Mokmo
-
Posts
643 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by Mokmo
-
-
Wierd, the radial probe still doesn't show up in the SPH/VAB in my main save, yet it's in the research node where I put it, which was researched a long time ago. Anybody know how to fix it so that it's unlocked in my main game?
I just did the same, but i went to the node and made sure it was unlocked and "purchased". It works
But yeah, radial probe has no tech node defined.
-
What do you mean by "forced me to revisit every lab?" The only thing that Pathfinder does is add the commercial science lab to all lab parts that have a ModuleScienceConverter. If you don't want that to happen, simply rename MM_CommercialScienceLab.cfg to MM_CommercialScienceLab.txt and restart the game.
I tacked PathFinder to my older save, visited my labs first before trying your (awesome) stuff and none were researching. When i wrote this i didn'T know it was your GUI. Didn't take long to fix it at all. The mod makes sense now.
So basically, i asked questions too quickly.
-
Quick question, i installed 2 mods today and i know it's not the other one, so....
That interface that forced me to revisit every lab i had in my savegame, is it from this pack ?
-
My little issue that seems to be KIS (you'll see why i say that) throwing a few exceptions after my engy finished installing some extra science components around Minmus... She tried to get back into the ship but got caught in a space-time distortion and then there were two of her, one inside one stuck outside...
Camera Mode: FREE
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[00:03:23]: Irelle Kerman boarded SPB-HUGE-3 Science Processing / Cargo Bay on The Lab of Minmus.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[KIS] protoCrew seatIdx has been set to -1 ! (no internal ?)
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[KIS] Setting seat to : 0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[KIS] Item transfer | source Irelle Kerman
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[KIS] Drop item
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
NullReferenceException: Object reference not set to an instance of an object
at KIS.KIS_Item.Drop (.Part fromPart) [0x00000] in <filename unknown>:0
at KIS.ModuleKISInventory.OnCrewTransferred (HostedFromToAction`2 fromToAction) [0x00000] in <filename unknown>:0
at EventData`1[GameEvents+HostedFromToAction`2[ProtoCrewMember,Part]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0
at KerbalEVA.proceedAndBoard (.Part p) [0x00000] in <filename unknown>:0
at KerbalEVA.BoardPart (.Part p) [0x00000] in <filename unknown>:0
at KerbalEVA.<SetupFSM>m__92 () [0x00000] in <filename unknown>:0
at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0
at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00000] in <filename unknown>:0
at KerbalFSM.UpdateFSM () [0x00000] in <filename unknown>:0
at KerbalEVA.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Game Paused!EDIT: Emptying the inventory of the engie allowed it to come back in, inventory was the electric drill, a gravmax, a dmagic double goo pod and double material science thingy.
-
I got a new HP laptop this morning, sent the Kerbal directory (less the settings file) to it and it played magnificiently. Until i tried to quicksave.
HP's laptops seem to have this setting turned on by default where all your F keys act as if the Fn key was pressed, so i needed to his Fn + F5 to save and hitting only F2 would lower my screen's brightness.
So look it up on your manufacturer's website, it's a setting to change in the BIOS but it now works perfectly
-
So this works with 1.0.4 ?
-
I have also had a cloning issue with my kerbals, on a mining operation on Duna, using KAS and KIS, as well as USI/MKS mods and FF. Seems whenever the kerbal eva's, and tries to get back in, I have a clone. Now it could be formed via the other mods, but I just wanted to reiterate TrooperCooper's bug.
I think it's a known KIS bug... just F5 before each EVA so you don't lose too much
-
See attached photo
Last 3-4 kerbonauts on a long list won't show all the info on their pop-up
-
About 6 hours ago i received 12 update e-mails within 8 minutes, was there any reason for that or did the e-mail server just pushed everything at once?
-
And when i saw this i thought of the people on the forums withthe signatures saying no to confetti fairings like Majorjim and GusTurbo
-
I have a memory leak condition since i updated to 1.1, the only other plugin update i did in the past 5 days was your Orbital Sciences'.
Taking out Capcom stopped it all, but the logs don't show much, only a timestamp of when the contracts were loaded.
-
It seems this newest version created a few parts in double if you just fuse the new into the old.
You changed folder structure, yet somehow parts with same internal name aren,t bugging out... Nothing too long to fix.
Warning: new version changed file structure, delete your Mk2Expansion before installing new
-
Is it normal for Final Frontier to spam the log with kerbal statistics?
Came here to ask pretty much the same: Is it normal for FF to redo everyone's statistics every time my minmus rover hits a bump ?
-
So the "[VT-FSPack] You are not a scientist. Your Skill Level is 0" being spammed in my debug is normal ?
-
Quick fix, nice
-
Not the multimode ones, the nuclear ones.
Even the stock Nerva isn't showing.
The multimode is there, as it should be.
-
I am wondering how the filtering works in the new version, right now am looking at the "All parts in Engines" category (green ones) and somehow a lot of engines aren't appearing, the big and small ones from Porkjet's Atomic Age but not his Lantern engine, the latter having a dual-mode engine.
This version lost its "atomic engine" category it seems (or was it nuclear ?)...
-
I still got a lot of the errors in my previous post with 1.11.3, but it's mostly only the first error.
^Yup, this really messes with the game too SAS on = instant Armageddon.Kinda entertaining though.
Good thing i had Kerbal Joint Reinforcement on... I have never seen such a massive ship turn on a dime like that...
-
(edit: this is before the update you pushed minutes ago)
So after deleting the old files and putting the newest version from Kerbalstuff,
I took otthe staging things but got a ton of...
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[StageGroup].CheckIndex (Int32 index) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[StageGroup].Insert (Int32 index, .StageGroup item) [0x00000] in <filename unknown>:0
at Staging.addStageAt (Int32 index) [0x00000] in <filename unknown>:0
at Staging.AddStageAt (Int32 index) [0x00000] in <filename unknown>:0
at TweakableEverything.ModuleStagingToggle.SwitchStaging (Boolean enabled) [0x00000] in <filename unknown>:0
at TweakableEverything.ModuleStagingToggle.LateUpdate () [0x00000] in <filename unknown>:0And then this showed up, again a looot of instances
NullReferenceException: Object reference not set to an instance of an object
at KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) [0x00000] in <filename unknown>:0
at KSPAPIExtensions.UIPartActionFloatEdit.UpdateItem () [0x00000] in <filename unknown>:0
at UIPartActionWindow.CreatePartList (Boolean clearFirst) [0x00000] in <filename unknown>:0
at UIPartActionWindow.UpdateWindow () [0x00000] in <filename unknown>:0
at UIPartActionController.UpdateActiveWindows () [0x00000] in <filename unknown>:0
at UIPartActionController.UpdateFlight () [0x00000] in <filename unknown>:0
at UIPartActionController.Update () [0x00000] in <filename unknown>:0I hadn't noticed these and by then there was a Kerbal in EVA...
Link to Log File The mess starts around the 186000-ish line, although it does show up throughout the file as soon as "Duna Mothership" is switched to.
-
The download link appears to be dead.
Apart from the necro'ing here, you might be looking for another "Mk2 expansion", it's probably SuicidalInsanity's "Mk2 Stock-a-like Expansion"
-
I came here to ask if it was normal that the bit 2.5m IMC-250 container wouldn't show in the normal categories... got my answer
-
This mostly works, although with the packrat no longer being a probe core you actually have to board the packrat to release the separator
The seat issue isn't KIS but KSP
I was so far from getting this right... Thanks for the build video
I noticed you put a SoundingRockets probe core and batteries. Makes sense.
-
Seems the Packrat seat is suffering the same problem as the stock seat: in the KIS, it won'T have an icon so you're stuck dragging invisible stuff...
Edit: Also how do you assemble it ? KAS assembly if i remember well was front first but all my field tests have sent it through the ground. And for some reason the parts don't want to come close to the camera in the VAB...
-
The contract to scan the magnetic fields of planets are acting strange for me. Basically the timer seems to reset itself from time to time...
[1.2.2] Contract Pack: Bases and Stations 3.6.1 (30/04/2017) (formerly Kerbin Space Station)
in KSP1 Mod Releases
Posted · Edited by Mokmo
I think the mission i just tried is from this pack:
Go to station x do an experiment and bring itback...
I just docked, did a crew report and retrieved it.
Game declared mission not complete...
EDIT: ok strange i changed to Mission Control and it declared itself complete when i got out...