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123nick

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Everything posted by 123nick

  1. hey i was using the devbuild/ LLL extras and i think you can fix the windmill problem by simply removing the genrator module and setting the intake resource to electric charge
  2. i tried the dev build you sent me but i still get the same bug, but with different log: [Error]: MechJeb module MechJebModuleTargetController threw an exception in OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.CelestialBodyExtensions.TerrainAltitude (.CelestialBody body, Double latitude, Double longitude) [0x00000] in <filename unknown>:0 at MuMech.PositionTarget.Update (.CelestialBody body, Double latitude, Double longitude) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleTargetController.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 also 2 null reference exceptions. also when using acsent autopilot it didnt circularize, did nothing, and landing autopilot didnt de-orbit and adjust trajectory.
  3. can you add more methane engines? like a 1-meter engine, or some lander engines of multiple sizes. also maybe different aluminum hybrid rocket sizes, or aluminum-oxidizer fuel tanks.
  4. do you plan on adding modular fuel system compatibilty? should be easy.
  5. im getting a bug where the mechjeb targeting system when i target a vessel and ask it to do target + it points at the KAS pipe endpoint on the vessel. when i try to grab the KAS endpoint i cant rightclick on it again and inorder to drop it i must use the hotkey. and when i do remove the endpoint switch back to the original vessel and do target + the GUI gets messed up and this is spammed to log: [Error]: MechJeb module MechJebModuleTargetController threw an exception in OnFixedUpdate: System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at Vessel.get_ReferenceTransform () [0x00000] in <filename unknown>:0 at Vessel.GetTransform () [0x00000] in <filename unknown>:0 at FlightGlobals.SetVesselTarget (ITargetable tgt) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleTargetController.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 along with null reference exceptions
  6. honestly , i just want whatever mod adds that gun. would be so awesome.
  7. help! my refinery is on and mining thorium and it says that there is0.047 thorium being made per day but i had it on for like 3 days and not a single 0.1 thorium is made. i have a aegletes 2meter reactor with 2 meter electric generator and 16 radial radiators on the mun but nothing is happening! please send help!
  8. Lack, can you make the communication bits also work as remote-tech 2 antennas and dishes ? thanks in advance.
  9. you should add a connection device that when landed will connect to any other landed ships on the same planet/moon within a certain distance that also hase the connection device. that way if you have a dish on ike on the side facing towards duna, and you want to have one on the side facing away from duna but dont want a bunch of ike sattalites, then this will provide communication.
  10. i maybe will try this challenge, if i dont forget, if you get rid of the rule that you must use stock. mods are not nearly as cheaty as you thing (besides the mods that are supposed to be cheaty, those your not allowed to use).
  11. you should use the bargain rocketry clock as your part module
  12. maybe we should start adding science definitions for mod science parts? like the bargain rocketry stuff, the Ltech science, the station science, and so on.
  13. 1253 unnique parts! WOW! i must ask, what mods do you use? i envy you and your modding!
  14. can you make a tool or utility or something that helps with winglets that are not compatible with FAR? like make a warning message popup if it detects non-far winglets or a fixing tool that makes them far winglets.
  15. should i join? or should i just spectate? i need your opinion.
  16. can you use tree-loader for the tech tree addition? or have a version that doesent change stock parts around? i have a heavily modded version of KSP and im afraid the moved stock parts ( if there is, if not ignore this) might cause incompatibility
  17. hey i have a question. whats the new Aerozine, UDMH, Hydrazine, and methane used for? i cant find a engine that uses them, so are they just there for development reasons or something?
  18. you can add stack RTGs. i remember someone releasing a mod that adds stack-attached RTGs recently.
  19. oh it has black panels, so thats why it was so hard to see
  20. not enough light, maybe some SPH screenshots? its terribly difficult to see
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