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Hello, I've found an issue where I can reliably produce a NullReferenceException that results in an unresponsive clone of a Kerbal stuck on a ladder. I'd like to find out if this is a well known issue since the bug reporting process seems to be pretty involved, and I am pretty lazy. To produce the bug: 1) Have two craft with docking ports near each other in space, one with an engineer on board. This can be accomplished by decoupling a craft from your space station, for example 2) With the craft carrying the engineer, target the docking port of the second craft (So that the pink markers appear on your nav-ball). 3) EVA your engineer and use the EVA construction mode to remove the docking port of the second craft that you targeted in step (2). 4) Board the engineer onto his/her original craft. The engineer should now be present inside the craft, but a clone will be stuck on the ladder outside. I have the base game installed, no mods, version 1.12.2.3167 (WindowsPlayer x64) en-us. From the log: [LOG 03:43:34.572] [FLIGHT GLOBALS]: Switching To Vessel Bill Kerman ---------------------- [LOG 03:43:34.575] [PlanetariumCamera]: Focus: Bill Kerman [LOG 03:43:34.601] [ApplicationLauncher] SetVisible: [LOG 03:43:34.602] [ApplicationLauncher] SetHidden: [LOG 03:43:40.479] Event Weld Started not assigned to state Ladder (Idle) [LOG 03:43:46.196] Event Weld Started not assigned to state Ladder (Idle) [LOG 03:43:50.277] Event Weld Started not assigned to state Ladder (Idle) [LOG 03:44:04.682] [FLIGHT GLOBALS]: Switching To Vessel Station Beta ---------------------- [LOG 03:44:04.683] [PlanetariumCamera]: Focus: Station Beta [LOG 03:44:04.697] Camera Mode: AUTO [EXC 03:44:04.723] NullReferenceException: Object reference not set to an instance of an object ProtoTargetInfo..ctor (ITargetable tgt) (at <cd473063d3a2482f8d93d388d0c95035>:0) Vessel.ResumeTarget () (at <cd473063d3a2482f8d93d388d0c95035>:0) Vessel.MakeActive () (at <cd473063d3a2482f8d93d388d0c95035>:0) FlightGlobals.setActiveVessel (Vessel v, System.Boolean force, System.Boolean clearDeadVessels) (at <cd473063d3a2482f8d93d388d0c95035>:0) FlightGlobals.ForceSetActiveVessel (Vessel v) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.proceedAndBoard (Part p) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.BoardPart (Part p) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.<SetupFSM>b__424_53 () (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalFSM.RunEvent (KFSMEvent evt) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalFSM.updateFSM (KFSMUpdateMode mode) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalFSM.UpdateFSM () (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.Update () (at <cd473063d3a2482f8d93d388d0c95035>:0)
- 2 replies
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- kerbal clone
- eva construction
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Hello, New forum member here! Please excuse the use of multiple links (I don't know how to embed images onto posts, please advise me ) Background: I have a base on the Mun and I have multiple landers. These landers have liquid fuel and some other resources leftover from the trip from Kerbin. What I want to do is somehow get the leftover resources and store them for future missions. My solution: Basically a rover tanker like this. Use an arm to connect to the lander and use a fuel valve to connect the tanks to transfer fuel (or anything else) from or to the tanker. Problem: I can't manage do this, the UI shows the tweakables for transfer of fuel but it doesn't work. Question: The question, am I able to refuel using a valve attached with E.V.A construction? I am open to other ideas and suggestions for my situation. Thanks in advance!
- 4 replies
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- eva
- eva construction
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Hi, I'm wondering whether I'm mising something, but the EVA construction mode doesn't seem to work in my RP1 save. I wanted to reposition some solar panels with my 2* engineer on a soon-to-be space station, but I cannot move, rotate or attach anything - in fact, I can't even place anything in the inventories except for parachutes and EVA packs. Is this intended? Is there a way to reposition some smaller parts on a ship (RCS ports, solar panels, docking ports etc.) like in stock, or is it not possible in RP1? I'm running an older version of RP1 where it still pays money for contracts with the usual additions (RSS, RO, Kerbalism etc.) on a 1.12.5 KSP version. Thanks.