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Android_ELITE

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Everything posted by Android_ELITE

  1. Why are we currently restricted to having certain part actions bound to regular action groups and other ones bound to the new action groups such as axis groups? For example I was just building an F-14 and realized once I got to the rotors that the rotor can only be set to rotate on a regular group. The only actions I can set to throttle (what I want it set to; to rotate on throttle up and return on throttle down) are RPM limit and torque limit. It seems like an amazingly simple task to enable all or even just most of the part actions on both types of action groups. Can this be done, why hasn't it been done, or why can't it be done in the first place?
  2. Yes, it's set to 50km and is necessary for what I'm doing.
  3. So I'm having an issue where , at some point while moving across the carrier with a craft (usually within a minute of making contact), the kraken sends the carrier and everything on it to the sun. This, as you can imagine, pretty much makes it useless, and I would *really* love to use it. Here's the .log leading up to it (ignore the overstressed wheel, that happens on the ground with that craft and this issue still happens regardless of the craft present): This error continues on various parts for quite a while (massive understatement); with other errors and exceptions such as this: [EXC 17:37:08.170] NullReferenceException: Object reference not set to an instance of an object Vessel.checkLanded () KSPWheel.KSPWheelBase.updateLandedState () KSPWheel.KSPWheelBase.FixedUpdate () And this: [LOG 17:37:08.191] airlinerTailFin Exploded!! - blast awesomeness: 0.1 [EXC 17:37:08.194] NullReferenceException: Object reference not set to an instance of an object Vessel.checkLanded () Part.Die () Part.explode (Single offset) Part.explode () Part.HandleCollision (UnityEngine.Collision c) Part.CheckCollision (UnityEngine.Collision c) Part.OnCollisionEnter (UnityEngine.Collision c) And this: [ERR 17:37:13.931] Module Catapult threw during OnFixedUpdate: System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_get_position (UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <filename unknown>:0 at Catapult.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 Appearing at various points as well. I have no knowledge of what anything in the log means, so if you need more I could send you the full .log through Drive or something along those lines. A fix would be VERY much appreciated. (I am running 1.6.1 if this matters)
  4. Could there possibly be a single carrier hull created out of the sections for us to use then? At the moment the carrier is fairly useless with anything other than VTOLs and helos due to the aforementioned collision bug. Anything going fast enough to take off disintegrates once it passes over the bow section. Currently working on a fairly major project and this really throws a wrench in things. EDIT: Using VTOL for now but this would still very much be appreciated
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