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Everything posted by Ringkeeper
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[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
got a problem today with Karbonite (i have 0.0.7) [LOG 18:08:26.033] AssemblyLoader: KSPAssembly 'OpenResourceSystem' V1.1 [LOG 18:08:26.112] AssemblyLoader: Loading assemblies [ERR 18:08:26.938] AssemblyLoader: Exception loading 'SCANsatKethane': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'SCANsatKethane.SCANsatKethane' from assembly 'SCANsatKethane, Version=1.0.6.0, Culture=neutral, PublicKeyToken=null'. [ERR 18:08:26.958] AssemblyLoader: Exception loading 'TweakScale_ModularFuelTanks': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'modularFuelTanks, Version=5.0.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'modularFuelTanks, Version=5.0.1.0, Culture=neutral, PublicKeyToken=null'[LOG 18:08:26.018] AssemblyLoader: Loading assembly at E:\spiele\KSP_win24_2\GameData\UmbraSpaceIndustries\Karbonite\OpenResourceSystem_1_1_1_USI.dll This leads to: [LOG 18:31:07.751] numWeightedKerbals: 6 [LOG 18:31:07.751] numWeightedKerbals: 7.35 [LOG 18:31:07.752] WorkSpaceKerbalRatio: 1.479167 [LOG 18:31:07.752] WorkUnits: 10.87187 [LOG 18:31:07.753] eff: 1.087188 [EXC 18:31:07.754] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.755] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.756] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.757] NullReferenceException: Object reference not set to an instance of an object The NullRef a couple thousands lines, everytime you switch vehicle.It seems the NullRef are from MKS as there are more NullRef inbetween. Will post there the complete log. -
oh and can we have a light inside the hanger that turns on with door open? I already put lights inside but always afraid it will break something with the spawning And they clip kinda in the floor so hard to turn on without action groups.
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ok.. more testing with more strange vehicles and kerbals in different spots... and no explosion anymore . I guess i was just totaly unlucky on the first use and other things led to this behaviour.
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Most of the mods add stuff that's not in the game, yet or never will be. And that's a good thing. Squad has to build a game that satisfies most of the players in a basic way because that is the common part of all players. The rest and special needs are then supplied by mods. Some like way more realistic stuff, some more painted stuff, some more boom, some like more automated stuff etc etc. That is what mods are for then.
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A little bit disappointed about career mode
Ringkeeper replied to Tokay Gris's topic in KSP1 Discussion
Thats soooo true And Kerbals EXPECT bad things to happen and are not really disappointed if stuff goes wrong But i also play only sandbox at the moment. I tested the new contracts, found they are at the moment only short time fun and went back to sandbox. Till the complete carrier is a nice part of the game with kinda guided quest/story and not liveless mission without any reason except getting money. At least i like the direction carrier is going so far. -
Unfortunally i dont have a log as the game didnt respond anymore shortly after. On the second test where everything worked i just send the hangar with the 2 ships packed (as before: put them in VAB into it (from subassembly)) and everything worked. I will test further if this might be a problem with lag or so, as the station was quit big and the 2 ships have 100+ parts
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THST ? They dont look that nice. And with Tweakscale you can only change the overall size. For me they are not too long but too thick/wide. But i can live with it. Nothing that makes me not use them.
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i tested now the "Habitable inline hanger" and docked it at my station. Inside i stored before twice the Moth (without launcher) . On the station i had 2 kerbals. In space and after docking i activated the hanger, opened the doors, set pilot for the Moth-Ship and launched it. The little ship was then floating inside the hanger till i switched to it. No pilot in it , it immediatelly started to wooble like hell and exploded with pieces shooting in all directions. Second launch with second kerbal whent the same way. At tehe moment i have a huge mess around my station. Any idea why? *edit* i tested a bit more. On this 2 launches i was not teleported to the spawned ship. I guess , as the crew was in a unusual crew quarter (one of the OKS modules) it couldn't be teleported to the ship.
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thats sounds like one big KAS container Awsome. Makes my station-to-duna way easier.
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just want to say i like the trusses. A bit too big for the stuff that i build but i can live with that.
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[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
The Klaw is not crossfeed . Asteroids are At least as far as i read in another thread. -
but you dont play them active. So, put them in a nice ZIP or RAR file and in a folder called "KSP Archive" . And if you want to play one of them, unpack and go. But keeping all unpacked and "ready to play" costs alot of space, which you dont have
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and he has 31GB of KSPs , which are 10-15 versions. I dont know why someone would have more then 4 versions if you keep 32bit/64bit and the last version.... why have older ones?
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[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
and dont touch the scanner At least i like this unusual design. -
Well, if someone would post like this on work i do.... i would use this nice button in his profile, called "ignore user" . User gone, i dont have to read his ...., problem solved But maybe i'm just already tooo blunted after 10 Years of customer support. Or i just got good at ignoring complains
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I had this 2 screens yesterday multiple times. Had to restart the game couple times due to mod replacing etc... Every third/fourth restart i had this start screen. Yes, have Texturereplacer installed.
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[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
Big enormous orange bubbles, not those small dots. & I haven't installed texture replacer besides what u bundle with Karbonite. Also note thet only show up when I'm closish to them. I can't see the ones all the way across the continent like in your picture. The reason his bubbles are that small and yours are so big is easy explained: He is 500km away, you maybe 25km . So, yeah, his bubbles have to be WAY smaller. But bubbles don't matter at all. If you put your harvester at any place on the mun you will get Karbonite (Ore/Water/Substrate/Mineral if you use MKS) ! In the bubbles you just get it faster. Thats it. You want your base at this flat top of the mountain? Go ahead, mine there. You want to harvest on this slope? Do it. You want to harvest in this lovley crater as your kerbals like holes? Ok, have fun. You want to mine (soon) in the ocean? Yes, build a boat and go on. It doesn't matter where you want to harvest, you can. Bubbles make it just faster. Kethane? You want to buidl on flat area? Nah, no deposit, only on that slope.... With kethane you have to build bases where Kethane wants to build. Not where you want. -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
Ringkeeper replied to Yogui87's topic in KSP1 Mod Releases
I like the Ariane 5 + ATV As the ATV has yet no ressources to transport i played a bit with it and put TAC food/water/oxy in plus some MKS ressources. So far 11 tons to 130km i tried and i got it to the station with 100 monoprop left. I guess i use the ATV for my supply mission. The only thing i noticed was, that Mechjeb can't get the DeltaV correct. The numbers are jumping like crazy. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
seeing that he makes MKS, OKS and Kerbonite.... well, i guess it is intended that also hollow asteroids play a role If i recall correct he mentioned asteroid mining in the MKS thread. -
[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
hmm.. now no hotspots are shown on minmus Threashold still seems to be off. -
[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
i know how to do it sidfu But most don't . And setting treashold to 0.001 as targa suggest is a baaaad idea. Kerbonit seems to be more common then other ressources. Minmus looks with 0.001 like this to me and lags like hell: http://i.imgur.com/eRGo2NN.png I guess Roverdude used , as Mutifex detected, the substrate maps from MKS for karbonite also. So wherever substrate is, is also Karbonite. -
[24.2] Karbonite Ongoing Dev and Discussion
Ringkeeper replied to RoverDude's topic in KSP1 Mod Development
Roverdude? Please add for TextureReplacer the same as for MKS also for Karbonite