

Thorbane
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Everything posted by Thorbane
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
Thorbane replied to NecroBones's topic in KSP1 Mod Releases
The docking ports don't want to attach the right way, but try to put them on backwards and they snap right on:rolleyes:. They definitely prefer to attach on the front node. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Thorbane replied to RoverDude's topic in KSP1 Mod Releases
I like the combination Monopropellant tank/battery/reaction wheel/RCS that the Honeybadger control module offers, it is brilliant for reducing part count. Any chance we could get a version that fits 1.25m-5m stacks? -
I don't know if this is an OPM issue or a Kopernicus issue but I keep getting crashes, and it goes away when I remove Kopernicus. Screenshot: The Exception that makes everything go boom: [EXC 01:33:46.177] NullReferenceException UnityEngine.Component.get_gameObject () KnowledgeBase.DisposeResourceList () KnowledgeBase.CreateResourceList () KnowledgeBase.OnMapFocusChange (.MapObject target) EventData`1[MapObject].Fire (.MapObject data) PlanetariumCamera.SetTarget (.MapObject tgt) PlanetariumCamera.OnVesselDestroy (.Vessel vessel) EventData`1[Vessel].Fire (.Vessel data) Vessel.OnDestroy () Log file: https://www.dropbox.com/s/ff64midf30wloch/KSP.log?dl=0
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KSP Interstellar Extended Continued Development Thread
Thorbane replied to FreeThinker's topic in KSP1 Mod Development
It's very odd, in sandbox mode the pause I get when attaching radiators and other things goes away. -
The stock drills don't seem to scale correctly, when scaled to >200% they say no ground contact even when the ship is physically resting on them.
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OK it isn't SCANsat, but if it's the same Issue that Lexan has been having, and his mod list there is complete, it could be: -Roverdude's USI suite -Community Tech Tree -ContractsWindow -ActionGroupsExtended -Distant Object Enhancement -Orbital Science -KAS & KIS -OPM and Kopernicus -ShipManifest -AlarmClock and TransferWindowPlanner I don't think it's likely to be Community Tech Tree, TransferWindowPlanner, Orbital Science, Contracts Window or Distant Object Enhancement.
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I've been having similar issues on x64 bit linux. I get this error and everything blows up: [EXC 01:39:31.607] NullReferenceException: Object reference not set to an instance of an object SCANsat.SCANcontroller+<>c__DisplayClass1d.<registerSensor>b__1c (.Vessel a) System.Linq.Enumerable.First[Vessel] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.FirstOrDefault[Vessel] (IEnumerable`1 source, System.Func`2 predicate) SCANsat.SCANcontroller.registerSensor (Guid id, SCANtype sensors, Double fov, Double min_alt, Double max_alt, Double best_alt) SCANsat.SCANcontroller.OnLoad (.ConfigNode node) ScenarioModule.Load (.ConfigNode node) ScenarioRunner.AddModule (.ConfigNode node) ProtoScenarioModule.Load (.ScenarioRunner host) ScenarioRunner+ .MoveNext () Log: https://www.dropbox.com/s/qjuiey76uabdcfo/KSP_ScanSatBug.log?dl=0
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Thorbane replied to FreeThinker's topic in KSP1 Mod Releases
Where are these variables? What config file do I need to edit?- 1,187 replies
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- fuel switching
- mesh switching
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Thorbane replied to FreeThinker's topic in KSP1 Mod Releases
Is it possible to adjust the dry mass scaling on tanks that use this?- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.12.x] Freight Transport Technologies [v0.6.0]
Thorbane replied to RoverDude's topic in KSP1 Mod Releases
Are the containers supposed to cost in the 60-70k range? I think there's been a calculation error somewhere. -
KSP Interstellar Extended Continued Development Thread
Thorbane replied to FreeThinker's topic in KSP1 Mod Development
Is anyone else getting large amounts of lag in the VAB when attaching things like radiators, arcjet-RCS, reactors and engines? The game also lags when switching fuel mode on engines, which is a pain when there's so many propellants to switch through. -
parts [1.2] Karibou Expedition Rover [0.3.0]
Thorbane replied to RoverDude's topic in KSP1 Mod Releases
Is there TAC-LS support planned? -
KSP Interstellar Extended Continued Development Thread
Thorbane replied to FreeThinker's topic in KSP1 Mod Development
Argon boils at a warmer temperature than Nitrogen. Granted Nertea's unit costs are pretty silly, Argon costs under a cent per liter in gaseous form in reality, but costs more per ton than many rocket engines in-game. -
KSP Interstellar Extended Continued Development Thread
Thorbane replied to FreeThinker's topic in KSP1 Mod Development
The Gas core reactor's cost is calculated as if it can store 1200 units of ThF4, but it can't. Also why can't we store liquid Argon in KSPI tanks? -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Thorbane replied to SuicidalInsanity's topic in KSP1 Mod Releases
What about a vertical probe core? Just rotate the standard MK2 core by 90 degrees (and slap a 'This way up' sticker on it).- 1,520 replies
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- parts
- spaceplanes
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KSP Interstellar Extended Continued Development Thread
Thorbane replied to FreeThinker's topic in KSP1 Mod Development
Why does a simple 2.5 meter molten salt reactor suddenly cost as much as 4 of my super-heavy launch vehicles? That seems just a tad excessive, no? Edit: This is not counting fuel. -
[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Thorbane replied to SuicidalInsanity's topic in KSP1 Mod Releases
Is there an inline vertical cockpit to go with the HV Mk2-1 Cockpit?- 1,520 replies
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- parts
- spaceplanes
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(and 1 more)
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
Thorbane replied to DMagic's topic in KSP1 Mod Releases
But this doesn't tell you what contracts you already have a craft enroute to, barring remembering everything you've launched (what if you take a break from KSP for a few weeks?), or a lot of back and forth between the tracking station and the VAB. I'd like a quick way to tell which missions I still need to build a craft for, while in the VAB, like having a line that says "Assigned to 'craft name'." or "No craft assigned" at the bottom of a contract description. I use Kerbal construction time, I was also hoping for a way to assign contracts to a craft before it is even built.