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nuclearping

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Everything posted by nuclearping

  1. Using SCANsat together with the latest version of Kerbal Galaxy causes an infinite flood of NullReferenceException messages in the log. NullReferenceException: Object reference not set to an instance of an object at PQSMod_VertexHeightMap.OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at PQS.Mod_OnVertexBuildHeight (.VertexBuildData data) [0x00000] in <filename unknown>:0 at PQS.GetSurfaceHeight (Vector3d radialVector) [0x00000] in <filename unknown>:0 at SCANsat.SCANUtil.getElevation (.CelestialBody body, Int32 lon, Int32 lat) [0x00000] in <filename unknown>:0 at SCANsat.SCAN_Data.SCANdata.generateHeightMap (System.Int32& step, System.Int32& xStart, Int32 width) [0x00000] in <filename unknown>:0 at SCANsat.SCANcontroller.checkHeightMapStatus () [0x00000] in <filename unknown>:0 at SCANsat.SCANcontroller.Update () [0x00000] in <filename unknown>:0 Looking at the stacktrace, I suspect the newly added Moon "Krush" and its unusual shape to be the cause. Could it be?
  2. I'm having the same problem, but not when Hyperediting. It just occasionally happens that solar panels don't generate any EC even tho there are no (heavy) consumers on the ship except a "Comms DTS-M1". The ships have 2-4k+ Max EC and plenty of either SP-L1x6 or Gigantor XL Solar Arrays, all with "Direct Sunlight" and "Sun Exposure" above 0.9. But still "Energy Flow: 0.0" On ships in space, this seems to "go away" after a while, when they change their positions in orbit. But for my current lander on the Mun it didn't change even after 10+ days. It just gets no EC from its panels.
  3. I'm playing KSP on Linux since a while after I found out I could load a Linux VMware with tons of mods and KSP was still starting and running. But due to lack of full OpenGL support I decided to install a dual boot system with Xubuntu. And so far, besides from playing KSP, I really started loving the Linux environment. When doing the "normal" daily stuff like surfing, researching, emails, watching videos, etc I don't feel any negative difference. It is fast and lightweight and I don't miss any Windows features so far. However, since I need Windows for work (self-employed) I can't switch fully yet. But I already thought about getting VMware for Linux and running Windows virtual machines. Thats what I do already anyway on Windows: Having several development VMs. So it shouldn't be that much of a deal. But on the other side I don't have any reason to stick with Linux either, except for KSP and the "coolnes factor". So you see, I'm still pretty undecided. Also for KSP x64. I tried it on Windows before and it was a catastrophe. If it runs "rock solid", then I might give up on Linux. If not, I will stick with it.
  4. This. But it is alot of fun too. After you passed the learning curve tho. Interestingly I'm also messing around with Shuttles at the moment and found that thread searching for inspirations. My key to success is "Infernal Robotics" to counter the COM / COL issues. And yes, it involves ALOT of fiddling around and adjusting the servo for the main engine. Especially after the Boosters are burned out. You have to stop throttle and turn the main engine hinge like 45° up. I already thought about using kOS to automatically adjust the main engine hinge according to the changing COM / COL due to fuel loss. Here are some screenshots of my current Minmus Polar Satellite Contract Mission:
  5. There is a mod called "KerbalGalaxy", which adds several additional stars and planets to the game. I mean its not procedural, but still alot to explore which keeps you busy for a while.
  6. Is anyone running this with Distant Object Enhancement and / or Atmospheric Scatterer? Using these (or one of them) causes a flood of "NullReference Exception" entries in my GameLog quite often. It works in general, but for unknown reasons it goes ham regularly.
  7. I remember back in 0.2x I had a mod which had such a part. Don't remember exactly. But was B9 or KW Rocketry if I remember correctly.
  8. Interesting. Just found this thread googling for the problem. I'm experiencing the same problem with a Eve Mission Rover attached to my heavy lifter. An Octagonal Strut, which is on the very top of the ship and part of the rover for holding scientific instruments, kept randomly exploding whenever I tried launching the ship directly after the loading screen. Spent like 2 hours yesterday trying to figure out what the problem was. But gave up eventually. Now I read this thread and remembered I installed several mods yesterday and FAR was one of them. Removed it. Problem gone. LoL.
  9. Thanks alot for the update. I love female Kerbals. They are sooooo cute. Awwwww. ... And the new voices are really sweet. Good job!
  10. Weird. Downloaded latest DRE version yesterday. Just had a (small) Tourist Ship returning from Minmus. And I'm getting heavy reentry effects already at 65.000m (Kerbin, PE set to 37.000m) @ ~3200m/s, starting to shred my ship into pieces until it explodes completely at ~50.000m. Never happened with the old DRE versions in 0.90. Without DRE, stock reentry effects gently start at ~39.000m and end at ~26.000m without anything exploding.
  11. Ok, thanks. That works. It is even described in the manual. Just looked it up again. Don't know how I missed that! ... But still, thumbs down for making the whole system so overcomplicated now.
  12. Thumbs down for the KIS implementation and making Attach / Detach parts so overcomplicated now. I really liked the simplicity of KAS in 0.90, especially for Connector Ports. Just EVA, grab a Connector Port and put it where it was needed. Now I have to bring a Tool and my Kerbal MUST BE Engineer. That increases the mission overhead, because you have to add another Capsule for the extra seat. But thats still ok ... Immersion / Realism and so. But what really freaks me out right now: Even after reading the manual I still can't figure it out how to ATTACH a previously detached Connector Port to another part. - I have a Wrench / Screwdriver. - I EVA. - I right click on my ENGINEER Kerbal -> Inventory - Right click the Screwdriver -> EQUIP. - Go to the Connector Port. - Hold G, "Detach CC-R2 Connector port", Click. - Port drops to the ground. - Hold G, Drag & Drop to my Inventory. - Walk to the Part where it should be attached to. - Drag & Drop the Connector Port from my Inventory towards the part. - Release mouse button. - A text overlay appears "Drop (srfAttach)" - Click ... - ... and instead of being attached, the part drops to the ground over and over and over and over again ... No matter what I try, I can't figure it out how to attach the part either back to my ship or to another part. Seriously ... ?!?!
  13. Bug? When you have debris around KSC and recover it via clicking and select "Recover", you get a FinalFrontier window popup saying "Nothing happened". So far so good. When you keep that window open tho and recover more debris parts, the window collapses to some small "thingy" and entering buildings (VAB, SPH, Tracking Station, etc) is not possible anymore afterwards, since mouse-over seems to be screwed after this. Don't know if it is related to FinalFrontier only. But exactly that just happened here.
  14. Just a small update: Plugin seems to be 1.0.* compatible. Works without problems here on 1.0.0 and 1.0.2.
  15. Thanks for the links. Good to see I'm not alone. I installed Stylish. But indeed, it seems like the CSS is for another (either newer or older) vBulletin version. I thought about creating a theme, but when there is an update imminent, I will better wait before wasting time and energy.
  16. Hello In the profile settings of the forum you can switch skins. However you can only select between "Default" and "Default Mobile". I'm wondering if it is possible for Squad to install different skins for us to choose from? I'm having two monitors. And I like to have the KSP forum open on my 2nd monitor while playing KSP on my first. But I find the default white skin too bright and would like to switch to a more "spacy" theme. What do you think, Squad?
  17. Nope, I always used the 32bit version. I attempted to run the 64bit once or twice but I was even worse. As far as I remember it didn't even make it past the loading screen and crashed right away.
  18. This should only happen once when you start the game. And it shouldn't have an impact on the functionality. The plugin still works, does it? I'm probably need to modify the Plugin for 1.0 anyway. So I will have a look at this later then.
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