Jump to content

BadManiac

Members
  • Posts

    80
  • Joined

  • Last visited

Everything posted by BadManiac

  1. [ERR 17:58:02.138] AssemblyLoader: Exception loading 'CC_RemoteTech': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'ContractConfigurator.RemoteTech.RemoteTechProgressTracker+FakeSatellite' from assembly 'CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<get_Antennas>d__35' from assembly 'CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<FindNeighbors>d__39' from assembly 'CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. No RemoteTech Contracts available in game, latest version of everything through CKAN. KSP 1.4.5 Contract Configurator 1.25.0 Contract Pack: RemoteTech 2.14
  2. [ERR 17:58:02.138] AssemblyLoader: Exception loading 'CC_RemoteTech': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'ContractConfigurator.RemoteTech.RemoteTechProgressTracker+FakeSatellite' from assembly 'CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<get_Antennas>d__35' from assembly 'CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<FindNeighbors>d__39' from assembly 'CC_RemoteTech, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. No RemoteTech Contracts available in game, latest version of everything through CKAN.
  3. Does anyone have a patch that enables the new stock ground stations to Remotetech? I'd love to get my hands on said patch if that's the case
  4. This mod just keeps getting better and better. It's in my absolute top "should have been stock" mods that I simply can't play without. Thank you DMagic for making it and thanks for continuously adding more awesomesauce to it!
  5. Just wanted to say thanks for this phenomenal mod. Been using it with my new game in 1.1.2 with the unstable 1.1 dll, and it's been perfectly stable for me.
  6. I've never killed a single kerbal, every single failure was a simulated launch.
  7. Thank you for the update K & W! It's become quite hard to play KSP without your amazing mod. Thank you both again!
  8. This is by far one of my favrotie mods, can't wait for the new version Nertea. You've become quite integral to my Kerbal experience with MK IV and Near Future, weird to play without them. Just wanted to say thank you for your amazing work, you make the game rock even more!
  9. Going straight up as high as possible and posting altitude records on the forums, and manually getting into orbit because there was nothing else to do, no mun, no planets, and the sun was a decoration on the skybox.
  10. It's easier to launch your first few communication satellites with a manned vessel. Otherwise you need to do the burn within comm range of KSC, which usually involves making a shallow burn to go straight from the ground to an orbit. Third alternative is to use the built in Remotetech 2 autopilot, which you access by clicking the littler "calculator" looking button next to where it says "connected" in the top left of the screen. Then you can make your circularization maneuver node, and then tell the autopilot to perform it for you, that way you don't need a communication link to do it. Good luck!
  11. Tried the SXT airbrakes and they work brilliantly. Hate having to have a whole separate parts pack just for one part tho. But it'll do until we either have stock ones or Nertea adds some to this excellent pack
  12. Same here with my big heavy SSTO, landing it is scary because of heavy it is even empty, I need airbrakes to slow it down!
  13. Nertea, I would like to request a part for this mod. Air brakes. AFAIK they are currently only available in B9 Aerospace, it would be nice to have them here in a smaller parts pack. I think it makes sense here because this pack is used to make massive planes that will be rather hard to slow down due to the amount of weight and energy flying around. Pretty please with sugar on top?
  14. I think I've finally cracked my Heavy SSTO design. Moved the wings back slightly and enlarged them. Enlarged the tail fin and tailplane (thanks Sean Mirrsen!), this means that the CoL is always a fair bit behind the CoM, making it extremely stable with or without payload. After Nerteas intake nerf, it moves an Orange Jumbo tank to a circular orbit... just. Had to borrow about 100 oxidizer from the jumbo. I'm sure with a better pilot than me at the stick it would make it with the jumbo still full. And this time it came back and landed at the KSC runway, like a BAWS! Pretty pleased with myself over here.
  15. Oh I'm glad to hear you're still tweaking them Nertea, they seem a little weak now. I know they were way OP before, don't want that, but a little more oomph would be nice, they are after all a LOT bigger than any other intake we've got.
  16. No, it flips out when landing empty, or when trying to just turn after takeoff to come back for a landing. Basically it's a nightmare to fly any maneuvers that aren't straight (using NEAR).I've tweaked it more and moved the wings back slightly to make sure CoM is always forward of the CoL regardless of fuel situation, but it's still effing hard to fly.
  17. Here's my SSTO Spaceplane, it lifts an orange jumbo to 100 KM circular orbit with fuel to spare, using NEAR aerodynamics. Unfortunately it flips out and kills everyone when trying to maneuver, turn or land with it. If anyone is really handy with weight distribution, aerodynamics and fuel pipes, and would like to take a stab at helping me fix it, here's the craft file. It uses MarkIV, Mechjeb, and Modular Rocket Systems.
  18. I think something might be wrong with the tweakscale settings, all my non Universal Storage instruments are tiny. Will mess around and see if it's something on my end. Never mind, reinstalled TweakScale seems to have fixed it.
  19. Thank you so much Kyle (and Winston obviously)! Great to have KW updated.
  20. Thank you NoMrBond, will use this until an official versio
  21. I was going to post something about how you should get better first, then work on the mod. Priorities and all that, but uuh... ^What he said^
  22. Can't wait for KW to get updated! (well, I CAN wait, I'll happily do so, gives me a chance to take a break before I start a brand new career game anyway)
  23. Better rover handling. Right now a rover mission is an exercise in frustration and explosions.
×
×
  • Create New...