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KSP2 Release Notes
Everything posted by Horus
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Horus replied to tomek.piotrowski's topic in KSP1 Mod Releases
Alas, looks like RT2 and NFX are totally unfriendly to each other right now -
[1.12.x] Near Future Technologies (September 6)
Horus replied to Nertea's topic in KSP1 Mod Releases
Honestly, I have no idea what should be done exactly. The problem I tried to describe earlier is that when I have both RT2 and NFX installed - some antennas spam NRE when being picked in VAB and used later in flight: [EXC 23:10:26.523] NullReferenceException: Object reference not set to an instance of an object NearFutureExploration.ModuleAntennaFeed.TestLOSAll (NearFutureExploration.ModuleDeployableReflector& targetReflector) (at <674e7ceace814edc8162c68718264bea>:0) NearFutureExploration.ModuleAntennaFeed.FixedUpdate () (at <674e7ceace814edc8162c68718264bea>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The problematic antennas are: Communotron 16 Communotron 88-88 Communotron DTS-J1 Communotron HG-61 RA-100 Relay Antenna RA-15 Relay Antenna RA-2 Relay Antenna Looks like those antennas have both RT2 and NFX configs applied to. https://imgur.com/btoTtsi Also, while NFX relies on stock comm network, RT2 mod overrides it and uses its own comm network system. Therefore, awesome NFX antennas are useless for RT2 and vice versa. And I'm really interested in mixing the RT2 experience with awesome reflectors idea from NFX. Is it possible to implement? A minor issue is a warning when a NFX antenna is picked in VAB: WARNING: Vector3 entry is not formatted properly! Proper format for Vector3 is x,y,z !NB: I have the following mods installed: RT2 (v1.9.5) NF eXploration (v1.0.2) ReStock ReStock Plus -
[1.12.x] Near Future Technologies (September 6)
Horus replied to Nertea's topic in KSP1 Mod Releases
Is it possible to integrate new antennae from NearFutureExploration with RemoteTech2? Looks like those two mods don't really like each other - a massive NRE spam in console log when some antennas are picked in VAB. -
[1.8.x, 1.9.x, 1.10.x, 1.11.x, 1.12.x] KW Rocketry Rebalanced
Horus replied to linuxgurugamer's topic in KSP1 Mod Releases
Please forgive me my ignorance - I wasn't following the mod changes for quite a long time. Moreover, I couldn't play KSP at all I've downloaded the recent KW mod version and I couldn't find old legacy FAR compatible fairings. Those where you attach fairings sides to nodes to form a fairing with fixed shape. Was it deprecated/removed from the mod completely or I just missed them somehow? -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Horus replied to Shadowmage's topic in KSP1 Mod Releases
@Shadowmage, thank you for your very nice mod & its' supporting and improving. A bit sad that "legacy" textures support come later after the major update. I guess I'll have to wait till then as my laptop does not properly support TU. -
Testing in sandbox mode. SCANsat v18.11 When instruments panel is opened NRE starts spamming in log: [EXC 12:12:19.906] NullReferenceException: Object reference not set to an instance of an object SCANsat.SCAN_Data.SCANdata.ROCS (Boolean refresh) SCANsat.SCAN_Unity.SCAN_UI_Instruments.ROCCount (Boolean update) SCANsat.SCAN_Unity.SCAN_UI_Instruments.Update () SCANsat.Unity.Unity.SCAN_Instruments.Update () The instruments panel looks like this: https://imgur.com/xQsYSf8 Trying to open zoom map throws the following error in log: [EXC 12:51:49.263] NullReferenceException: Object reference not set to an instance of an object SCANsat.SCAN_Data.SCANdata.ROCS (Boolean refresh) SCANsat.SCAN_Unity.SCAN_UI_ZoomMap.get_ROCInfoList () SCANsat.Unity.Unity.SCAN_ZoomMap.SetIcons () SCANsat.Unity.Unity.SCAN_ZoomMap.RefreshIcons () SCANsat.Unity.Unity.SCAN_ZoomMap.UpdateMapData (Boolean text) SCANsat.Unity.Unity.SCAN_ZoomMap.OnClickMap (UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.Events.InvokableCall`1[UnityEngine.EventSystems.BaseEventData].Invoke (UnityEngine.EventSystems.BaseEventData args0) UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) UnityEngine.EventSystems.EventTrigger.Execute (EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.EventTrigger.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update()
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It's true that KAL Track Editor is good in some points. But I personally don't like some of them though. For instance, I don't like that all Track Editor items share the same playback length. It's not really convenient in some cases.
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The stock robotics is kind of... lite edition of IR. IR is still the best and more robust.
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Btw. is the IR Sequencer abandoned?
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Hi fellas. I've checked the recent version 3.0.2. Cannot believe I'm enjoying this awesome mod again. I don't really get the idea behind the part - Utilitron - Docker. Can you please explain its' purpose? Also, this part does not have size variants - can they be added later?
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I'm almost crying in joy reading this Good luck, guys. And as little obstacles on your path to it as possible
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Just checked 3.0.1 Guys, you are amazing! The stock robotics is good. But IR is waaaaay better. I really hope you recover the awesome wheels that were in IR long time ago (those atlas wheels and such). Thanks for your work.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Horus replied to Shadowmage's topic in KSP1 Mod Releases
Thanks. Totally skipped that long text. It really does contain all info I need. Sorry. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
Horus replied to Shadowmage's topic in KSP1 Mod Releases
Thank you for keeping this awesome wheels mod alive. Is it possible to untie the wheels textures from TexturesUnlimited? I personally don't need those shiny chrome textures on wheels. It also messes up the stock gold\silver foil textures. Also, there's still a slight lagging issue when using the wheels on planes in flight. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Horus replied to stupid_chris's topic in KSP1 Mod Releases
I'm testing RealChutes with ReStock mod. The MK16-XL chute seems to be creating a huge drag even being closed (not armed). https://imgur.com/SeMD02u -
@MOARdV, is it possible to make 2 IVA configs for a command module and they depend on science tree progress? The MFD could be available later in game when necessary science tree node is open.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Horus replied to Nertea's topic in KSP1 Mod Releases
Thank you for your help -
[1.12.5] Restock - Revamping KSP's art (August 28)
Horus replied to Nertea's topic in KSP1 Mod Releases
Is it possible to have the Restock part and Stock part at the same moment? I'd like to have a restocked Mk1-3 and its' stock version for SDHI mod. -
Very nice IVA experience. I couldn't find MFDs (like in RPM) - are they implemented in this mod base package? Also, how can I switch to a certain docking port and display its' camera view for IVA docking?
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[1.9.x] OSE Workshop Reworked - KIS Addon
Horus replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you very much, @linuxgurugamer!!! You are really an amazing person!!! -
Thanks for the explanation. I tried them in sandbox & science modes only. Thought there's smth. broken with them
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Hi, I do not understand Crystallisation Facility purpose. How to use it? I collect those Crystals... and what's next? How do I use them?
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Sounds totally OK with me.