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Mechfan

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Everything posted by Mechfan

  1. anyone else having the research facility GUI not displaying properly? The log is putting something about a Null reference exception. From a clean 1.4.5 game, but also present in my modded 1.4.3 (i would've tested it with a clean 1.4.3, but I don't have one of those at the moment.) The modded game also had an issue with the hangar not detecting nearby craft nor reflecting changes I made to the total number of allowed stored craft and their max weight per craft. couldn't find anything in the log that seemed to reference that, however. Are either of these known issues?
  2. Yeah, apparently I did. added the references to that section, and the system says it compiled successfully. Can't speak yet on whether it works in game, but at least the hard bit is over. Thanks for the assistance.
  3. whoops, sorry. I totally forgot this is common procedure. the spoiler should have the log.
  4. So, I tried that, compiling for 1.4.3 off the master, and it kicked up a ton of errors. is that supposed to happen, or did I mess up your exceedingly simple instructions?
  5. Dumbass question, I'm sure, but is there a version for 1.4.2? I ask because I installed both the 1.4.3 version and the one the one before that, ( think it was for 1.4.1?) and while it *technically* works on the 1.4.3 version, the menu isn't accessible in flight, so I can't switch the modes of the craft or do anything meaningful after the editor. Second stupid question, if there isn't a 1.4.2 version of this mod, would updating my KSP to 1.4.3 to gain full compatibility break saves or a lot of mods? I know that's not especially relevant to the discussion on this mod, but I know next to nothing about the severity of that update.
  6. I have a strange issue. Sometimes, when attaching things to things that have been bolted to the ground, like power ports to gaslights, or modules to switchback base hubs, the parent part (the part being attached to) will be destroyed. it doesn't always happen though. I checked the log file, and after sifting through a never ending onslaught of Null Reference Exceptions, I found this: [LOG 01:37:41.195] Create part & attach [LOG 01:37:41.202] Attach new part SEP.plug to WBI.Sombrero (Vessel): srcNodeId=bottom, tgtNode=Plug2 [LOG 01:37:41.203] Wait for part SEP.plug to get alive... [LOG 01:37:41.203] StopPointer() [LOG 01:37:41.205] Set pointer mode to: Attach [LOG 01:37:41.205] Set pointer mode to: Nothing [LOG 01:37:41.206] KIS UI lock released [LOG 01:37:41.207] Pointer destroyed [EXC 01:37:41.258] NullReferenceException: Object reference not set to an instance of an object VesselView.VesselViewPlugin.OnGUI () I have no idea what it means, and I obviously would like to get this taken care of before I start shipping pathfinder parts off-world.
  7. I have a slight problem with the Cargo Bays. They're completely solid. Even the ramp has an invisible barrier on it. I can no longer use my C-130 remake to transport things. Someone mentioned in a few days ago, but no one ever responded to him.
  8. So, before I start using this, I had a few questions I didn't see answered here. When does it change the name, after launch? And what do the prefix acronyms stand for, if anything?
  9. So I have this weird problem where I can't cycle through the subtypes on some of the parts, (MK2 parts in particular, might be others, but a few did work.) My landing gear won't roll, and air brakes are static objects and won't deploy. I have kinetech and firespitter installed and the other mods I have that need them work fine, so I don't really know whats up.
  10. Did you try right clicking on the hatch and activating it?
  11. I've tried launching things in pieces, and it tends to work OK, but all my components are circular and have landing legs. I was asking for design tips on how to design rectangular payloads and properly strap them to a rocket. So my bases look semi-permanent and not like a parking lot of space ships.
  12. I guess I'm just bad at designing things. I can never build a base that is able to attach properly to the top of a rocket, it seems. the launch vehicles aren't really the problem (Moar Power!) but getting a properly designed payload is.
  13. So LLL is probably my favorite mod of all time, and I was recently able to get my first full LLL ship into orbit. (Most were hybrids between LLL and stock.) But every time I try to build LLL bases, I can never get them off the pad, let alone to the planets they're headed to. Any advice?
  14. One problem, its on a slight slope, I'm afraid turning SAS off will make the ships fall over. (because that this point, they're still ships, not buildings.)
  15. I just had the weirdest glitch. I had just flown in a new part of what will eventually be a Mun Base, and I attached the ground pylon to the surface, then attempted to link a pipe on the ship to a pipe of the pylon. upon completing that task, both the pylon and the ship just disappeared. no explosion, nothing. just gone. I have a screenshot of the aftermath, not that it'll help much. Pertinent info: the part on the ship that had had the pip endpoint was from Lack Luster Labs. not sure if there's an incompatibility, but just thought I'd specify that the ship was not all stock.
  16. taniwha: that makes sense for my laptop (I have pretty much the same setup for both) but the laptop has only 4gb, but my desktop has more, so ksp doesn't share RAM with other things. I've checked while booting, I don't tend to top 2gb of ram on my desktop, especially after I got that RAM saver mod thing. but the only effected save, while being my sandbox, was relatively new, so I have no problems starting over.
  17. taniwha: It's actually happened once before, albeit on my laptop. when I hit "resume saved" a message pops up, informing me that one of my saves isn't compatible, and gives three options: attempt upgrade, delete incompatible saves, or do nothing. the upgrade button does nothing, but just ignoring it, the save is greyed out, with a message "not compatible with this version of KSP." The only other time ive seen this was a thing with B9 on my laptop. its odd.
  18. taniwha: I redownloaded the mod right after I posted that message. KSP loaded fine, but it broke my save. says it "isn't compatible with this version of KSP" but I made a new save and the parts all work fine. it basically broke any save that had your parts (which, luckily, only my main sandbox one did.)
  19. Taniwha: I checked the logs, it appears to be a XML exception with something in your mod. I'll try redownloading it to make sure the XML is ok.
  20. So, not sure what's happening, but my KSP freezes while trying to load the original Launchpad. I deleted it, but now it freezes on the second one. I checked RAM usage, only at a gig or so. The really weird thing is that the game has booted with EL before, and I haven't changed anything between the time it worked and the time it didn't. I have ships running this mod, and my new mun base depends on it, so I really cant play until I get this fixed. Ideas?
  21. So at the risk of sounding incredibly stupid, is it possible to convert stock electric charge into MW? Because I have the awesome looking solar wings and wanted to put them on my science vessels. but since the labs only use MW, wasn't sure if it was do-able.
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