Jump to content

shawnbyday

Members
  • Posts

    9
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. pingopete, Nhawks17 I'd be more than willing to test anything out. I've messed around with it a little bit but usually roll my own EVE using Astronomers but I'm always drooling over the city textures If you have any specific things you need tested out or need any logs on anything just let me know. Thanks for all the work you've done on this!
  2. I have the following issue: [Exception]: MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. It keeps spamming constantly. This seems to only happen when using jet engines. Rockets or planes with rocket engines on them don't throw this exception. I have the following mods installed right now: AJE CommunityResourcePack CrossFeedEnabler EngineGroupController FerramAerospaceResearch KerbalJointReinforcement Kopernicus ModularFlightIntegrator ModuleRCSFX RealChute RealFuels RealHeat RealismOverhaul RealPlume RealSolarSystem RSS-Textures (4096) SmokeScreen SolverEngines Squad (ha) ModuleManager.2.6.8.dll As you can see this is basically a default install. I've included a snapshot of my log where things seem to be messed up. I was hoping someone either has a solution or can translate the FAR message for me. Also this is a 32 bit install despite the folder saying x64. I've gone all the way back to a fresh install after I discovered this issue. Thanks much! --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryModification.IntakeCrossSectionAdjuster..ctor (.PartModule intake, Matrix4x4 worldToVesselMatrix) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.SetupICrossSectionAdjusters () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. (Filename: Line: -1) MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. (Filename: Line: -1) Autogen thumbnail for D:/Kerbal Space Program Installations/Kerbal Space Program 1.0.4 RSS x64/KSP_Data/../Ships/@thumbs/SPH/Aeris 3A.png (Stock) from D:\Kerbal Space Program Installations\Kerbal Space Program 1.0.4 RSS x64\Ships\SPH\Aeris 3A.craft (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. (Filename: Line: -1) MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. (Filename: Line: -1) Updating Aeris 3A (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. (Filename: Line: -1) MissingFieldException: Field '.CelestialBody.maxAtmosphereAltitude' not found. (Filename: Line: -1)
  3. What happened to the config file in the last few releases?
  4. New series I've started using career mode. It is heavily modded. Subscribe if you like or check out some of my other work!
  5. Ackander (or community), Is there a dependency list or spreadsheet/chart somewhere? I love using this tech tree and I'm planning on using it in my next YouTube series but it would be REALLY nice to know how the tree evolves. Early on it's easy to waste science just figuring out how to unlock a specific node. Hopefully this question makes sense...if not please let me know! Thank you for an awesome tech tree! Shawn
  6. Hello! I'd like to request an SSTO design similar to the second one that Vaos built in this video: Requirements are: Vertical Launch Tiny/Minimalist/Low Part Count Works with Farram Aerospace Works with Deadly Reentry Ideally it'll be a duplicate of Vaos's craft but works with FAR and DR. I can copy the design but it doesn't work properly with the two mods. You can use KW and B9 for parts if you'd like as well. Thank you in advance for any advice or help!
  7. Lucian, Get rid of Lazor Docking Cam...that's what's causing the same thing for me. Shawn
  8. Hello everyone! First off I would like to say that I like the new way science is done. The spamming felt cheap and I like being able to "check things off" so to speak. This brings up one quick point about the new page added to the research facility. 1. Put the list of places visited in a checklist form. I've found myself developing a spreadsheet that I use to check places off that I go...having this IN game would be extremely neat! 1. I would like to have an incentive to haul the lab to other celestial bodies. (Right now it is faster for me to travel to the Mun several times bringing everything to Kerbin than it is to assemble a mini-science ship to send to the moon to do ongoing experiments). That being said since nothing outside of the Kerbin sphere of influence has any biomes it remains somewhat dull right now...it has SO much potential and I think this is the general gist of the community. 2. Something needs to be done to make transmission useful in certain situations. Probes have no point at all and I find them very interesting...this also applies to rovers. Both of these types of missions provide a unique feel to the game and to punish someone using them to collect science is somewhat of a let down. (Flying a Kerbal to the Mun to collect and return science is less time-consuming and easier to pull off than doing all of the work associated with landing a small rover and taking the time to use it to explore and collect science). 3. I feel like EVERY experiment in EVERY biome should be able to be transmitted once and returned once. It would promote using remote technology to do risky "first" missions and then reward you more by having your Kerbals fly there to investigate further. Obviously transmitting being "less risky" would give less points perhaps but still enough points to make it worth doing. If this introduces too much science into the game I feel like the costs of the tech tree could then be readjusted. 4. Once 3 is in place remove the whole "120 points for first return .34 points for the second return"...just be DONE with that biome for that experiment. If you're going to reward points for multiple ongoing returns that is fine too but make it worthwhile. My preference is to just do it and be done. I feel like once 1-4 are completed "balancing" the science system would be systematic. You have a finite amount of science that can be attained and you can say "at 80% of all science explored player will have access to the entire tree" or something of the likes. Some will definitely disagree with having a finite system but it is a means to an end! Thanks for reading everyone!
  9. Hello everyone! I've been playing quite a lot for the last 2 months or so and I've found myself quite bored by the rocket command modules/pods. The single-passenger one isn't TOO bad but the 3 person module/pod is an eyesore to me. I've seen the Dragon 2 replica as well as the Orion replica but they seem to have many unattached parts. (They do both look amazing). I'm looking for additional well designed modules/pods/capsules or whatever. Any kick in the right direction would be greatly appreciated! Thanks!
×
×
  • Create New...