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Tochas

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    Bottle Rocketeer

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  1. The dialog that pops up when the vessel crashes or finds itself in some sort of RUD, appears right away, obstructing all the sparks and fireworks! These fireworks look awesome! and in some situations it may still be salvageable by ejecting the crew capsule or super natural piloting skills. but this dialog gets in the way, distracts, and I find often it also disables any type of input or command to be given to the remains of the vessel. Let us admire the beauty of a exploding rocket!
  2. So should I install manually instead of using CKAN? Another question, what would be "required" computer specks, last time I tried it with my MSI GT72 2QD Dominator laptop, I experienced really low framerates and the screen would freeze every 4 to 5 seconds as well https://imgur.com/a/bSLqyxz I remember that back in the day forcing the game to run with openGL was a thing to improve performance, is this still the case?
  3. Hi! I installed version 'Version 3.11E for Kerbal Space Program 1.2.2' and I am getting this weird thing when traversing the upper atmosphere. Near ground and low atmo it works fine At orbit it works fine also but just in between the sky is all white. with that clear division of space / not-space Any thoughts?
  4. Hi I am having trouble I am using KSP 1.2.2 The rover has EC, it has solar panels and has fuel cells. it tells me I need MOAR solar panels. and shows a solar power input of 0. Assembly: BonVoyage, Version=0.12.0.0, Culture=neutral, PublicKeyToken=null Input is null for field 'landedAt' in config node '' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at ProtoVessel.Save(.ConfigNode node) at BonVoyage.BonVoyage.LoadRovers() at BonVoyage.BonVoyage.onLevelWasLoaded(GameScenes scene) at EventData`1[[GameScenes, Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].Fire(GameScenes data) at HighLogic+<FireLoadedEvent>c__Iterator68.MoveNext() at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)
  5. thanks @blackheart612 I was worried it was bugged or some other mod was messing with it.
  6. Hi! Is anyone experiencing this? Rotor engines built in air intake is capped at effective air speed of 9m/s. This image is from a clean install (1.2.2) Other intakes do get more effective air speed And they even flame out Any idea why? or how to fix them? Thanks
  7. Hi I am having trouble with propellers engines, their intakes always show "Effective Air speed" of 9 m/s and the thrust is heavily dampened even they flame out. some insights on how to fix it?
  8. WoW! It works real nice! Yeah more sizes and textures would be awesome! Also would be Game Design / balance wise to check for "splashed down" status on the vessel to allow the "increase mass" action.
  9. HI Steve! the new version worked But how do I deal with rovers stucked under a mountain? I sent a test rover down to the nearest KSC mountains to harvest science and it appeared under the terrain (a very high slope) and the controls were disabled. sorry I forgot to take a screenshot or video
  10. I surely will try this one TODAY! It would be awesome to have multiple textures / colors for the tanks, to accommodate various ship aesthetics.
  11. I get this error on the log It never ends and reduces the FPS Module RcsSounds threw during OnUpdate: System.MissingMethodException: Method not found: 'Part.GetConnectedResources'. at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 the full file https://www.dropbox.com/s/013ke4huvr6k9ui/output_log.txt?dl=0
  12. Hi I am running KSP 1.2.2 x64 and getting two exceptions The file is available at https://www.dropbox.com/s/4b2s2n6uf49exsy/output_log.txt?dl=0 Input is null for field 'landedAt' in config node '' at System.Environment.get_StackTrace() at ConfigNode.AddValue(System.String name, System.String value) at ProtoVessel.Save(.ConfigNode node) at BonVoyage.BonVoyage.LoadRovers() at BonVoyage.BonVoyage.onLevelWasLoaded(GameScenes scene) at EventData`1[[GameScenes, Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]].Fire(GameScenes data) at HighLogic+<FireLoadedEvent>c__Iterator68.MoveNext() at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress) And MissingFieldException: Field '.BaseConverter.Efficiency' not found. at BonVoyage.BonVoyageModule.Activate () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at RemoteTech.Modules.ModuleSPU.InvokeEvent (.BaseEvent baseEvent, Boolean ignoreDelay) [0x00000] in <filename unknown>:0 at RemoteTech.FlightComputer.UIPartActionMenuPatcher+EventWrapper.Invoke () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update()
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