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lunaris69

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Everything posted by lunaris69

  1. it isn't just those, every mining module and converter from the usi mods is broken in the exact same way, I'm suspecting its an install issue, as it seems to be affecting people sporadically, but when it does its in the exact same way. I'm going to try a few reinstalls today to try and diagnose what the hells actually happening here, because this is way too universal of a failure for it to have gone unnoticed if it was in the release
  2. from my testing, the only error that shows up in the log is this one, and boy does it ever bloat my poor output log whats really odd is that it takes a while for it to start, normally a few hours of play, then it suddenly fails. its quite a mysterious bug ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[System.String].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1 appliedUps, .ConfigNode node, Boolean doLoad) [0x00000] in <filename unknown>:0 at ModuleDataTransmitter.CommPowerUnloaded (.ProtoPartModuleSnapshot mSnap) [0x00000] in <filename unknown>:0 at CommNet.CommNetVessel.UpdateComm () [0x00000] in <filename unknown>:0 at CommNet.CommNetVessel.OnNetworkPreUpdate () [0x00000] in <filename unknown>:0 at CommNet.CommNode.NetworkPreUpdate () [0x00000] in <filename unknown>:0 at CommNet.Network.Net`4[_Net,_Data,_Link,_Path].PreUpdateNodes () [0x00000] in <filename unknown>:0 at CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () [0x00000] in <filename unknown>:0 at CommNet.CommNetwork.Rebuild () [0x00000] in <filename unknown>:0 at CommNet.CommNetNetwork.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) heres my output log, i suspect its something to do with antenna upgrades, though i cant make out what its doing https://www.dropbox.com/s/cbrrwjdea8xikt5/output_log.txt?dl=0
  3. there seem to have been significant backend changes, every mod that had patches for life support and colonization is broke, as well as the other usi mods like the malmute rover, asteroid recycling tech and karborite and the drills from this one. it seems like there was a change to the name of a module, should be an easy fix. i'm not actually seeing any changes however beyond that, though maybe that will change once they are fixed since it seems like theres been big changes
  4. boy it sure does! every single one of them that has a patch for it in fact. universal storage is another thats broke and needs an update now. interestingly, even some of the authors own mods seem to have broken patch support, like the karborite distillers
  5. yeah that happens every time this updates basically. it will be fixed in the next release of the stockalike mod due soon, but for now, copy this into the patches section of the stockalike mod and overwrite the identically named file there https://github.com/ChrisAdderley/StationPartsExpansionRedux/blob/dev/GameData/StationPartsExpansionRedux/Patches/SSPXR-USILS.cfg
  6. so, after tellumo my hopes were super high for nero's rings, i was thinking there was gonna be something super cool there since the description of the planet says theres more than meets the eye, but, uh, theres nothing. i don't get it, i mean, they're pretty, but theres gotta be more to them than that right? is it something less obvious?
  7. no i dont mean for transmitting science, i mean any connection whatsoever, no connection no probe control, little red indicator indicating such where there would be a green one indicating what my connection strength to the space center is I'm guessing you probably aren't having the same issue when you play it right? i'm starting to suspect its mechjeb2
  8. is anyone else having major issues with commnet connections after installing this new version? my probes have no connection sitting on the launch pad
  9. the new update seems to have a major bug with transmitters, a probe core sitting on the launch pad will have no connection might be a problem with the new mechjeb though, i added both at once and i cant seem to narrow down which it could be.
  10. my thought was that veterans were committed enough to the mission itself, having been there since the beginning, that they won't decide to ditch the mission from being in a cramped space for a long time. i still keep the supply requirement, just not the homesickness
  11. so, i've started to realize that i may have had a broken version of kopernicus this whole time. back in 1.4.5 i had been using kopernicus and the issues you were mentioning, flashing orbits, vessels dissapearing, and a whole bunch of plenetary shenanigans. i had just kept playing on since i figured it was a bug with my planet mods, and then, for one beautiful day, i played the updated kopernicus on 1.6. i was able to look at the mapscreen without orbit lines flying everywhere, craft weren't slowly gaining or losing speed for no reason, maneuvers werent dissapearing and it didn't take halfr an hour to load. and then steam cruelly whisked it away!
  12. friggin steam i swear! i even told it to ignore updates and it went and updated anyway, i was just in the middle of a colonization project even
  13. oh jeez! no wonder you never noticed. i think removing the renamer won't end well, though it might work if you removed it at the start then put it back, or maybe that keep originals setting would do it
  14. ah, thats pretty hardcore, i dunno how i would get a kerbal to tellumo like that. i was hoping that there was either an easy fix that people usually find quick and don't bother posting about or there was a bug with my game specifically and it normally works fine. does it work in your game if you change the settings?
  15. i feel like a pioneer! though it doesnt really make sense that i would be one, considering the thing i found. this planet pack is noted a few times to work very well with the usi mods, and it does, except for one, the life support mod. it was actually noted on the page for USI LS once, in the middle or so that the renamer part of the GPP mod doesn't play nice with the veteran namer function of the life support mod because of the last name changer. given that i havent found a single other mention of this before or since, is there some secret way to make them work together that i somehow missed? it seems really strange to have one of the recommended mods for the pack not fully work with it natively and have no one else made a peep ever
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