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Horus

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Posts posted by Horus

  1. 18 hours ago, Nertea said:

    Please submit a compatibility patch and I will integrate it. 

    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

  2. 1 hour ago, Tabris said:
      Reveal hidden contents

     

    @Horus, Experiencing the same issue.

    can you post a modlist and i'll check through to see if we have any in common.

    this is my current modlist http://kerbalx.com/Tabris83/installed_mods

    Here's my current modlist

    Spoiler

    000_ClickThroughBlocker
    001_ToolbarControl
    AnimatedDecouplers
    AviationLights
    B9PartSwitch
    B9_Aerospace_ProceduralWings
    Chatterer
    CommunityResourcePack
    DynamicBatteryStorage
    EditorExtensionsRedux
    HeatControl
    KerbalEngineer
    KerbalGPS
    KerBalloons
    KerbalReusabilityExpansion
    kOS
    MagicSmokeIndustries
    ModuleManager.4.0.2.dll
    NearFutureConstruction
    NearFutureElectrical
    NearFutureProps
    NearFuturePropulsion
    NearFutureSolar
    NRAP
    PlanetShine
    ProceduralFairings
    ProceduralFairings-ForEverything
    RCSBuildAid
    RealChute
    ReCoupler
    REPOSoftTech
    ReStock
    ReStockPlus
    SCANsat
    SDHI
    Squad
    SquadExpansion
    StationPartsExpansionRedux
    TarsierSpaceTech
    Trajectories
    TriggerTech
    unBlur.0.5.0.dll
    UniversalStorage2
    WaypointManager
    WorldStabilizer

     

  3. 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()

     

  4. 2 hours ago, ZodiusInfuser said:

    Oh the parts themselves are for sure. It's just the KAL is good for creating animations, which seems to be enough for most players. This is why the latest IR Next pre-release supports it, so you get the best of both worlds until such time as the IR Sequencer is revisited. I personally envisaged the IR Sequencer being more like a visual version of kOS akin to the drag-and-drop programming language Scratch, but achieving that is an awful lot of work.

    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.

     

  5. 20 hours ago, ZodiusInfuser said:

    Not explicitly but the current maintainer @Valren_Starlord has not been heard from in a while and Rudolf is not in a position to take it over. Also, with the DLC release and the KAL sequencer being somewhat competent for most player's uses the IR Sequencer will need a bit of a re-think going forward.

    The stock robotics is kind of... lite edition of IR. IR is still the best and more robust.

  6. 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?

  7. 3 hours ago, ZodiusInfuser said:

    They will be making a return at some point, don't you worry :). As Rudolf says, they may be as a separate mod though (called Infernal Motion/Movement?)

    I'm almost crying in joy reading this :)

    Good luck, guys. And as little obstacles on your path to it as possible :)

  8. 10 minutes ago, Well said:

    The Crystallisation Facility is for Career mode. Crystals have a big value in game, So.... just make them growing in orbit and recover them, and you win money for your space program.

    IRL - Space Agencies use this "Kit" to make protein crystals growing in space, that really useful for pharmatical aspect.

    screen_1073x909_2018-08-05_20-50-44.png?width=225&height=225

     

    Thanks for the explanation. I tried them in sandbox & science modes only. Thought there's smth. broken with them :)

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