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Kev1n8088

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  1. Update: It appears that JC had a hidden dependency, SpaceTuxLibrary. Not sure why it didn't pop up as an error in my clean install, but I have it fixed. Sorry for wasting your time!
  2. I've got a weird issue relating to the KSPe missing DLL alert. After reading through the forums and following the basic troubleshooting methods posted, I found the first exception thrown was by Janitors Closet: [ERR 02:29:14.031] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'JanitorsCloset.JanitorsClosetLoader:Log' (0) due to: Could not load file or assembly 'KSP_Log, Version=0.1.1.7, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:KSP_Log, Version=0.1.1.7, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> So, I deleted janitors closet as it was an unnessary mod and I could live without it. I was curious though, so I made a clean install of KSP and installed only janitors closet and tweakscale (+ dependencies ofc). Weirdly, an exception was not thrown and I could load the game fine. I tried adding JC back to my main install, and sure enough, the exception was thrown. The log for my main install, the one where JC threw the exception, is here: https://www.dropbox.com/s/jeundgqwpfjxglg/KSP.log?dl=0 If someone could look into why this oddity occurred, that would be great! It's not really urgent because JC is just a quality of life mod, but I have a feeling that this may come to bite me in my a** later.
  3. Hi, I'm trying to modify the HEKV missile to be useful in space warfare. However, for some reason, the missile swerves off target right before impact, instead of going in for the kill. My current config file is below: PART { // Kerbal Space Program - Part Config // // // --- general parameters --- name = bahaHEKV1 module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_attach = 0.0, 0.1232686, -0.3764487, 0, 1, 0, 0 node_stack_top = 0.0, 0.1232686, 0.0, 0, 1, 0, 0 // --- editor parameters --- TechRequired = precisionEngineering entryCost = 2100 cost = 4000 category = none bdacategory = Missiles subcategory = 0 bulkheadProfiles = srf title = HE-KV-1 Missile manufacturer = Kerman Dynamics description = The HE-KV-1 is a radar guided high explosive missile designed for space warfare. It has very strong RCS thrusters to guide it toward it's target, however it is vulnerable to PDC fire as it's rudimentary computer system means it flies in a predictable path that makes it easy to intercept. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,1 // --- standard part parameters --- mass = 0.14 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 5 maxTemp = 3600 MODULE { name = MissileLauncher shortName = HEKV thrust = 10 cruiseThrust = 2.5 dropTime = 1 boostTime = 4 cruiseTime = 120 maxTurnRateDPS = 360 //degrees per second decoupleSpeed = 5 decoupleForward = true hasRCS = true rcsThrust = 60 audioClipPath = BDArmory/Sounds/jet guidanceActive = true //missile has guidanceActive homingType = RCS targetingType = radar missileType = missile DetonationDistance = 1 activeRadarRange = 100000 maxOffBoresight = 180 lockedSensorFOV = 2 radarLOAL = true minStaticLaunchRange = 5000 maxStaticLaunchRange = 100000 engageAir = true engageMissile = true engageGround = false engageSLW = false } MODULE { name = BDExplosivePart tntMass = 300 } } Could someone who is familiar with missiles help me with this? Thanks a lot!
  4. I have just updated to 1.10, and the KSP loading screen shows that all mods are compatible, but after the loading reaches the item "UmbraSpaceIndustries/MKS/Parts/LightGlobe.cfg", it stops, and won't continue loading. How can I prevent this? I would provide you with the logs, but I don't know here they are. Thanks!
  5. 1. Yep, I know the halfway flip is inefficient and all, since you would never need so much speed. Although I do have Karbonite+, soo..... TORCHSHIPS IT IS! lol 2. Yeah, I realize that. Even a burn a couple of minutes long is inaccurate by a dozen or so meters per second at best. The "encouraged" TWR of ships in KSP is quite high, even in orbit. Like, most people would rarely purposefully build ships with a TWR below 0.2 if they could help it, even though most ships IRL have incredibly low TWRs. The apollo CSM had a TWR of just over 0.1, and lots of ion probes have TWRs lower than 0.001
  6. So, I've been trying to make an extremely efficient probe. The issue is, the TWR is insanely low (0.01 or worse), so most of my burns would have to be hours long. I would prefer to do a countinuous burn to the target, and then burn retrograde at the half mark, sort of like the types of burn in "The Martian". Is there a good mod that can help me plan such a burn?
  7. Solved it! Seems like some stuff was not installed correctly (I put a gamedata folder into the gamedata folder LOL)
  8. Hi, I've got some issues with this mod. Problem: I use DE_IVA (With RasterPropMonitor of course), and it worked fine for a while, but then for some mysterious reason it stopped working, as in when I selected the monitor mode of VV on DE_IVA, it was blank. Everything else worked, but the VV monitor mode was black apart from the side controls, which didn't change anything. I reinstalled VV, and then everything in DE_IVA was blank - the buttons were blank and unresponsive, lights were dark, monitors were black, etc. My troubleshooting steps and results: 1. I first tried to remove the merged files from VV in the JSI folder. DE_IVA worked, but when I selected VV mode, it said VV was not installed. 2. I tried to systematically add and remove files based on whether it worked or not. I found out that the "license.md" file was causing trouble. When I removed it and then selected VV, nothing happened, but the monitor I selected it on would become unresponsive, unless I quicksaved and quickloaded. Is there a way to fix this? Thanks!
  9. Eh, doesn't matter. I edited the configs for the for B9 Parts Switch to included lqd methane and LMOx. Not the most elegant solution, but it works.
  10. I got an error stating that B9PartSwitch had run into a "Fatal Error", that the tank "LM" didn't exist. After removing the LM and the LMox configs from the Extra_B9tanks config, it worked, but because the F9 and starship both use methane as their fuel, they are now inoperable. Any fixes?
  11. Would be nice though if you just used the stock EVA chutes. Feel like I can manuever better with them, and there's also no reason not to use them. I mean I know that they are fast, but maybe you could choose between your chutes and the stock chutes?
  12. I love the look of stock KSP, but EVE improves it so much. The only issue now is I'm torn over the different configs. My current choices are SVE, Spectra, and the standard config EVE is "bundled" with. Can anyone help me decide? They all seem similar, but they also seem quite different.
  13. So do I have to delete the standard config for EVE and replace it with SPECTRA, or do I keep it?
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