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Redmanjbj

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Everything posted by Redmanjbj

  1. Tutorial vids are just what i need! What's your ETA on those?
  2. lol. One of the main part mods I use as well. Been checking for an update every day since 1.5. Great mod! Totally understand why he's waiting for 1.5.2
  3. two things... First, I've been playing KSP since forever. I've messed around with this mod before but always got to the point where it just seemed too complicated. That all changed for me this week after reading the guides and wiki again for the hundredth time everything just kind of clicked for me... and now I'm just like holy crap this is awesome. Second, is that I'm building a base on Minmus. So I used scansat probes and a surface scanning module to locate a spot where all the basic resources are located within like a 200m radius. Landed some drills and storage modules at the correct spots. But my substrate drill says that there's nothing to harvest even though the scanning says there is ~5% available. Trying to figure out if I'm doing something wrong or what?
  4. omg. thank you! That was the issue. Everything is back to normal.
  5. Ok, I''ll read up on that mod and see if I can figure this out... but it's weird though because I've never had an issue finding parts before 1.3.1. There was a base category that listed all these part but the category is just completely gone now. I've tried searching for the parts using keywords like "USI" or 'Duna" but still get no results. The only way I'm able to find any of these is to filter by module and then click through all the different modules until I see the MKS part I need.
  6. I just noticed that the MKS parts no longer show up in the filter by function/simple mode parts list. Is that a known issue ?
  7. I just noticed that the MKS parts no longer show up in the filter by function/simple mode parts list. Is that a known issue ?
  8. I can't seem to find this mod in CKAN
  9. Just curious if anyone else experiences this, and if so, has identified the culprit. In summary, my accepted contracts seem to randomly disappear... meaning they no longer show up for me to complete,and normally when it happens I'm unable to accepted any new contracts. The one consistency I've noticed is that when it happens it's after I've reverted back to a quicksave F9... and I start experiencing crashes. This is a link to my latest crash log... http://wikisend.com/download/412944/crashLog.zip
  10. I want to have close encounters in space! Run into random space ships with aliens on board... or land on duna and find an alien... etc. I'm just going to list out my train of thought: Was thinking the mod could use texture replacer Use the existing astronaut-complex processes to create a new placeholder for an "alien" Give that alien, an alien head using texture replacer Then, stick that new alien astronaut on another planet... but call it an "anomaly", just like the game currently does with undiscovered asteroids. Maybe the current process for rescuing a stranded Kerbal in orbit could be utilized for this too? Then, work that into the contract system... For example: Maybe have an organization called "Black-Ops", and a contract to go investigate an anomaly on Duna, and to bring back any evidence you find (Organic or non-organic). And when you get to Duna you'd find a weird looking alien... and you could somehow convince it to return with you (or capture it)... and maybe even add that alien to your astronaut list... make it some kind of specialist that can be both a pilot & engineer or incorporate into MKS/OKS so that if the alien is inside a building that it becomes more efficient. Also maybe the alien could unlock some special branch in the tech-tree. As an alternate alien contract, maybe you go investigate an anomaly in orbit around another planet and discover the alien on a spaceship... and then you could capture that spaceship and fly it home. Just thinking out loud here, but you get the basic idea. If something like this already exists then pls point me in that direction. But if not I think that would be a really cool mod for one of our modders to explore. Thx and happy holidays!
  11. Yes, i had this issue too. Wasn't able to fix it. But, in case you're not aware, if you press alt-F12 and open up the debug window there is a place to manually manage your contracts.
  12. I'd already changed it (by accident) after installing everything. I ended up going into the config file and adding a new site with the old coordinates... it put it back in almost the same spot. Actually looks pretty cool now because it hangs off into the ocean a bit.
  13. What's up with the launch sites? How do i change back to the default site?
  14. Put an asteroid in orbit around Kerbin and transformed into an orbital outpost. Then made the mistake of checking Steam to see how many hours I've spent playing this game...
  15. cool, thanks! Just read the detail page. This could be very useful. Could this also take into account the orbits of not-active vessels? I've noticed that if a not-active vessel is in an eccentric orbit that hits atmosphere, the orbit doesn't decay like it would on an active vessel. Wondering if this could be used in that situation?
  16. An update on this issue... Did a clean install of KSP with TR as the only mod. Absolutely no issues. So I began reinstalling each mod, one by one, then loading KSP and checking for the issue. Everything was fine until I installed RealChute. As soon as i install that mod, i'm unable to enter the TS, VAB, or SPH.. and when i enter the contracts building there are zero contracts generated. Uninstall RealChute and everything goes back to normal. So, I'm no skilled enough to identify exactly what's causing that mod to clash with TR. Just wanted to post my findings in case anyone else is having this issue with TR... and maybe somebody out here might have a theory as to why RealChute would cause TR to crash. For all I know it could be something completely specific to my machine.
  17. My bad. I copy/pasted the portion related to me trying to click the buildings below. But if you want to see the entire log i uploaded here http://wikisend.com/download/158334/output_log.zip Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Flight State Captured (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at VehicleAssemblyBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Flight State Captured (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at TrackingStationBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Flight State Captured (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at SpacePlaneHangarBuilding.OnClicked () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.EnterBuilding () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding.OnLeftClick () [0x00000] in <filename unknown>:0 at SpaceCenterBuilding+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Flight State Captured (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at CMAstronautComplex.ButtonExit (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  18. I don't have a crash log because the game doesn't crash. I pulled up the debug console and i get "[Exception]: NullReferenceException: Object reference not set to an instance of an object" each time i click on one of the buildings in question, or the exit button. Also, i created a brand new save game just to see what would happen, and i don't have the issue with the new game. It only affects my existing saves. I've searched and searched this topic and can't find anything.
  19. Apologize if this has been asked.. I searched and couldn't find anything. But, whenever i install this mod, or ATM, and log into the game, i can no longer click to enter the TS, SPH, or VAB. The buildings highlights like normal, but when i click on them nothing happens. I can still click and enter the science building, admin building, and recruit building, but when i get inside the exit button doesn't work...so i can't leave. I'm running 32bit, I've tried running in openGL, running windowed, everything i could think of. If i uninstall TR the issue goes away. I experience the exact same things with ATM. Anyone else experiencing this or know how to fix?
  20. the openGL thing worked wonders for me, wish I'd seen that a long time ago! With openGL and ATM running, I've got 41 mods (B9 & Better Atmosphere full hi-res pack included), and I'm topping out at 2.3gb ram. Without the Better Atmospheres pack, I top out at less than 2gb. Only issue I had was that anytime I alt-tab, the game reverts back to a full-screen window causing the bottom of the window to hang off my screen... so I couldn't bring up the navball. BUT finally figured out that pressing ALT-ENTER makes the game go back to full-screen. So problem solved.
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