Kerbex
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Looks good, I have Alcubierre Drive by RD and Blueshift / KFS by Angel-125, so I'll check this out as well and see how it goes. Thanks for the patches!
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[WIP][1.9.x?–1.12.x] OSE Workshop continuation (name TBD)
Kerbex replied to Alphathon's topic in KSP1 Mod Development
This looks extremely promising, can't wait to try it out.- 82 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kerbex replied to RoverDude's topic in KSP1 Mod Releases
I think it's supposed to be 100m offset? At least 50m. I don't know, I have the problem that it spawns in pretty much the same place every time, but that place is within or very close to the ship. Like in this image, I constructed a group of 5m containers (the REX ones) and they spawned somewhat inside of the ship, blowing themselves and the ship apart. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Kerbex replied to RoverDude's topic in KSP1 Mod Releases
Trying out the Konfabricator, is there a reason it only has 1200 max volume? I expected it to work similar to OSE Workshop where you can pick which inventory the produced item goes into, but as far as I can tell, it can only go into the Konfab, even if a larger volume container is available.- 1,473 replies
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I'm only guessing but KSP2 isn't going to wipe out the modding community, so if it isn't in the game itself it'll likely be able to be modded in.
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Yes and it works fine.
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Is there a way to check for slope when you pick on the map where to go? I know it checks the biome but it doesn't tell you anything about the slope at the selected location. Edit: I know I can use other mods to check the slope at that location, but I'm lazy and it would be nice to have the slope show up through bon voyage.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kerbex replied to RoverDude's topic in KSP1 Mod Releases
If I wanted to add Uranite to the WOLF system (harvesting it through WOLF), would the module on the harvesters for Uraninite have UraniniteVein as an InputResource? Also I'm not seeing Uraninite show up after doing a WOLF scan in the list of harvestable resources, even though I have Uraninite in the wolf.cfg under AllowedHarvestableResources. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Kerbex replied to nightingale's topic in KSP1 Mod Releases
Hey, I know it's been a few. I did try the crew transfer, but I still ended up borking the save file completing the investor tour. The only solution I've found so far is to do the investor tour, do not recover vessel or switch scenes from the investor kerbal, wait for the game to save (check in alt+f12), hit esc, quit to main menu, load the save, accept whichever casino or hotel contract (while the null refs are being spammed), wait for the game to save, quit the game completely and then reload it. So far that worked.- 699 replies
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I'm using version 1.1.1.12 of EvaFollower. That is the one currently up on CKAN, April 7th of 2021 for release date. I'll take a look for the update
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I'm back up to 190 mods and EvaFollower is still working fine. I'm starting to believe the save file was messed up which lead to EvaFollower just not working on that save. So, sorry for thinking that something was wrong with the mod! The only information I can give is irrelevant to EvaFollower and has to do with WalkAbout, since I can get it to routinely throw nullrefs just by itself without any other mod installed except whatever dependencies WalkAbout comes with on CKAN. Not sure why that is, might be missing a dependency? When downloading WalkAbout from CKAN, it downloads SpaceTux Library, Toolbar Controller, and ClickThroughBlocker as dependencies I believe. Anyway, sorry again.
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Okay, here is the explanation of the scenario in that specific log file: Loaded into KSC, went into the Tracking Station, went to one of the workshop bases on the Mun (doesn't matter which base on the Mun, it happens at any of them) where the kerbals already were, took one engineer out of the base into EVA (call it engineer 1), took second engineer out of the base (engineer 2). Attempted to click "Follow me" on engineer 1 from engineer 2, but it doesn't show up as a menu option. Switched to engineer 1 and attempted to click "Follow me" on engineer 2 from engineer 1, the option is available to click, I click it, the nullref happens. The two kerbals are less than 1 meter apart from one another. I'm about to do a new install with minimal mods, probably difficult to diagnose with so many mods. Okay, so with a fresh install and only the mods: EvaFollower, EvaEnhancementsContinued, EvaFuel Continued, WalkAbout, and their dependencies from CKAN It works, the kerbals follow from the launchpad and from the Mun. There are nullrefs being thrown from both EvaFollower and WalkAbout, though. Now I'm really curious which mod it is that is conflicting or if it is the save file being funky and it isn't actually a mod conflict. Here is the log from this new install case: https://www.filemail.com/d/ghfbdlwnaptndvu Edit: I'm adding mods back in chunks and then trying EvaFollower to see if the problem will arise. This is also a good way to filter out some of the 240+ mods that some are probably unnecessary.
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Alright, yeah, the place where I uploaded the file to stated it can only be downloaded once which worried me. Try this one? https://filebin.net/h4vlxkc3vi3i421w
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Alright, here is the log: https://file.io/Rlmc7nVuQZJW Hope it downloads okay. Also, think this may be the issue? [EFX] [EFX] EvaLogic: Object reference not set to an instance of an object:System.NullReferenceException: Object reference not set to an instance of an object at MSD.EvaFollower.EvaContainer.CheckDistance (Vector3d move, System.Single speed, System.Double sqrDist) [0x0005d] in <6c04c83e692c4b05901bd47e492afbf8>:0 at MSD.EvaFollower.EvaLogic.Update () [0x0022e] in <6c04c83e692c4b05901bd47e492afbf8>:0
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Okay, give me a bit, I'm going to have to reinstall EvaFollower and reload KSP so the log file isn't with random stuff that I'm doing now.