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Everything posted by Fobok
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Fobok replied to Galileo's topic in KSP1 Mod Releases
I'm going to have to grab this when you've uploaded them too. The eye candy of that being in the sky is just hard to pass up on. As long as it doesn't mess up the rest of GPP. So far, I've only explored Iota, and I want to see the rest of it. Oh, and speaking of exploring Iota, might as well post some screenshots: Unfortunately, I forgot to catch screenshots of my kerballed lander on the surface with the flag and everything.- 7,371 replies
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Looks pretty good to me. I've been wanting to learn to do 3D modelling myself, but Blender's interface just confuses me to no end so I haven't been able to bring myself to sit down, settle in, and figure it out.
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I, personally, like the change. It makes sense, as you wouldn't program a flight computer for functions you wouldn't need. And, it helps clear interface clutter. Adds to the planning stage, specifically in a way that feels a natural part of mission planning. And, if you're not sure what you might need, there is a button to add all unlocked modules to a ship.
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I've loved the idea of Hangars for quite a while, but my last few playthroughs never advanced far enough for me to make any use of it. Last night, however, it saved my mission. I'd designed a moon lander that wasn't very aerodynamic at all. However, I'd neglected to unlock the tech nodes with large enough fairings. That's, however, when I noticed the fairing hangar. It worked wonders, and this mod just earned a spot on my must-have list, alongside your other mods. (I haven't gotten a chance to try out GC yet, I haven't teched up enough yet, but it comes with MKS now so it automatically included. :-) ) http://imgur.com/a/GdjUV
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The last update added the requirement that modules be added to a ship in the VAB. Perhaps the manual hasn't been updated with this yet?
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I can definitely confirm that unbalanced RCS leads to undockable ships. Last night, I made the mistake of balancing my RCS for a command pod, forgetting that it would have both a fuel tank and an engine strapped on the back. The docking autopilot just ended up flying away from the target, as it struggled to translate while keeping pointed in the right direction. Luckily, my lunar module (or, I guess, Iota module in this case) did have balanced RCS, (and an unmanned module), so I was able to switch vessels and make the docking attempt the other way around.
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[1.2.2] Phoenix Industries: Boosters! (0.625 and 2.5m SRBs) (v.2.1)
Fobok replied to -ctn-'s topic in KSP1 Mod Releases
Yep, having the same CKAN problem. I just switched to manual for this series of mods. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Fobok replied to RoverDude's topic in KSP1 Mod Releases
I believe Ground Construction requires it. At least, in CKAN, it's a mandatory download for Ground Construction. -
[1.12.x] Kerbal NRAP - Procedural test weights!
Fobok replied to linuxgurugamer's topic in KSP1 Mod Releases
Since I just decided to start limited myself to no-reverts-unless-bugged rule, this should come in very handy for testing lifters. I think you now maintain about a quarter of my mod list. -
Oh, right! I'd just started to figure out how powerful TCA was when I stopped playing 1.1.x, and I forgot now that I'm compiling my 1.2.2 list. Also added, thanks. :-)
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I'm really loving the look of this mod. Other than my lack of skill in landing things close together, this seems way more user-friendly than EPL. Definitely adding it to my mod list.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Fobok replied to Galileo's topic in KSP1 Mod Releases
So glad to see this is officially released! I've been kind of absent due to some issues keeping me from KSP, but going to download this and officially start my new campaign now.- 7,371 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
That's an out of memory error, as far as I can tell, you simply didn't have enough RAM to load everything. All right, apparently none of the life-support mods even care if you're on your home world or any other, so it didn't really matter. But, I decided to make the trips anyway, and I got a few good screenshots out of it. :-) That is a heck of a planet to land on. I can't wait to try it in a real campaign. :-) http://imgur.com/gallery/L6yTg- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
Continuing my testing of what many may consider essential mods, I tested FAR and DRE, even though I don't generally use them myself, and RealChute (which I do generally use). No problems whatsoever. :-) I didn't test all the planets, just Gael, since I was looking more for crashes and the like, since I don't use the first two often enough to know how well they handle the atmosphere configs. I can't think of any other specific mods that might have problems except career specific ones, like Strategia, contract packs, or science mods. I'm going to take a bit of a break first, and then maybe try to start a bit of a career in a bit, just to look for obvious errors. Oh, even as I dictate this I thought of one other thing. I think I'll try a life-support mod, see how it handles having another oxygen-rich planet in a solar system besides the Kerbin equivalent. That's less a bug hunt than satiating my curiosity, but whatever. ;-)- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
Ok, that fixed it. No problems with KER or MechJeb surface display anymore. Tested both Gael and Loki, (though I didn't notice an error with Loki before, I kind of sped through the planets so may have missed that) , both displaying fine now.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
Wth these updated configs, (and no other changes, just copied them over their original versions), I can't even get past the main menu. Kopernicus NRE's start immediately. There's also a few errors before the NRE spam, which I included here: [LOG 17:34:01.868] [Kopernicus]: texture does not exist! D:/Games/KSP Galilean Test/KSP_x64_Data/../GameData/GPP/Gael/PluginData/Gael_biome.png [EXC 17:34:20.005] Exception: "Kerbin" not found. Kopernicus.Configuration.Loader.Kopernicus.Configuration.IParserEventSubscriber.PostApply (.ConfigNode node) Kopernicus.Configuration.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, Boolean getChilds) Kopernicus.Configuration.Parser.CreateObjectFromConfigNode[Loader] (.ConfigNode node, Boolean getChilds) Kopernicus.Injector.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) [LOG 17:34:20.007] AddonLoader: Instantiating addon 'Core' from assembly 'scatterer' [LOG 17:34:20.007] [Scatterer] Core instance created [LOG 17:34:20.013] [Scatterer] Detected Direct3D 9.0c [aticfx64.dll 8.17.10.1474] [LOG 17:34:20.013] AddonLoader: Instantiating addon 'renderTypeFixer' from assembly 'scatterer' [LOG 17:34:20.017] UIMasterController: HideUI [LOG 17:34:20.124] UIMasterController: HideUI [LOG 17:34:20.136] Agent: Found 18 agent mentality types [LOG 17:34:20.138] AgentList: 27 agents parsed and loaded. [LOG 17:34:20.140] [MFIManager] Current active VesselModule : ModularFI.ModularFlightIntegrator active=True order=0 [LOG 17:34:20.316] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 9s long [LOG 17:34:20.399] UIMasterController: HideUI [LOG 17:34:20.400] FF: EventObserver:: OnGameSceneLoadRequested: MAINMENU current=LOADING [LOG 17:34:20.401] FF: storing configuration in D:/Games/KSP Galilean Test/KSP_x64_Data/../GameData/FinalFrontier.dat [LOG 17:34:20.402] FF: storing window positions [LOG 17:34:20.402] FF: writing 5 window positions [WRN 17:34:20.404] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 17:34:21.051] AddonLoader: Instantiating addon 'DarkenSky' from assembly 'DistantObject' [LOG 17:34:21.051] AddonLoader: Instantiating addon 'SettingsGui' from assembly 'DistantObject' [LOG 17:34:21.052] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' [LOG 17:34:21.054] AddonLoader: Instantiating addon 'HyperEditModule' from assembly 'HyperEdit' [LOG 17:34:21.057] AddonLoader: Instantiating addon 'MFIManager' from assembly 'ModularFlightIntegrator' [LOG 17:34:21.058] AddonLoader: Instantiating addon 'AtmosphereFixer' from assembly 'Kopernicus' [LOG 17:34:21.058] AddonLoader: Instantiating addon 'RuntimeUtility' from assembly 'Kopernicus' [LOG 17:34:21.064] AddonLoader: Instantiating addon 'StarLightSwitcher' from assembly 'Kopernicus' [LOG 17:34:21.066] AddonLoader: Instantiating addon 'InstallChecker' from assembly 'MechJeb2' [LOG 17:34:21.066] AddonLoader: Instantiating addon 'Core' from assembly 'scatterer' [LOG 17:34:21.067] [Scatterer] Core instance created [LOG 17:34:21.073] [Scatterer] Detected Direct3D 9.0c [aticfx64.dll 8.17.10.1474] [LOG 17:34:21.078] [Scatterer] Couldn't remove stock ocean for Gael [LOG 17:34:21.079] [Scatterer] Couldn't remove stock ocean for Tellumo [LOG 17:34:21.079] [Scatterer] Removed stock oceans [LOG 17:34:21.079] AddonLoader: Instantiating addon 'renderTypeFixer' from assembly 'scatterer' [LOG 17:34:21.081] UIMasterController: ShowUI [EXC 17:34:21.082] NullReferenceException: Object reference not set to an instance of an object Sun.SunlightEnabled (Boolean state) PSystemSetup.SetMainMenu () PSystemSetup.OnLevelWasLoaded (Int32 level) [LOG 17:34:21.468] [MFIManager] Current active VesselModule : ModularFI.ModularFlightIntegrator active=True order=0 [EXC 17:34:21.474] NullReferenceException: Object reference not set to an instance of an object Kopernicus.RuntimeUtility.UpdateMenu () Kopernicus.RuntimeUtility.Start () [EXC 17:34:21.475] IndexOutOfRangeException: Array index is out of range. Kopernicus.Components.KopernicusStar.Start () [LOG 17:34:21.479] TextureConfig: Running Setup [LOG 17:34:21.479] TextureConfig: Loading... [LOG 17:34:21.481] PQSManagerClass: Running Setup [LOG 17:34:21.481] PQSManagerClass: Loading... [LOG 17:34:21.482] PQSManagerClass: StockVisualEnhancements/EVE/pqs/PQS_MANAGER [LOG 17:34:21.484] TerrainManager: Running Setup [LOG 17:34:21.485] TerrainManager: Loading... [LOG 17:34:21.485] CloudsManager: Running Setup [LOG 17:34:21.486] CloudsManager: Loading... [LOG 17:34:21.486] CloudsManager: StockVisualEnhancements/EVE/Atmosphere/GPPclouds/EVE_CLOUDS [LOG 17:34:21.487] CloudsManager: Cleaning Clouds! [LOG 17:34:21.488] CloudsManager: Unable to parse config node: OBJECT { name = Gael-Aurora body = Gael altitude = 8000 speed = 0,50,0 killBodyRotation = True detailSpeed = 1000,3000,0 settings { _DetailScale = 6 _Color = 255,255,255,325 _DetailDist = 1E-07 _UVNoiseTex = StockVisualEnhancements/EVE/Atmosphere/Textures/uvnoise1 _UVNoiseScale = 0.5 _UVNoiseStrength = 0.05 _UVNoiseAnimation = 0.05,0.02 _MainTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/Aurora } _DetailTex { value = StockVisualEnhancements/EVE/Atmosphere/Textures/AuroraDetail } } layer2D { macroCloudMaterial { } } } [LOG 17:34:21.490] EVEManager: Issue loading CloudsManager! Error: UnityEngine.UnityException: Unable to apply node! ---> System.NullReferenceException: Object reference not set to an instance of an object at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 [LOG 17:34:21.491] AtmosphereManager: Running Setup [LOG 17:34:21.491] AtmosphereManager: Loading... [LOG 17:34:21.492] AtmosphereManager: Cleaning Atmosphere! [LOG 17:34:21.493] [ModuleManager] Total loading Time = 38.952s [EXC 17:34:21.498] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.565] NullReferenceException: Object reference not set to an instance of an object Kopernicus.StarLightSwitcher+<>c.<Start>b__2_1 (GameScenes scene) EventData`1[GameScenes].Fire (GameScenes data) HighLogic+<FireLoadedEvent>c__Iterator50.MoveNext () [WRN 17:34:21.566] [ApplicationLauncher] Awake False [LOG 17:34:21.567] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [LOG 17:34:21.578] ScaleModList: listSize 41 maxListSize 0 [LOG 17:34:21.579] ScaleModList: listSize 41 maxListSize 0 [LOG 17:34:21.580] FF: using stock toolbar button [LOG 17:34:21.580] FF: creating stock toolbar button [LOG 17:34:21.581] ScaleModList: listSize 41 maxListSize 0 [WRN 17:34:21.582] [UiApp] Awake: MessageSystem [EXC 17:34:21.583] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.592] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.598] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [LOG 17:34:21.615] [UIApp] Adding MessageSystem to Application Launcher [LOG 17:34:21.616] [ApplicationLauncher] SetHidden: [EXC 17:34:21.617] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [LOG 17:34:21.631] [MessageSystem] OnAppInitialized [LOG 17:34:21.632] [MessageSystem] Reposition 0.06170193 6553 [EXC 17:34:21.633] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.648] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.665] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate () [EXC 17:34:21.682] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate ()- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
Sure, I'll test right now..- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
Ok, I just used Hyperedit to check every single planet/moon. The only one having the biome/long/lat/whatever problem is Gael. Everything else loads the current biome no problem and no more spam in the log when not on/around Gael.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
Oops, I missed that there were some lines from MechJeb now as well, since I added the current biome to the surface info screen and it stopped showing anything: [EXC 16:58:01.400] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (double,double) <0x00167> MuMech.MechJebModuleInfoItems.CurrentBiome () <0x00128> (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042> MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024> MuMech.ValueInfoItem.DrawItem () <0x00045> MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124> MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f> UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4> UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4> Yeah, it was still in there. That did get rid of the CityLights error. I'll load it up and check right now.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
All right, first bug report! I've done some initial testing. Just some initial flights, mostly just getting into Gael orbit, so that's all I've seen so far, not any of the other worlds. I've taken just the core and optional mods from the zip file, Kopernicus (of course), ModuleManager, ModuleFlightIntegrator, MechJeb and KER. So far, it seemed at first glance to be working perfectly, except for a lack of city lights, but I initially assumed that's just not set up yet in the SVE configs. However, as soon as I checked out my log file, I saw the following repeated over and over: [EXC 16:06:08.833] NullReferenceException: Object reference not set to an instance of an object CityLights.LocalCityComponent.OnPreCull () [EXC 16:06:08.835] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:06:08.837] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [EXC 16:06:08.843] IndexOutOfRangeException: Array index is out of range. CBAttributeMapSO.GetAtt (Double lat, Double lon) ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () KerbalEngineer.Flight.Sections.SectionModule.Draw () KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) This is being spammed constantly while in flight, to the point where I have many thousands of lines of it in my log file. After seeing these errors, I realized I hadn't checked KER or MechJeb's surface windows. So I launched again and flew another flight, and this time I tried it. As soon as I turned on KER's surface display, the window stopped working altogether, just showing a little grey square. MechJeb's surface window worked fine, until I edited it to add the current biome, which resulted immediately in it no longer displaying anything either. Doing this new test added the following errors to my logs, added in between the spam above: [LOG 16:27:46.895] KerbalEngineer -> DisplayStack->Window // Array index is out of range. [LOG 16:27:46.896] KerbalEngineer -> at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.DrawSections (IEnumerable`1 sections) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.Window (Int32 windowId) [0x00000] in <filename unknown>:0 [LOG 16:27:46.897] KerbalEngineer -> DisplayStack->Window // GUILayout: Mismatched LayoutGroup.Repaint [LOG 16:27:46.898] KerbalEngineer -> at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.ReadoutModule.DrawLine (System.String value, Boolean compact) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Orbital.ApoapsisHeight.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.DrawSections (IEnumerable`1 sections) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.DisplayStack.Window (Int32 windowId) [0x00000] in <filename unknown>:0 So, it seems to me that there must be something wrong with the biomes, that mods trying to access this information can't do so. And, since you asked for screenshots, here's one that shows a lack of city lights plus both displays acting up (KER is the tiny square under the Delta V stats):- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
Fobok replied to Galileo's topic in KSP1 Mod Development
I just clicked download. :-) Making a copy of my 1.1.3 install now to start testing mods with it. I won't be doing a lot of exploring just yet, I'll save that for a proper campaign, but hopefully I can find a few bugs for you. :-)- 1,030 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
Fobok replied to Galileo's topic in KSP1 Mod Releases
@MadMate I've had that happen a few times, but it never actually affected me in-game, it was just the menu. -
Aha! That's been my problem. I thought it was a mod conflict (I didn't report as I couldn't find anything in the logs and I have so many mods) and resorted to mouse to change symmetry back down again. Due to disability, using left shift with x is awkward to the extreme for me, so I never even tried it.