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Posts posted by Horus
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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 AntennaLooks like those antennas have both RT2 and NFX configs applied to.
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 -
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.
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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?
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@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.
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1 hour ago, Tabris said:
@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
Spoiler000_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 -
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:
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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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.
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Too bad this mod will not be updated and maintained anymore. I really enjoy it.
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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.
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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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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
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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 hour ago, Stone Blue said:
Thanks. Totally skipped that long text. It really does contain all info I need. Sorry.
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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.
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I'm testing RealChutes with ReStock mod. The MK16-XL chute seems to be creating a huge drag even being closed (not armed).
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@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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7 hours ago, adm-frb said:
Yes.
You need to whitelist the stock Mk1-3 Command Pod, then create a new configuration file I’ve quoted myself below. I also stated where I saved it to
That will give you both versions of the command pod
Thank you for your help
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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.
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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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Thank you very much, @linuxgurugamer!!! You are really an amazing person!!!
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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.
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.
[1.11] RemoteTech v1.9.9 [2020-12-19]
in KSP1 Mod Releases
Posted
Alas, looks like RT2 and NFX are totally unfriendly to each other right now