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bice

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Everything posted by bice

  1. Hi! How I can access the settings window?? I can't find it.
  2. Hi @Carbonjvd Still playing in 1.9.1 with this mod. ;-) Are you still supporting this mod? To me, the big issue is to have the vessel active to process resources (dust, ore, etc). No background processing. Is there a way to have it? I have created a plugin dll to process dust in dustring and now working to convert that dust to ore in "dyson" but I'm not a good mod developer and the solution is not solid and real. You know: If Ec > 0 and Mc > 0 (no matter the amount of resources) then produce dust by time(unloaded)*rate. This is not optimal at all but at least when I return to the vessel it has some dust produced.....
  3. Thank you @linuxgurugamer for the quick response!!! and for your work and support.
  4. Hi @linuxgurugamer! I need your help regarding this mod that is one of my prefered ones. . Each time I visit my orbital stations, that have a tug docked, these lines flood the log. [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.024] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.032] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 26, e.maxIncreasedThrustPercentage: 0.005 [LOG 18:19:04.103] BurstAtomicThrustModule: newThrust: 1, e.origMaxThrust: 29, e.maxIncreasedThrustPercentage: 0.005 the tug has two engines configured in nuclear mode. And the tug In one of them drops this exception also: [EXC 19:33:49.359] NullReferenceException: Object reference not set to an instance of an object PartJoint.SetupJoint (UnityEngine.Vector3 jointPos, UnityEngine.Vector3 jointOrt, UnityEngine.Vector3 jointOrt2, System.Int32 size, AttachNode nodeToParent, AttachNode nodeFromParent) (at <55ba45dc3a43403382024deac8dcd0be>:0) PartJoint.create (Part child, Part parent, UnityEngine.Transform nodeSpace, UnityEngine.Vector3 nodePos, UnityEngine.Vector3 nodeOrt, UnityEngine.Vector3 nodeOrt2, System.Int32 nodeSize, AttachModes mode, System.Boolean rigid, AttachNode nodeToParent, AttachNode nodeFromParent) (at <55ba45dc3a43403382024deac8dcd0be>:0) PartJoint.Create (Part owner, Part parent, AttachNode nodeToParent, AttachNode nodeFromParent, AttachModes mode) (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.GrappleSameVessel (Part other) (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.<SetupFSM>b__49_7 () (at <55ba45dc3a43403382024deac8dcd0be>:0) KerbalFSM.UpdateFSM () (at <55ba45dc3a43403382024deac8dcd0be>:0) ModuleGrappleNode.Update () (at <55ba45dc3a43403382024deac8dcd0be>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [ERR 19:33:49.475] A joint can't connect the body to itself. Please tell me If you need any data to help on this. thanks!
  5. Is this the forum thread to make wishes? Then I have two. 1- In previous versions of KSP I remember one of the lacks of the game i wanted to fix the most was the background processing of resources. Vessels not loaded didn't have the modules Generator, ResourceConverter, etc active so you had to wait until the resources were produced. There were different mods like BackgroundProcessign and kerbalism that tried to solve this. Now I see that some resources like Ore harvested or fuel processing is done in background. But there area lot of different resources in the mods out there and wish to know if there is a simple way to process them in the background too or every modder has to write their own code for resource background processing. 2 - kerbals achivements. Why a veteran kerbal that stands for 3 years in Minmus planetary base or orbital estation has less experience than one that goes out of kerbin SOI and returns?. I think it could be good if kerbals' flight hours count to calculate the experience, and not only planets visited. Thank you!
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