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GMoney

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Everything posted by GMoney

  1. I am having the same issues. It looks to me like it may (hopefully) just be a naming convention issue. For example, "octans.docking.port.s0p5.2.female" --> "octans_basic_docking_port_s0p5_1_female" I'm going to attempt to change the names in one of the craft files and see if that fixes or further breaks things.
  2. Hello, I've been running into an issue recently where my game becomes completely unresponsive to keyboard input when I go EVA. It's not a legitimate crash, hence the title; the game doesn't quit, and I can still alter the camera view and my game will still respond when I right-click my Kerbal (albeit with a third-person type of perspective) but not when I right-click any parts of the vehicle I've just gone EVA from. I've attached some of the relevant stuff I found in my output_log file, for what it's worth. It appears to be an RPM issue from this? I'm not the best at diagnosing these sorts of things. All help is greatly appreciated! [FLIGHT GLOBALS]: Switching To Vessel Bill Kerman ---------------------- (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PlanetariumCamera]: Focus: Bill Kerman (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Part]: kerbalEVA (Bill Kerman) holds crew but has no interior model defined! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) 6/6/2017 6:51:46 PM,KerbalAlarmClock,Vessel Change from 'Aegis' to 'Bill Kerman' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) 6/6/2017 6:51:46 PM,KerbalAlarmClock,Active Vessel changed - resetting inqueue flag (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) 6/6/2017 6:51:46 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) 6/6/2017 6:51:46 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) 6/6/2017 6:51:46 PM,KerbalAlarmClock,Skipping version check (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at JSI.JSIFlashModule+<FlashCoroutine>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at JSI.JSIFlashModule+<FlashCoroutine>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at JSI.JSIFlashModule+<FlashCoroutine>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at JSI.JSIFlashModule+<FlashCoroutine>d__0.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found. (Filename: Line: -1) MissingFieldException: Field 'USITools.USI_ModuleResourceWarehouse.transferEnabled' not found.
  3. I've never been a fan of launching humongous craft, and my last attempt at interplanetary travel with a craft built on-orbit ended in disaster (long story short, the craft was over-engineered and dynamically unstable; I've not launched a Kerbal on a mission beyond Kerbin's SOI since). I've been reading about, and become a fan of, the Mars Direct mission architecture, whereby the return vehicle is sent first, and the crewed Lander/hab make a surface rendezvous. I'll most certainly employ this in my next Duna trip.
  4. I really see one glaring issue with the premise of this thread. The OP's objective seems not to get a finished product for the sake of having a fully-furnished game, but rather solely to be able to judge this game against others; to be able to put Squad next to the likes of EA and Firaxis and Valve, etc, and say that they're definitively better or worse. If you ask me, the fact that this is still considered an "alpha" allows for greater community access, not less. Instead of pointing out bugs in hopes that someday a patch comes out, we can point out bugs and know that there is a real possibility those bugs are going to get fixed down the road. It is the opportunity to offer real-time feedback to an invested core of developers, not a complaint that will fall on some faceless marketing/moderation crew of a big development company who has already moved onto another game. The fact that Squad has not thus far turned and said, "hey, we made enough money with this, we're going to call the next update the final and then move to develop some new game for a different market," should be enough to qualm the concerns laid forth in OP. Calling this game "alpha" is not an excuse, but rather a chance to enhance understanding and to let people know that, when the right channels of communication are used, bug notifications do not go unnoticed. Also, IIRC there were some complaints that new versions break some mods; this is no worse than other fully-furnished games that do end up releasing patches, as many of those tend to create a need to update mods. I purchased this game last August, just before 0.21 came out. While I've been slightly disappointed with the slower pace of updates now (0.21-0.22-0.23 was a rather quick progression), I'm content with the product I have now, and I consider it completely worth the price I paid. There are plenty of other games I cannot say the same about.
  5. Mods relevant to this thread (I use way more): - TAC LS - KW Rocketry - BobCatInd Soviet Pack - ISS Community pack - FusTek Station Parts Expansion - Aviation Lights - Mechjeb 2.0 (orbital rendezvous is a bit of a pain, personally; manual docking and launching are fun, though) - KAS - Lionhead ESA Pack (eventually for ATV) - LazTek SpaceX Launch Pack (eventually) After learning the basics of spaceflight and orbital rendezvous/docking, the Kerbal Space Agency decided it was time to do some station building in Low-Kerbin Orbit. The first station was a MIR clone in a 350 km x 350 km, 30-degree-inclination orbit. After just one short-lived crewed mission, the MIR program was scrapped when alignment and docking issues irrevocably threw off the construction plan. Thus was born the ISS plan. The KSA learned from its failures with the MIR and decided it was time to go big or go home. The ISS would be placed in a 350 km x 350 km, equatorial orbit. This change in orbit plane would allow modules and visiting vehicles to more easily launch, rendezvous, and dock; a simplicity required for the sheer size planned for the station. The ISS is meant to test long-term space mission life-support viability, along with various other systems which will be required for major missions to other planets. The first module launched was the Unity Node 1, with service module to remain attached until the Zarya module could be launched and docked. The Unity Node was chosen to launch first in order to put some added pressure on the much-delayed Zarya team. Fortunately, this plan worked, and the Zarya module was indeed launched after just one full orbit by the Unity Node. Third to launch was the Zvezda Service Module. This module would provide another source of solar power for the station until the trusses could be launched. After the successful docking of the Zvezda module, the Docking and Storage Module (DSM) went under construction in the VAB. This would be the main module to which Kerbal ferrying craft would dock. Following the successful attachment of the DSM (Nadir port of Zarya), the KSA decided it was time to put some Kerbals on the ISS in order to begin operations in earnest. The first crew, Expedition 1, would be none other than Jebediah Kerman, Bill Kerman, and Bob Kerman. Once at the station, Expedition 1 would be tasked with finalizing internal connections between the modules and testing out the various computer systems operable from inside the stations. Expedition 1 would also oversee the autonomous arrivals of the Destiny module (Forward node of Unity), the Universal Docking Module (Nadir port of Zvezda), and the Quest Airlock (Port node of Unity). During their 2-day 21-hour stay, the crew also saw the first and second spacewalks from the station, with Bill Kerman exiting through the Quest Airlock to attach extra struts, brought with the crew in the Soyuz TM-2A craft, to the ISS modules. Upon completion of these tasks, KSA command notified the crew the Apollo Program had successfully completed the unmanned testing phase and was ready to send a Kerbal to the Mun. Expedition 2 was slated to be launched on a Buran shuttle, but ground issues with the shuttle had delayed that launch indefinitely. In addition, bugs with the S0 truss module had scrapped the planned payload for the Expedition 2 flight. In light of all of this, Johndin Kerman, Hadmon Kerman, and Desburry Kerman launched from KSC in Soyuz TM-3A, with some extra life support supplies stuffed into the orbital module. The crew arrived at the Port-facing docking port of the new Universal Docking Module at ISS 03:03:15 (dd:hh:mm), and sent the Expedition 1 crew off in Soyuz TM-2A several minutes later. At current posting, Expedition 2 is over 4 days into its stay. The crew has overseen the autonomous arrival of the Harmony Node; no EVA has yet occurred. Currently, the station has enough life support supply to last the crew 8 days, so Expedition 2 will certainly see the arrival of the first autonomous Progress resupply ship. The mission is planned to last over 30 days, but the Buran issues have been resolved, and the station is in dire need of extra RCS fuel, which could end up pushing forward the planned launch of Expedition 3 on the Buran shuttle. Here is a shot of the ISS with both Soyuz TM-2A and Soyuz TM-3A docked and before arrival of Harmony Node 2, looking from the front with Nadir to screen-right:
  6. First off, let me express my gratitude for creating such a great mod. I thoroughly enjoy the Soviet pack; it really makes station-building feel more realistic. The Buran continues to be the best shuttle I've flown. Now, a quick question (this may have been answered earlier in the thread, but the searches I ran came up empty): I've got a Progress module docked to my MIR with some KAS-attachable parts inside. While on EVA, I'm unable to "open the container" and retrieve these parts. How am I to go about doing that?
  7. GMoney

    Osup

    Hey everyone! I've been playing KSP just under a month now, and lurking on the forums slightly longer. I'm probably pretty far behind by most standards: I haven't successfully ventured past Minmus (I had a Moho satellite flight go slightly awry, and haven't encountered a convenient interplanetary window since). I have a fledgling station in LKO, another station in Munar orbit, I've landed on the Mun but not returned (I simply kept the Kerbals there to man the station), and I've only begun my Kethane mining activities; I haven't yet put a wheeled vehicle on another body, and haven't landed anywhere other than the Mun. KWR, Mechjeb, Kethane, B9, Lazor Docking Cam, Subassembly Manager, and Crew Manifest have been integral in my operations so far, and I have several other mods installed that I haven't yet broken into (like KAS), and also several others downloaded that I'm not quite ready to install (Remotetech, Ioncross Life Support, etc). I look forward to becoming a contributing member of the community!
  8. Launched a mobile rover to the Mun (I already have an unmanned orbiter/Kethane survey satellite, a manned orbital/refuel/Kethane refining station, and a manned/Kethane extraction base on the surface), but I noticed in map view that I ended up with a favorable Munshot to Minmus. I couldn't resist the window, so I accomplished my first trip to the smaller satellite of Kerbin. I haven't put the rover on the surface yet, as I'm concerned how my as-yet untested skycrane is going to perform, and I don't want to waste this opportunity just yet. At least I brought enough fuel to land without having to visit my Mun statoin, though.
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