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CraveMode

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Everything posted by CraveMode

  1. I did that on a brand new fresh copy, even did a sandbox and career test, Deleted everything, redownloaded, installed all the MKS/OKS and other mods like the USI Core, Survival Pack, etc. I even removed it all from CKAN and installed them manually from the github releases but the same thing happens. You were not able to reproduce? Download a fresh copy of KSP (I used Steam to validate files after deleting the entire folder), Install all of your mods, create a new save, I used Sandbox and entered the VAB. Load up a stock ship, any of them, then Alt+F12 > Debug and it is constantly spamming that error. I enter a comment and it flashes by so fast I can't see what I put in the console from the spam generating. I have to get some sleep for work tonight, but I will record a video tomorrow morning of the entire process.
  2. KSP version (Tested on fresh copies) is 1.1.0.1228, 1224, and 1215 USILS 0.4.1.0 I tested in my previous installations (backup each update since 1215) and it has happened. I can't seem to find any more specific information other than that error, which isn't very detailed. Since I had seen in an earlier post a few pages back that this was fixed in one of your 1.1 releases, that it may be related or something is causing it. Maybe the resource pack? If there is anything else you might need, let me know.
  3. @JewelShisen Hmm, I haven't heard of that but I will try installing the spacedock version (all in one I believe).
  4. I know this was posted at the end of March for version 1.1 of USI Life Support, but I've recreated the issue (#105) because I noticed there was log spam in the debug console, weather a ship or root part has a life support module or not. First noticed this when I kept crashing with a heavy modded save.. whether it was the cause or not, I am not sure but I created a brand new fresh install (deleting the entire KSP directory) and used CKAN to download only USI and Roverdude mods like Community Resources with their dependencies. ERROR Object reference not set to an instance of an object IN ModuleLifeSupport
  5. @ShotgunNinja You could make the storm cellar not a habitation module, I noticed with RoverDude's life mod, you can't keep your kerbals out for a long time in space without a habitation module. Ran into this issue when running a rescue mission for a kerbal contract. Luckily, they didn't go on strike until after I rescued the new kerbal and that kerbal was a pilot, phew! With remotetech installed and no satellites up yet, I would've been screwed as I couldn't control it remotely.
  6. This mod does sound very awesome, more realism the better. I am almost tempted to do a 1.0.5 install to test it out but I am enjoying the performance and ability to have over 100 mods installed without issues.
  7. @stupid_chris I forget the mod, but are those the science data storage banks?
  8. @Padishar Do you mean compiled with build 1209? That was the latest that broke most mods. Thanks for doing it! Sucks having to do all that math, sucks worse when KER gives the wrong information
  9. @Grumman Thank you for the suggestion, I have only transferred the content from the PDF and didn't read over all of the content that I was able to copy and paste.
  10. Now that I have been on my weekend from work, I was able to tackle the KSPedia for KIS. I think I have the layout the way I want. I have an example below, keep in mind, this is the first page (not the Cover which is also done but needs tweaking) it has two pages worth of information on one screen from the PDF file. The others will have some spacing but I will try to fill them in with a cutout graphic of a Kerbal carrying a tool or something in each one. I welcome any feedback!
  11. @crapstar It is most likely if it is a mod with an interface or moving parts, it is broken due to squad expanding the methods IPartCostModifier and IPartMassModifier with the last update. @5thHorsemanHere is a thread that explains it better and may help with updating the mod:
  12. I have a fresh 1.1 I will do some testing, need to check the new KSPedia pages I've finished as well.
  13. @IgorZ Gah you are fast lol Thanks!
  14. I was going to report that it is the new build. I don't know how to fix it but a lot of other mods are broken, like Infernal Robotics. I just rebuilt my test installations with and without mods, all of them don't work Even Kerbal Engineer spams the debug console since the update.
  15. I won't mind doing this, thanks for pointing out the images in the guide folder. Although, I will probably just export the images and text from the PDF and add them to the panels in Unity so we can get it formatted right and so it can resize properly when the window is resized.
  16. If you stick with the key modifier, I naturally like Shift.
  17. Igorz released dev versions of KIS and KAS 8 hours ago, well atleast he made a post for them at that time. I have yet to find any bugs with this and I have been trying to break it.
  18. Thank you for allowing us to help get this ready for 1.1 release. By the way, you have the filenames as KAS_v0.6.7_build2 and KAS_v1.2.7_build1.zip. I assume build 1 is KIS, right? Nevermind, I see @Grumman caught it already.
  19. The reason it is not in the database is because it has to be packaged as a compressed file, not a .dll file and it is up to the mod author to allow it to be distributed that way. Until he finds all the bugs and feels confident to call FireSpitter 1.0.2 worthy, he won't be distributing it in a compressed file from what he was saying on his thread.
  20. I you haven't figured it out yet, you do it in-game on the rasterpropmonitor by using the arrow keys to navigate to "Other Configuration" while viewing the vessel monitor.
  21. I am not sure if it has been suggested, but there is a feature I would love to see added to CKAN. While 1.0.0/1.0.2 is new and mods are updating, I am constantly refreshing and having to go through the list of hundreds of mods to see what might be newly listed in the repository after a refresh. I have to see what I don't recognize. If there was a column that showed when the mod was added to the list for a certain version (if that is possible?) then I can just sort for new mods added to the repository or updates to the repository for that KSP version I have installed. It is nice that i can Filter updated mods that I have installed, but I would love to see newly added/updated mods in the repository for that version!
  22. Well, I say almost because I am not 100% sure all mods support CKAN yet. I have been out of the loop since 0.25, I skipped 0.90 and came back when 1.0 came out.
  23. I have always used KSP Mod Admin since it had come out until recently. While trying to get mods to work together, I came across a thread that talked about a mod manager that can check for mod updates, pick and choose from the launcher itself, and it tells you what is required, suggested, and any conflicts. It is different in how you use it compared to other launchers of it's type, it won't take long to learn how to use though. I will try to give you a run-down on how to use it. Here is a video (not the one I used but it is pretty straight forward) It is a repository of mods, a database. Almost all the mods I use is using CKAN (its easy for modders!) You choose the installation directory of your KSP and it detects the version. (even if it updates like in steam) It only shows you the mods that is compatible or atleast working with the version of the KSP instance you have selected in CKAN (even if it is not showing in game that it is compatible, it is added if it still works!) It tells you if the mod you are installing needs a dependency and installs it for you too. Tells you if there is another mod installed that it conflicts with the mod you are installing. You can refresh the list anytime to see new additions to the repository and use 'Filter' to show compatible, installed, updated, not-installed, and more to find mods and sort etc! To use this, here is a quick run down. Once you choose your installation directory, go to Manage Mods tab which shows you the list of mods compatible with the version you have (shows your ksp version in the top right) They will have Check Boxes. All you do is select the mods you want and do not select very many at once. At most, do 5 at a time. Once you have checks in boxes of a few mods you want to install first, at the top click the blue check mark next to "Go to Changes" and it shows you what you are installing, removing, updating, etc and click "Next" in the bottom right. It will suggest mods, you don't have to install those. If it requires or has dependencies, you will need those. Sometimes there are conflicts and it will just give you an error. Just go back and deselect the mods you have installed that conflict and try applying your changes again. If you select too many mods or updates at once, it will most likely give you an error, either TLS/SSL and asks to dismiss, or just an exception that you can click "continue" to not close the app. If this happens, just try selecting fewer mods and running the changes again. If you select several mods and the blue check mark for "Go to Changes" disappears or greys out, deselect mods one at a time until it shows the blue check mark. This usually indicates incompatible selection. I have noticed this with Astronomer's pack, when you select other mods + astronomer's Meta-package + the addons for it. If you are getting that with Astronomer's, deselect everything you checked to install and only check the Meta-Package and it will allow you to select which other Astronomer's addons you want to install.
  24. Hey, you are correct, which confuses me (that the error says that). But, when I removed Tinker Time and reinstalled it and started to get some mods again, it seems when I reach a certain amount of mods it throws this error for alot of mods, not just yours. I apologize, this isn't a problem with your mod from what I can see, but Tinker Time. I am watching a video on how to use CKAN, and I will post this issue on Tinker Time's thread instead. Thank you for a great mod, was having fun with it over night!
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