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traisjames

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  1. Is there a way to kick the DSN antenna? Even with Extra Ground Stations on, the Kerbalism panel shows all ships as not having a connection to the DSN network. But when I jump to the ship the ship has a fine connection.
  2. I am seeing tons of errors in my logs right now of [EXC 20:28:07.544] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Background.ProcessAsteroidDrill (Vessel v, ProtoPartSnapshot p, ProtoPartModuleSnapshot m, ModuleAsteroidDrill asteroid_drill, KERBALISM.VesselResources resources, System.Double elapsed_s) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.Background.Update (Vessel v, KERBALISM.VesselData vd, KERBALISM.VesselResources resources, System.Double elapsed_s) (at <508759cbee33445e8d50142044bd4b10>:0) KERBALISM.Kerbalism.FixedUpdate () (at <508759cbee33445e8d50142044bd4b10>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Is this a known problem or would you like all the logs and whatnot?
  3. Once again I built an amazing folding rover, tested it on Kerbin and am happy with it, stuck it to a rocket and sent it on it's way. A nail biting landing and I am ready to unfold my rover, only for all hinges to fail because of some kind of strutting issue. Why must struts cause robotics such havic!? Why doesn't manually turning them all off fix the issue!?
  4. How do I change the size of the window? Just got the fresh update and the window got 50% larger than it had been. I have tried to change <int name="scale">1000</int> from 1000 to 800 but I havent noticed a change.
  5. When building a ship as soon as I add a science lab my game gets slow and laggy due to exceptions thrown at ScienceLabInfo.ModuleScienceInfo.LateUpdate. [EXC 18:27:06.713] NullReferenceException: Object reference not set to an instance of an object ScienceLabInfo.ModuleScienceInfo.LateUpdate () (at <67ea3299d57345539fd3fb7c02482586>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) According to the ExceptionDetectorUpdated mod, the error is thrown 11 times per second while I am getting a frame rate of 11 frames per second.
  6. I just found this mod is causing the same issue. I am finding them very hard to control on Minmus...the low gravity causes them to take a half step, then freeze as they jump and fly (without the jump animation). They are very hard to control.
  7. Extraplanetary Launchpads. Just that one. Problem is I am on a Mac: https://github.com/KSP-CKAN/CKAN/issues/3484.
  8. I made a discovery today, probably one already well known but not to me, but mod folders left behind after removing mods such as with CKAN can cause issues. After removing Extraplanetary Launchpads via CKAN I could no longer launch the game due to B9PartSwitch errors thrown with StationPartsExpansionRedux. The error log kept pointing me towards a config file in SSPXr B9_TANK_TYPE:NEEDS[ExtraplanetaryLaunchpads,!SimpleConstruction,!MKS] Which means somehow B9 believes Extraplanetary Launchpads was still installed. I did manage to find folder ExtraplanetaryLaunchpads with 1 icon files and the settings.cfg file. Deleting that folder makes the game work! Either the folder or the config file left over was enough to cause the game to think the full mod is there. Something for people to think about when having odd issues. Hmm....is there a mod that checks for left overs after deleting mods?
  9. Is there a way to disable the stock alarm clock app?
  10. I followed first this guide and then after being unsuccessful due to that version being too old this guide and still failed. I think my Homebrew at version at 3.4.8 is too new to support anything older. Is it possible to update AFBW to work with the current SDL2 or is there too much change?
  11. From brew info sdl2 sdl2: stable 2.0.20 (bottled), HEAD Low-level access to audio, keyboard, mouse, joystick, and graphics https://www.libsdl.org/ /usr/local/Cellar/sdl2/2.0.20 (92 files, 5.6MB) * Poured from bottle on 2022-04-22 at 23:12:11 From: https://github.com/Homebrew/homebrew-core/blob/HEAD/Formula/sdl2.rb License: Zlib ==> Options --HEAD Install HEAD version ==> Analytics install: 83,405 (30 days), 312,430 (90 days), 1,172,711 (365 days) install-on-request: 6,928 (30 days), 25,901 (90 days), 104,800 (365 days) build-error: 3 (30 days)
  12. After running "brew reinstall sdl2" to install sdl2 on OS X 10.15.7 I am still getting the error [EXC 00:58:05.964] DllNotFoundException: libSDL2-2.0.14 KSPAdvancedFlyByWire.SDLController.InitializeSDL () (at <19a82c8989b641c4a8faab2f3f310bbc>:0) KSPAdvancedFlyByWire.SDLController.SDLUpdateState () (at <19a82c8989b641c4a8faab2f3f310bbc>:0) KSPAdvancedFlyByWire.AdvancedFlyByWire.Update () (at <19a82c8989b641c4a8faab2f3f310bbc>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) How do I help the game find the DLL?
  13. For the How to get Support post, on Macs the player log is now being written to ~/Library/Logs>Squad>KSP>Player.log instead of ~/Library/Logs>Unity>Player.log.

  14. So I found something odd. When PatchManager has "Add Proximity Sensor" turned on, the three stock reentry modules, KV-1, KV-2, and KV-3, the separator has been triggered when the ship loads on the pad. This is being triggered on the modules themselves, as setting to disable staging for the built in decoupler prevents it from being decoupled on loading. I have also put three side decouplers on a test vehicle and put each one in a different stage, so that there is before the module's decoupling stage, one with, and one after. None of the three stock side decouplers are triggered. If you work on this on Twitch, let me know I would love to watch!
  15. This would also help me right now where some keys are not working in the editor.
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