mod to discover planets one at a time, you won't see them until you have researched them, so open a new sandbox game and check the tracking station. Also check if you have installed all the dependancies, Kpernicus, Custom Barn kit, etc...
  12. Oh nice, I'll add up this when I'm finished exploring the Outer Planets.
  13. What are the interactions between this mod and OPM? Are the Oouterplanets still where they are in OPM plus the Valentine system in the distance or are the OPM planets moved to Valentine system/replace Valentine's planets?
  14. It is in fact a nice choice option when you are also running a Warp drive (+CTT which makes warp drives veeeery expansive to put on a ship). You better have some mobile labs frming science to research your JX2 antennae so you can actually buy a warp drive to explore the Outer planets, at least for the first warp ships you take there. Afterrwards, you'll have gained enough money from first milestones with a proper warpship to make the tier 4 DNS upgrade and go explore further if you have a Grannus star around. Witch such star system to eplore next to Kerbol, your JX2 antennae provide a nice relay network that you can set up around Plock orbit to be able to reach Grannus system at which ever position it is on its orbit. So it is not completely useless, it is only for the one who don't go explore other stars just yet. So I'll stick to the previous OPM version as of now I guess so I can use your antennae with OPM (just launched a probe to Sarnus, my first OPM exploraroty mission ever, and I hope I won't unlock warp tech before then but thanks to that damn OP MPL that I shouldn't have used in science mode, I'll have explored the entirety of OPs before that probe even reach Sarnus...
  15. All you need now is an Ariane VI rocket. to complete your mod...
  16. Haha, super useful on a MEM lander, just put it on the other side compared to the Mystery Goo container for better symmetry.
  17. It is only in map view. Unfortunately it is not only planets with atmospheres but all of them with some clear colors on them, Thatmo appears very bright in map view, almost blindingly bright... When you switch to flight mode, the white just switches to a light grey. I think it is the glow that gives the map view such brightness. But it is not breaking the game either.
  18. OK thanks, I thought they were textures in your last SVE release, that's why I asked. So that means there is no 'High over x' in science reports? BTW the gas giants now look gorgeous. Tekto at last looks as if it had an atmosphere. (overexposed in map view though, but very nice in flight view)
  19. I've just realised that there was a spam in the console about the OPM planets about hires tectures.
  20. Have you researched the parts in the tech tree? If not, come back to the R&D complex to make sure you have them researched. I just get the same problem. I get it, the first KWR folder has another GameData folder in it as well as Extras (for the engine response mod), go inside the GameData and take the other KWR folder, it is the one you must put into your GameData folder in the game. Double arborescence means the files adress is not valid, therefore the parts are not recognised...
  21. Are you allowed to take the old three seat command pod to integrate it to Mod Pods without changing the layout of the ladders/hatches? Because it will soon disappear from the game (it still hasn't if we look closely for save integrity sake) However, I recon that having every hatch/ladder centered to the same spot helps designing ships a lot as I had quite some unrest trying to figure out how to use your parts to make interplanetary ships with a MPL on them. Have you considred the possibility to add some ladder on the side of the service bay to integrate it better onto a lander? I used it on a Duna lander with also the rhomboid aerospike engine to make a kinda Mars mission as envisaged in the 70s. I put fout very big landing legs from I don't know which other mod, that made a super stable and fuel efficient lander for Duna. I added lots of chutes too (repacked by the crew), so I guess it can land back on Kerbin on its own legs ! I also use your parts as an addition to Alcubierre Warp drive prts for added functionality, man those service bays surely contain alot of things. Many batteries and science equipments in one, many Xenon gas tanks in the other and I'm good to go. Glad to heat that you are working on a new version !
  22. Paraplanes are controlled like planes, so if you don't perform s-like maneuvers, they will still gather speed while diving. It is not a standard parachute you musty act as if it was a planes with no engines that goes too fast for a safe landing; some accrobatics are necessary to slow down t safe landing speeds. But nevertheless, being able to,make tourists go out on EVA would resolve some contract problems where you've got to send tourists somewhere but you don't want to spend too much money or end up with no fuel at the destination and want to send a rescue ship, but in stock game, you can't tranfer them from one ship to another. One day I had a mission contract to land an outpost on Eve, but I couldn't design an outpost that big with enough delta-V to take off from Eve and come back. I wanted to take the tourists with me on the outpost, but I never did the mission as I knew I couldn't transfer tourists on any other spacecraft by foot on the surface of Eve to the smaller return ship. I think I'll go with some other craft like an Endurance Ranger shuttle or something... I know that mission contracts about planetary outposts ask for specific crew capacity and don't need that capacity to be fully crewed (mission asks you to land a twenty people craft, you still can complete the contract even if your 20 seat structure is crewed by one guy) but I wanted those seats to be useful somehow...
  23. I have a question: does the modified wiehght and fuel capacity change small rockets significantly? For example does lighter with less fuel tanks affect the delta-V very much or does the thus increased TWR compensates. I guess my former smaller launchers won't be as overpowered as they were. But I also remember than some smaller tanks were a pain to lift with earlier engines due to their higher weight than average. On the other hand if I follow the changes as stated bigger fuel tanks get more efficient since they are lighter with the same amount of fuel if not more? This is still an awesome mod even if, ironically some of it is kinda included into the DLC. The Overpowered Saturn V tweaked configuration (either with half empty fuel tanks or with 4 more F-1 eggines) rivals KWR equivalent launchers with ease. But KWR still has stylish parts and a great variety of those, together with Knes parts you can build pretty much everything you need in terms of rockets. And tbh, even if some parts get to be similar with newer ones, I still like to have the choice, just to differenciate my launchers. The paint job makes each rocket instantly recognisable if you apply a classification to your vehicles.
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