SuicidalInsanity Posted September 3, 2015 Author Share Posted September 3, 2015 Do you have the CommunityResourcePack installed? Its a dependancy Quote Link to comment Share on other sites More sharing options...
Kron0 Posted September 3, 2015 Share Posted September 3, 2015 Do you have the CommunityResourcePack installed? Its a dependancyYup, and installed through CKAN so all dependencies should be taken care of anyway Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 4, 2015 Author Share Posted September 4, 2015 Can you post your output_log? Quote Link to comment Share on other sites More sharing options...
demibear Posted September 6, 2015 Share Posted September 6, 2015 I have been having the same problem as well. Also happens to the ESTOC part as well. Removing the part seems to clear it up, but that hardly seems the proper way to deal with it. I could email the output file to you. I am in China at the moment, and they have been giving out more drug laced brownies for incentives to the folks responsible for blocking VPNs at the moment. Quote Link to comment Share on other sites More sharing options...
Kron0 Posted September 6, 2015 Share Posted September 6, 2015 This seems like the relevant part (and the end of the log file while it's hanging).(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)PartLoader: Part 'Mk2Expansion/Parts/Utility/Reactor/part/M2X_Reactor_Antimatter' has no database record. Creating.(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)DragCubeSystem: Creating drag cubes for part 'M2X.Reactor.Antimatter'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an objectat NearFutureElectrical.FissionReactor.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 7, 2015 Author Share Posted September 7, 2015 Its caused by the Mk2Expansion KSPI extension sub-mod and the NFE compatibility MM patch not playing nice together - remove the /Mk2Expansion/Patches/Mk2X_NFE_Functionality.cfg to fix the error. Quote Link to comment Share on other sites More sharing options...
StahnAileron Posted September 18, 2015 Share Posted September 18, 2015 Say, any thoughts about a Chine Air Intake? Also, maybe give the chines stack nodes at the ends. This would be to allow chines to extend (even) further from the MK2 bodies. Or at least let you put a nice end cap on an extension. Quote Link to comment Share on other sites More sharing options...
Thorbane Posted September 18, 2015 Share Posted September 18, 2015 Is there an inline vertical cockpit to go with the HV Mk2-1 Cockpit? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 18, 2015 Author Share Posted September 18, 2015 @StahnAileron; Stack nodes are easy enough to add. Chine intakes? Would also be easy enough to add, but keep in mind their small size wouldn't provide much IntakeAir - would probably end up with an intake amount about half to two-thirds that of the radial structural intake.@Thorbane; No, not right now. I could possibly make one sometime later, but having just finished the CB-C fighter cockpit IVA and the mk2 science lab IVA, I sort of want do do something that doesn't involve IVAs for a bit. Quote Link to comment Share on other sites More sharing options...
Thorbane Posted September 19, 2015 Share Posted September 19, 2015 What about a vertical probe core? Just rotate the standard MK2 core by 90 degrees (and slap a 'This way up' sticker on it). Quote Link to comment Share on other sites More sharing options...
More Boosters Posted September 19, 2015 Share Posted September 19, 2015 (edited) Hello, downloaded this and loving it so far, the part diversity is crazy! If I may I have a few suggestions.1. You could make Roentgen not consume uranium and just consume intake air. This is how Porkjet's Atomic Age handled it, it is less baggage and less UI clutter. Simple, effective.2. An actual tri-coupler in a 2 down 1 up pattern with 3 x 1.25 would be a great addition. Possibly a late-game structural node unlock.3. A cryogenic Mk2 engine would be great! InterstellarFuelSwitch already allows LH2/LOX setups and Near Future Propulsion has dedicated hydrogen tanks.4. A shorter Mk2 - 2.5m adapter would help quite a bit; the stock one is rather oversized.Edit: I should also point out that one of the parts mentions an Icarus Airspace; I think that was meant to be Insanity. Something about outrage against C7 and Icarus taking the initiative. Edited September 19, 2015 by More Boosters Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 19, 2015 Author Share Posted September 19, 2015 @More Boosters: 1)The Rontgen Uranium consumption is controlled by a MM patch - /Mk2Expansion/Patches/NTJ_Decay.cfg - remove that, and the engine will revert to its stock behavior and only consume IntakeAtm. 2)I'll consider it. 3)I do plan to get around to making some sort of mk2 rocket engine at some point, would probably have the option to toggle between LH2/O & LF/O fuel modes. 4) would take like 5 minutes to make, why not?Yeah, that should be Insanity, not Icarus. Whoops, it'll be fixed. Quote Link to comment Share on other sites More sharing options...
More Boosters Posted September 19, 2015 Share Posted September 19, 2015 @More Boosters: 1)The Rontgen Uranium consumption is controlled by a MM patch - /Mk2Expansion/Patches/NTJ_Decay.cfg - remove that, and the engine will revert to its stock behavior and only consume IntakeAtm. 2)I'll consider it. 3)I do plan to get around to making some sort of mk2 rocket engine at some point, would probably have the option to toggle between LH2/O & LF/O fuel modes. 4) would take like 5 minutes to make, why not?Yeah, that should be Insanity, not Icarus. Whoops, it'll be fixed.You should also consider making one of the two alternate-cycle engines use Cryogenic Fuel. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 21, 2015 Author Share Posted September 21, 2015 @More Boosters; Something like that would be best as an optional MM patch; those who don't/won't use cryofuel engines can still use the M2X engines, and those who do use cryofuel can have a lower thrust, higher ISP LH2 option for their engines.@Everyone; I should have Mk2Expansion version 1.6 ready in a few days. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 24, 2015 Author Share Posted September 24, 2015 (edited) Mk2 Expansion Version 1.6 is up, grab it from Kerbalstuff or GithubVersion 1.6============================-New Mesh: CB-C cockpit now has three different flavors via IFS mesh switch-New IVA: Cb-C cockpit now with custom IVA-New IVA: Mk2 Scilab now has custom IVA-Model Rework: R-71 cockpit mesh error fixed-Model Rework: 'Vector" Turbojet new model-Model Rework; 'Afterburn' Ramjet new model-New FX for the Afterburn and Vector-Part Tweak: NUK-3 reactor should now generate heat while running-FX fix; Pluto now with 100% more smoke trail-Part respec: 'J. Edgar engines returned from legacy, are now heavy lift VTOL engines-Part respec: 'Pegaus', 'Siddeley', 'Jumpjet' engines thrust buffed ~20%, should make fighter VTOls a bit easier to build-New part: Short mk2 bicoupler-New Part; mk2 Shockcone Intake-New part: short mk2-size2 adapter-New part: Radial landing leg w/ aeroshell-New part: mk2 conformal solar panel-Added CLS compatibility MM patch-Added ASET IVA MM patch-NFE compatibility and NTJ_decay patched tweaked, should no longer conflict with the Mk2 KSPI integration modThe 'J.Edgar' hover jets are back and specced for heavy lifting, the CB-C cockpit and mk2 science lab get their long awaited IVAs, some model reworks, and some new things that were requested at one point or another. Edited September 24, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Svm420 Posted September 24, 2015 Share Posted September 24, 2015 Epic! Thank you so much for the amazing parts Quote Link to comment Share on other sites More sharing options...
volcanicshrimp Posted September 26, 2015 Share Posted September 26, 2015 (edited) The 1.6 update looks awesome but for some reason CKAN is still on 1.5.1. In 1.5.1 (the only version I've checked), the AJE compatibility also seems to have ignored the engines and only changed most of the intakes (The bubble cockpit intakes are still stock). Edited September 26, 2015 by volcanicshrimp Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 27, 2015 Author Share Posted September 27, 2015 @volcanicshrimp; Netkan has been updated, CKAN should recognize the new version as soon as the pull request goes through. The fighter cockpit still having stock intakes is because I forgot to add them; adding this to the AJE MM patch shuld fix it @PART[M2X_ViperCockpit]:NEEDS[AJE]:AFTER[AJE]{ @MODULE[ModuleResourceIntake] { @name = AJEInlet Area = 0.6 #@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/TPRCurve {} inletTitle = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/title$ inletDescription = #$@AJE_TPR_CURVE_DEFAULTS/AdjustableSupersonic/description$ }}The engine code in the 1.5.1 AJE patch was outdated, which was why it wasn't working; the ver 1.6 AJE patch should be up do date. Quote Link to comment Share on other sites More sharing options...
volcanicshrimp Posted September 28, 2015 Share Posted September 28, 2015 OK thanks. Quote Link to comment Share on other sites More sharing options...
iammr_schuck Posted September 29, 2015 Share Posted September 29, 2015 I hope this isn't too dummy a question, (fairly fresh to the game) but I installed the mod and the parts work great, but they're all plain white, completely without textures. Can anyone suggest what I've got wrong in my installation? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 29, 2015 Share Posted September 29, 2015 Sounds like you installed it wrong. Make sure you don't have a Gamedata folder inside your Gamedata folder. Quote Link to comment Share on other sites More sharing options...
iammr_schuck Posted September 29, 2015 Share Posted September 29, 2015 Definitely not that. Running 89 mods, all of the working correctly. Mod is installed as C:\Program Files (x86)\Kerbal Space Program\GameData\Mk2Expansion. At a loss. Quote Link to comment Share on other sites More sharing options...
CommanderSonic Posted September 30, 2015 Share Posted September 30, 2015 This saved my factory Quote Link to comment Share on other sites More sharing options...
robson1000 Posted September 30, 2015 Share Posted September 30, 2015 I think there is a bug in this new iva. With two kerbals inside, I can not see the second one, only empty chair.Also text on the picture is reversed.Tested on stock game. Quote Link to comment Share on other sites More sharing options...
More Boosters Posted September 30, 2015 Share Posted September 30, 2015 Thanks for the quick update regarding the short Mk-2 adapter. I have some more ideas on top of the Mk2 to 3 x 1.25 tricoupler I mentioned earlier:1. Mk2 Alcubierre Drive, working like the one in RoverDude's mod. Probably shouldn't have such a large ring though, in interest of aerodynamics.2. Mk2 Solid Rocket Booster that can be stacked with the other Mk 2 engines using the decoupler. Spacecraft aren't just SSTOs after all.3. A Mk2 high thrust high TWR average ISP lift engine for vertically launched Mk2 craft. Very high gimbal range to allow compensating for misaligned center of mass. Quote Link to comment Share on other sites More sharing options...
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