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Thorbane

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Everything posted by Thorbane

  1. 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.
  2. 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?
  3. 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
  4. OK I haven't seen that bug again, if anyone else sees it it's either DOE or Kopernicus. Edit: Yep, it's Kopernicus. Or something in a OPM config is causing Kopernicus to throw a fit.
  5. It's very odd, in sandbox mode the pause I get when attaching radiators and other things goes away.
  6. 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.
  7. 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.
  8. Removing the .dll files from the ScanSat folder should be sufficient to stop related errors from occurring without breaking my savefile right?
  9. 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
  10. Are the containers supposed to cost in the 60-70k range? I think there's been a calculation error somewhere.
  11. Is there a hard limit to the number of build slots available? I can't get more than 6 of them.
  12. 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.
  13. 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.
  14. 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?
  15. What about a vertical probe core? Just rotate the standard MK2 core by 90 degrees (and slap a 'This way up' sticker on it).
  16. 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.
  17. Is there an inline vertical cockpit to go with the HV Mk2-1 Cockpit?
  18. Is the timer resetting to full duration, or is the contract just not completing?
  19. 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.
  20. Also having the same bug with the EngineersReport class. The error only occurs when a procedural part that contains a modular Fuel tank module is attached to the root part. Also procedural parts seems to be resetting any changes made to tank contents by MFT upon reloading the .craft file.
  21. Is anyone else seeing their magnetic survey timers reset for no apparent reason? I've left the sat in the proper orbit and the timer starts counting down, but it just resets randomly, without me even focusing on the craft. I think it may be triggered by loading a saved game, or reverting to launch.
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