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Bishop149

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Everything posted by Bishop149

  1. Not to worry, a workaround patch for KIS has already been uploaded. Seems to resolve the issue.
  2. @IgorZ Many Thanks, seems to work as advertised for me. Only tested in VAB
  3. Just a heads up. Myself and another user have both discovered a conflict between KSP-IE and KIS, oulined over in the KIS thread. Basically you can't put solar panels in KIS containers, doing so triggers an NRE. I'm guessing this is due to the modification of the stock solar panels to add the wasteheat mechanic.
  4. I can confirm this, I can't put parachutes into KIS containers, trying triggers an NRE. I pinned this mod down as the source of an this issue, I'm guessing because it edits the stock parachutes. Issue persists even if all the stock plus options are disabled.
  5. Ok I got it! The culprit is "Stock bug Fix Modules & Stockplus" Problem is present when all Stockplus options are disabled. Funnily enough I also have KSP Interstellar extended and can confirm @Rob2222 's point above, same issue with solar panels relating to KSP-IE, independent of the Stockbug fix parachute issue! Worth noting that KSP-IE comes bundled with tweakscale, I haven't dissected this out. How is best to proceed, should I shift this over into the threads for the respective mods?
  6. No deadly reentry. Ok I had a look at the logs, when I attempt to move the parachutes its throws an error, specifically [Exception]: NullReferenceException: Object reference not set to an instance of an object Its not just parachutes either, I tried a spark engine as a part I though would work. . . . it didn't either. Is there somewhere that previous versions are archived? I can't seem to find them on the GitHub pages. Screenshot in the spoiler
  7. Yeah its not Tweakscale, deleted and issue remains. I didn't get very far deleting other mods, I tried to delete Interstellar next (the last mod that I updated) and it screwed my game so badly nothing really worked anymore, couldn't even open the VAB. I'll try and older version of KIS, see how that goes.
  8. Ah ok, I do have tweakscale, but then I've always had it so the issue is new. Would the logs help me pin it down?
  9. In the VAB I can't seem to put parachutes in KIS containers anymore. Started out with radials and then tried in line ones, neither work. Using the usual drag and drop method from part list to KIS container inventory, nowt happens. No warning or error is displayed. Its beena long while (and probably several KIS versions) since I last tried, did something change?
  10. Ok, I'm having issues with the Direct Cycle Nuclear Turbojet. Namely that after a few minutes of flight it overheats and explodes. It seems to generate 845MW of thermal power which is a rather large amount to try and dissipate with flat radiators, the required radiator area is bigger than my whole plane! I'm guessing it can't be that, so perhaps it needs the precooler. But that unlocks higher up the tech tree than the engine, I suggest that if a part just won't work without another part then they should unlock at the same node. Must admit that as someone who was used to the KSP-I heat mechanic before it was merged into the stock one I find heat mechanic extremely confusing now. My Solid Core engines / Radiators seem to run VERY hot but only when the engine is firing. . . which makes no sense to me. Surely when the engine is firing it heat used being used for propulsion, when its idle is when the heat would need to be dissipated by other means. I'd expect the engine to heat up a bit when its firing and the rads to be hot when its not and visa versa. That's how it used to work.
  11. Ah thank you. @DMagicYeah that clears it up, built-in decoupler activates them automatically, if deploying / redeploying via KIS then you may need to activate them.
  12. Over the course of the last few days, Kartine Kerman has been on a somewhat epic drive around the Mun, taking in 6 or 7 biomes, 1 anomaly and covering over ~500km It was slow going (rovers average speed was probably about 15-20m/s, but topped out at a slightly nerve wracking 40m/s) but actually pretty good fun, plotting the most efficient course around / between craters with slopes I wasn't confident the rover could manage.I was my first serious drive in KSP, I've previously used rovers to only pootle around short distances. A few shots of the rover itself, the candle engine (KSP-IE) was on the back purely to provide a steady constant supply of electric charge, the rover actually landed under the power of the 2 downward facing Twitch engines. However I found that firing up that candle was sufficient to push the rover up some steep slopes (abouth 40 degree +) that the motors weren't able to handle alone, whilst burning very little LF. Got me out of a few tight spots that trick! Kartine eventually called for pick up from an orbiting lander and returned to Kerbin with her data netting over 4200 science in total, leaving her trusty rover on the surface of the Mun.
  13. Must admit it didn't occur to me to look there! But I have now done so and it doesn't seem to contain any infomation (that I could find) relating to this mod at all. http://images.akamai.steamusercontent.com/ugc/257082843834141173/81DC326931E51513C6BEFCEDAC506246FECC13B3/
  14. Ok, how to I get the upgrade to Graphene radiators? I just spend 850 of my precious science to get to metamaterials (which the OP says is the unlock node) but all my Rads are still Mo-Li Heatpipe Mk2 Is there any functional difference between the Thermal Ramjet and Thermal Turbojet? It looks like they're same but with different models. Same for the two Magnetic nozzles, is this a legacy issue? I'm generally finding the OP a little confusing, it seems very outdated. Is there a better source?
  15. I'd second this, apologies if its not the way it should be done but the OP is still usually my first port of call ascertaining the basics of how any given mod functions, but I realise updating it can be a chore.
  16. Another CKAN question I'm afraid. CKAN is listing this as "Incompatible" what does this mean exactly? Just that it's not specified to work on 1.1.2 or that it actively conflicts with another mod that I have installed? What such conflicts known? I don't have Ambient Light Adjustment or AmbientLightShifter, I do have Kopernicus but used this with that under a previous install and it seemed fine.
  17. Just a note, the first screw up I made with under supplying and a Kerb going on strike was Valentina. I just re-read the front page, she should be immune, no? At time I just assumed orange suit meant only the three originals.
  18. Hi DMagic,

    I've been using the hell out of a lot of KSP mods for years now and I felt it was high time I gave something back in return for the hard work of various modders in terms of donations.

    You're on the list of those whose mods I've used for ever and a day but I can't see any donation links on any of the mod pages. Do you accept such things?

  19. Hi Freethinker,

    Seeing as I've used the absolute crap out of Interstellar over the years I though it was about time I made a donation! However the paypal page appears to have some issues for me.

    Firstly whatever I put in as the amount it tells me its invalid. Secondly every time it throws an error (such as the invalid amount one) it reverts the page to the native language of the site (Dutch) rather than my google translated version to English which makes things rather hard to follow!

    Perhaps you could have a look from your end?

    1. Bishop149

      Bishop149

      Ok I worked out the error, for some bizarre reason it wants to use , as a separator not . 

      Once it stopped throwing errors and the translation stuck I managed to get it done!

      If possible might I suggest that the default language be changed to English? Might make things a little easier for many, especially as the site doesn't seem to plat well with google translate!

    2. FreeThinker

      FreeThinker

      Oh I wasn't aware it's laungage was set. Thanks

  20. Couple of things 1) Trying to work out the seismic hammer experiment. So I deploy at least two pods then use the hammer. Do I have to do anything to the pods before or after decoupling them? When attached they have a 'toggle pod' option, when detached they have an 'arm pod' option. Do I need to do either of these before using the hammer? 2) I've noticed the universal storage 2hot / presmat unit doesn't seem to hold its open / shut state. It always seems to want to appear open. Sometimes I toggle it and it instantly changes its appearance to closed, before running through the opening animation. I suspect that the animation state and toggle state become disconnected with the former defaulting to open on scene load.
  21. Ooo lovely, I had this one filed under "dead", I guess I can revive it now. Ta very much!
  22. How many ppl are using CKAN on windows 10? I only started using it since I recently restarted my game, which was post switching to from Win7 to Win10 so I have no basis for comparison. Whilst when it works its great this seem to only be about 50% of the time! It frequently seems to kinda timeout when downloading things (Just stops midway and then claims it can't compete the d/l, retrying after giving it more bandwidth usually works) or crashes when trying to install stuff, I've semi-reverted to doing it all the old fashioned way. Just wondered if it might be a windows 10 thing, I did have to download some outdated NetFramework to get it to work at all. Afraid I don't have any specific logs / errors but might start collecting them from here on in, just wondered if there was a consensus opinion on Win10 stability (or lack of!).
  23. Excellent idea, seems to work without issue. This really is one of those so simple and useful that it really should be stock kinda mods. Good job!
  24. Meh, I didn't take the time to pull the log as I'm not really looking for support. I simple solved the problem in the quickest easiest way for my personal needs which was to simply reverse the change resulting in the issue. Just thought that some information might be better than none. Apologies if I was wrong.
  25. Just FYI This mod seemed to dramatically and negatively affect the stability of my KSP game. Post installation last night I had three crashes in half an hour all whilst I was mucking about with the new fairings. Removed it and normal service seems to have been restored. I am running the 64-bit version of KSP. Looked like a great mod whilst I was playing around with it, shame it doesn't seem to work properly on my install at least!
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