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Kerbex

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Everything posted by Kerbex

  1. 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!
  2. This looks extremely promising, can't wait to try it out.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. 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
  13. 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
  14. 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.
  15. Newest release does not seem to work in 1.11.2. You get the "Follow me" option on Kerbals, but when clicked, throws a nullref, and the Kerbal will not actually follow. I don't think it is any compatibility issue with another mod or missing dependencies (at least, whichever dependencies the mod requires and downloads in CKAN). I think the issue may be similar to the issue had with WalkAbout.
  16. Hey, I do notice that the first one which says that it's indefinite for all three crew, it also says that the hab is 49 years and 379 days. Where it says 119 supplies (6.8/day) hab for 49y:379d at the top. It may be some sort of rounding problem. If you bump that number up above 50 years it may work?
  17. Hi, I'm a little confused about crew transfers with WOLF. Is it possible to transfer by route the crew? If so, how? I'm using the pre-release versions of the whole constellation. I do notice that there is another sort of flight recorder (posted image) that may be for crew transfers but the part does not seem to have any functionality.
  18. I'll try that, basically just do a crew transfer at the KSC with Jeb and Bill first, then try the investor contract. However, I did try last night to just run the investor around KSC without a rover or any assistance from other kerbals and it still happened.
  19. I also ran into this. Bummer, cause I'd like to build a hotel or a casino with a contract. Whenever launching a craft after doing the investor tour, the camera is flipped on its side and there is no ability to control the vehicle. Not sure if it's a compatibility issue with some other mod or if it's with the newest version of KSP and Tourism Plus. Might try to do a fresh save with just contract configurator and tourism plus installed (whatever other dependencies) and see if it happens still.
  20. Practically Research Bodies is broken on KSP 1.11.2. There is a fix to it, but it's annoying. Go to your save file, find "isResearched" without the quotes, then scroll down to VESSELSINSOI { } and delete that section. So if it looks like this: VESSELSINSOI { CELESTIALBODY { body = Neidon VESSELINFO { vesselId = 1275415811 timeEnteredSOI = 8391677.239838738 } } } Delete the whole VESSELSINSOI section. Then scroll back up to isResearched for whatever bodies were in the VESSELSINSOI brackets, and change the researchState to 100. So if it looks like this: BODY { body = Neidon isResearched = True researchState = 30 ignore = True ContractsWeight = 10 } Change it to this: BODY { body = Neidon isResearched = True researchState = 100 ignore = True ContractsWeight = 10 } It fixes the freeze-up issue on the Observatory and also fixes all bodies showing up in the Tracking Station. But now, for example, Neidon is 100% researched. I'm "researching" more bodies with this fix than with using the actual mod.
  21. Yes, I know it's just for if you have AdvancedTextures installed, so the :NEEDS for it. Take a look at the part config for TitanIIClamp, it is a part within a part.. ie something like PART:NEEDS[AdvancedTextures] { PART { } }. It only shows up in OSE Workshop because it produces part recipes and will (with the current part config for TitanIIClamp) freeze the game up in loading part recipes. Removing the additional part { } fixed the issue and it still is only seen with AdvancedTextures installed (still has the :NEEDS for it).
  22. Hi, there seems to be an interesting conflict with OSE Workshop, AdvancedTextures, and Tundra's Space Center. It only happens with OSE Workshop installed, the latest one from Angel125, along with the dependencies for it. If I remove the TITANII_CLAMP as a part from this mod then it's fine, so I'm guessing it has something to do with either that part config or OSE Workshop. AdvancedTextures works fine and I can load up Omega's Stockalike Utility Vehicles with it, so I don't think it is AdvancedTextures. To replicate, install TSC (and KK), OSE Workshop (and the dependencies for it), AdvancedTextures. All on KSP 1.6.1. Edit: I might have figured out what the problem was, still testing, but it looks like the part config was set up to have a part within a part. This seems to work:
  23. Hi, there is a bug with research bodies and kerbal konstructs. With the latest versions of those two mods and the dependencies for them installed, a new save on sandbox ksp 1.6.1. Clicking the VAB, SPH, Tracking Station, attempting to quit the game, etc, will cause a null reference and nothing else will happen. Here's the log https://github.com/Kerbex/ksplog/blob/master/KSP.log
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