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Everything posted by Nori
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nori replied to KillAshley's topic in KSP1 Mod Releases
Is anyone else having issues with Serran's terrain? I launched a mission to start a base on Serran and when I landed it start sinking and glitching the landing legs really bad. Sent a Kerbal out to scrap the legs and he sank right into the ground. After a while of running around he just smashed into the ground and died. So I said screw this and reveted and went home. Kind of a bummer because it would have been my first base. Oh and has anyone else tried to extract MetallicOre or Minerals from Serran? I landed and the scanners said I had 3% concentration but the drills wouldn't drill. Said it was too low. I tested on kerbin with a 1.5% concentration and it drilled just fine. Could just be me though, haven't exactly don't a lot of drilling in 1.x+ -
I honestly don't recall how I ran across the game. I believe I saw a couple people mention it on various forums and finally got around to looking at it. Initially I thought it sounded kind of blah. But I took the plunge one day and bought it. Pretty sure that was 0.16. I've played every update since.
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I wish the fuelcell used water and split it into oxidizer and LH2 (I know it wouldn't be liquid for real) and then maybe have some LH2 engines, or just allow dumping the resources. The smaller one is pretty light so I frequently include it on ships as a emergency backup. On to parts I don't use. This is tough because I rebalance stock parts to make them useful. For instance, the Thud. It's primary issue is that it has less ISP than even much larger engines (the skipper for instance). I'm of the mind that adding a high gimbal range should increase mass, not decrease ISP. In any case I changed it's max ISP to 325 now. So it actually has some use. Without that change I would occasionally use it on early stages to provide more vector control. Basic Jet is only useful until you get the Whiplash. Ant isn't very useful. Don't recall having ever used it. The radial version is marginally useful. Outside of really early career rockets I rarely use the LV-T30/T45. They are just so large and are either way to little or way too much thrust. Any of the smaller SRBs are pretty worthless outside of early on. Most of the probe cores are redundant. I generally only use one or two of them. The MK1 Cockpit looks cool, but it masses more than the MK1 Inline, so I never use it. Don't love MK1 plane parts anyway, but you need them early. The rover body is nifty, but always is too small for what I am trying to do. Structural parts are a mixed bag. I think they are generally too heavy for what they do. For instance, the Modular Girder Segment is 125x more massive than the Cubic Octagonal Strut. Now the Strut is probably too light, but still. Anyway, I would say I use most of the structural parts even the I-Beams occasionally. Haven't had to use the Thermal parts yet. Though I did make a ship with a Atomic Age RTG rocket and I could only burn about 450 Deltav before getting hot, so I wish I had put a panel or two. I'm sure I'll need them at some point. Don't use the big decouplers (radial or otherwise). Always more weight efficient to use smaller ones with struts. I feel like the Telus-LV is better than any of the other ladders by a long shot. Don't use the LES, or the Linear RCS. Don't use inline docking ports or the shielded one either.
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Nori replied to Crzyrndm's topic in KSP1 Mod Releases
I'll see if I can replicate it tonight as I don't have the log file from that specific time. -
I said 80%. The game is very playable right now, but I feel like it is "missing" a reasonable chunk of quality of life features or features that could work better. In my game I have so many tiny little mods installed that I consider absolutely essential. Just in the editor the QuickScroll and QuickSearch mods are incredibly useful. I also would echo what others have said about content. The game is about space, but it feels very anticlimatic to get to a planet and then... Collect some science and head home? Extraplanetary bases would be a good improvement to this. Lastly, and most importantly, I really hope that 1.1 fixes a lot of bugs because it is very frustrating to have 500-1000MB of memory leak in just a hour or two requiring a game restart.
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Nori replied to Crzyrndm's topic in KSP1 Mod Releases
Main entering. I only tested it on the one ship though. Excellent mod BTW. Makes flying airplanes much more enjoyable! -
Yeah haven't had any issues with action groups not working. But saw it pop up a few times so thought I'd mention it. Thanks for looking at it.
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I keep getting these errors repeated any ideas? [LOG 21:35:10.388] AGX partModule OnSave fail: 5a System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGextScenario.SaveAGXActionVer2 (ActionGroupsExtended.AGXAction agxAct) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.ModuleAGX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 [LOG 21:35:10.390] AGX partModule OnSave fail: 5a System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGextScenario.SaveAGXActionVer2 (ActionGroupsExtended.AGXAction agxAct) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.ModuleAGX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 AGX partModule OnSave fail: 5a System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGextScenario.SaveAGXActionVer2 (ActionGroupsExtended.AGXAction agxAct) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.ModuleAGX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AGX partModule OnSave fail: 5a System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGextScenario.SaveAGXActionVer2 (ActionGroupsExtended.AGXAction agxAct) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.ModuleAGX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
Nori replied to Crzyrndm's topic in KSP1 Mod Releases
Getting this random NRE right after my ship is packed for orbit. Any ideas? [EXC 21:28:22.991] NullReferenceException UnityEngine.Component.get_transform () PilotAssistant.FlightModules.SurfSAS+<FadeInAxis>d__0.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:updateTarget() PilotAssistant.FlightModules.SurfSAS:warpHandler() PilotAssistant.FlightModules.AsstVesselModule:warpHandler() EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean) TimeWarp:setRate(Int32, Boolean) TimeWarp:btnSetHighRate(Int32) ScreenSafeUISliderButton:OnMouseDown() SSUICamera:DoMouseEvents() SSUICamera:Update() [EXC 21:28:22.994] NullReferenceException UnityEngine.Component.get_transform () PilotAssistant.FlightModules.SurfSAS+<FadeInAxis>d__0.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:updateTarget() PilotAssistant.FlightModules.SurfSAS:warpHandler() PilotAssistant.FlightModules.AsstVesselModule:warpHandler() EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean) TimeWarp:setRate(Int32, Boolean) TimeWarp:btnSetHighRate(Int32) ScreenSafeUISliderButton:OnMouseDown() SSUICamera:DoMouseEvents() SSUICamera:Update() [EXC 21:28:22.995] NullReferenceException UnityEngine.Component.get_transform () PilotAssistant.FlightModules.SurfSAS+<FadeInAxis>d__0.MoveNext () UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:updateTarget() PilotAssistant.FlightModules.SurfSAS:warpHandler() PilotAssistant.FlightModules.AsstVesselModule:warpHandler() EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean) TimeWarp:setRate(Int32, Boolean) TimeWarp:btnSetHighRate(Int32) ScreenSafeUISliderButton:OnMouseDown() SSUICamera:DoMouseEvents() SSUICamera:Update() [EXC 21:28:22.997] NullReferenceException UnityEngine.Component.get_transform () PilotAssistant.FlightModules.SurfSAS.updateTarget () PilotAssistant.FlightModules.SurfSAS.warpHandler () PilotAssistant.FlightModules.AsstVesselModule.warpHandler () EventVoid.Fire () TimeWarp.assumeWarpRate (Single rate, Boolean instant) TimeWarp.setRate (Int32 rateIdx, Boolean instantChange) TimeWarp.btnSetHighRate (Int32 rate) ScreenSafeUISliderButton.OnMouseDown () SSUICamera.DoMouseEvents () SSUICamera.Update () NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at PilotAssistant.FlightModules.SurfSAS+<FadeInAxis>d__0.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:updateTarget() PilotAssistant.FlightModules.SurfSAS:warpHandler() PilotAssistant.FlightModules.AsstVesselModule:warpHandler() EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean) TimeWarp:setRate(Int32, Boolean) TimeWarp:btnSetHighRate(Int32) ScreenSafeUISliderButton:OnMouseDown() SSUICamera:DoMouseEvents() SSUICamera:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at PilotAssistant.FlightModules.SurfSAS+<FadeInAxis>d__0.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:updateTarget() PilotAssistant.FlightModules.SurfSAS:warpHandler() PilotAssistant.FlightModules.AsstVesselModule:warpHandler() EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean) TimeWarp:setRate(Int32, Boolean) TimeWarp:btnSetHighRate(Int32) ScreenSafeUISliderButton:OnMouseDown() SSUICamera:DoMouseEvents() SSUICamera:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at PilotAssistant.FlightModules.SurfSAS+<FadeInAxis>d__0.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:StartCoroutine(IEnumerator) PilotAssistant.FlightModules.SurfSAS:updateTarget() PilotAssistant.FlightModules.SurfSAS:warpHandler() PilotAssistant.FlightModules.AsstVesselModule:warpHandler() EventVoid:Fire() TimeWarp:assumeWarpRate(Single, Boolean) TimeWarp:setRate(Int32, Boolean) TimeWarp:btnSetHighRate(Int32) ScreenSafeUISliderButton:OnMouseDown() SSUICamera:DoMouseEvents() SSUICamera:Update() (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at PilotAssistant.FlightModules.SurfSAS.updateTarget () [0x00000] in <filename unknown>:0 at PilotAssistant.FlightModules.SurfSAS.warpHandler () [0x00000] in <filename unknown>:0 at PilotAssistant.FlightModules.AsstVesselModule.warpHandler () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 at TimeWarp.assumeWarpRate (Single rate, Boolean instant) [0x00000] in <filename unknown>:0 at TimeWarp.setRate (Int32 rateIdx, Boolean instantChange) [0x00000] in <filename unknown>:0 at TimeWarp.btnSetHighRate (Int32 rate) [0x00000] in <filename unknown>:0 at ScreenSafeUISliderButton.OnMouseDown () [0x00000] in <filename unknown>:0 at SSUICamera.DoMouseEvents () [0x00000] in <filename unknown>:0 at SSUICamera.Update () 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Yeah rolled back as the antenna doesn't seem to work now. Not sure what it was supposed to fix as it was fine before.
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nori replied to KillAshley's topic in KSP1 Mod Releases
So I've had this space station just sitting around Kerbin for a while. Decided to send it on a trip around the Sonnah system to gather science for the lab. Twas, a fun trip and I got over 1k science out of it. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Nori replied to nightingale's topic in KSP1 Mod Releases
You were almost certainly too high. Like Doughy said, I do those at around 80k. They are pretty tough which is why the payout is good.- 699 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nori replied to KillAshley's topic in KSP1 Mod Releases
Awesome! Thanks for working on this. I'm curious if this latest version of Kopernicus fixes any of the bugs I come across. I notice you changed the Sun science multiplier which is good. The previous value is much too high. However, 1.7 seems a bit low to me considering the significant amount of time required to escape Sonnah's SOI. It is a lot more involved than in stock which has a 6.5 multiplier. Might a value of say 4 be doable? ~Edit: Sadly this bug is still here. Oh well. -
I went through a rather long process getting Linux installed on a spare drive, but despite all that had annoying issues and didn't feel like troubleshooting them. So I bought a Nvidia GTX 970 and ran in OpenGL mode. Been working acceptably so far.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Huh. Well that would explain some of the issues I've had. Not sure if this would be a issue for these types of optional parameters... But if I put the optional parameters outside of the VPG wouldn't they then be completable by a vessel outside of the one that meets the previous parameters? Again, for optional ones like this I'm not sure if it matters, but from a structure standpoint it seems a bit odd I guess. Also, if I wanted to add a optional duration wouldn't I then need it to be in a VPG since a vessel is only tracked if active outside of one?- 5,202 replies
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Strange EC/Charge Issue
Nori replied to Nori's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for the info guys. I got the report created: http://bugs.kerbalspaceprogram.com/issues/5350 -
[WIP - Concept] Contract Pack: The K Files
Nori replied to severedsolo's topic in KSP1 Mod Development
What? She didn't like B5? Shun her! Strangely enough, my wife liked it. Or at least she said she did (and watched all 5 seasons at least once). And yes, I love Garibaldi. There are soo many great B5 characters but I think he is my favorite (or Vir, or Londo...). On topic though. Have you thought about taking a planet pack as a requirement instead? Something that puts a few planets really far away so that you can stretch the story a bit. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Ok, that makes a lot of sense and if it works how I'm thinking, it should clean up my contracts a lot... So just to verify, this change mean I can completely remove the second vessel group, move all of my stuff together, and instead use duration.. Making: This: https://github.com/NoriSilverrage/Refined-Progression/blob/a6c83ecb178b724eb14b65d23797c56b052835d7/GameData/ContractPacks/RefinedProgression/03-CloseEncounters/002-CloseOrbits.cfg Into this: https://github.com/NoriSilverrage/Refined-Progression/blob/master/GameData/ContractPacks/RefinedProgression/03-CloseEncounters/002-CloseOrbits.cfg PS: I promise I'll stop asking questions about duration...- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Ok, the first part makes sense. But I'm confused about the define vessel thing. I use that for quite a few of the contracts that I've made specifically so that I can setup a good amount of optional stuff. Plus so far it seems like the return home parameter is better in a defined vessel group. Or am I wrong? I do admit I have to do more testing.- 5,202 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Not sure what is wrong, but just tested the second one and the duration counts down just fine, but for whatever reason if you want to skip the duration it doesn't let you.- 5,202 replies
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[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Nori replied to KillAshley's topic in KSP1 Mod Releases
Huh, I was wondering how this was calculated and why I wasn't getting any. I thought it was broke. But I guess my less than 70% was the issue. I'm still working on my planet agnostic contract progression pack. Some day it will see the light.. Been trying it out on my NH game and so far it has worked nicely. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Nori replied to nightingale's topic in KSP1 Mod Releases
Now that I have polluted the other thread with duration stuff.. Figured I should drop this here. Based on what I read, I'm changing from this: PARAMETER { name = Orbit type = VesselParameterGroup define = Orbiter title = Orbit @targetBody completeInSequence = true duration = 60m PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { name = Orbit type = Orbit minPeA = @targetBody.AtmosphereAltitude() * 1.1 } } PARAMETER { name = Home type = VesselParameterGroup vessel = Orbiter title = Optionally orbit for 1d, or just return home. completeInSequence = true PARAMETER { name = Orbit type = Orbit minPeA = @targetBody.AtmosphereAltitude() * 1.1 } PARAMETER { name = Duration type = Duration duration = 1d optional = true notes = (Optional) A longer orbit (1 day) gives extra rewards. preWaitText = Orbiting for a additional day will provide us with some valuable data. waitingText = One more day should do. completionText = Excellent, this will be very helpful. rewardFunds = 6250 / @targetBody.Multiplier() rewardScience = 2 / @targetBody.Multiplier() } PARAMETER { name = ReturnHome type = ReturnHome } } To this: PARAMETER { name = Orbit type = VesselParameterGroup title = Orbit @targetBody PARAMETER { name = NewVessel type = NewVessel } PARAMETER { name = HasCrew type = HasCrew minCrew = 1 } PARAMETER { name = Orbit type = Orbit minPeA = @targetBody.AtmosphereAltitude() * 1.1 } PARAMETER { name = Duration type = Duration duration = 1d optional = true notes = (Optional) A longer orbit (1 day) gives extra rewards. preWaitText = Orbiting for a additional day will provide us with some valuable data. waitingText = One more day should do. completionText = Excellent, this will be very helpful. rewardFunds = 6250 / @targetBody.Multiplier() rewardScience = 2 / @targetBody.Multiplier() } PARAMETER { name = ReturnHome type = ReturnHome } } Seem good?- 5,202 replies
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Yep! I always check your profile to make sure you aren't on the thread I'm about to edit first and then I do it really fast like. Hmm, ok. Well then I might just change some stuff around a bit.
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[WIP - Concept] Contract Pack: The K Files
Nori replied to severedsolo's topic in KSP1 Mod Development
My wife says the same thing. Well actually, she says the opposite. Just very sarcastically.. Anyway, this looks pretty interesting!