Jso Posted October 17, 2017 Share Posted October 17, 2017 10 hours ago, dtoxic said: can someone tel me what's going on? i checked if there was a stray plugin for boiloff, but every time i pick a fuel tank (no matter witch) i get this Hide contents [Part bluedog.ablestarTank] [ModuleB9PartSwitch 'fuelSwitch'] Switched subtype to LF/O [EXC 22:37:53.085] NullReferenceException: Object reference not set to an instance of an object BDB.ModuleBdbBoiloff.UpdatePreLaunch () BDB.ModuleBdbBoiloff.Start () i even disabled Boiloff in the settings to no effect, anything else i can do? P.S i tried adding cryo tanks as it has simpleboiloff plugin thinking that;s causing the problem, but nope same problem as far as i can tell i have all the latest versions for 1.3.1 Bug. It's fixed. Thanks for the heads up! Quote Link to comment Share on other sites More sharing options...
Kablob Posted October 17, 2017 Share Posted October 17, 2017 Is there anyway to use the Skylab workshop part as a wet workshop? I saw a craft file that had it with fuel once but I'm not sure how to replicate it myself ingame. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 17, 2017 Author Share Posted October 17, 2017 6 hours ago, hraban said: Was the length and diameter interchanged during the reconstruction of the Pioneer 6 probe? Actually, the diameter should be 94 cm (~ 37 inches) and the length of the cylindrical body should be 81 cm (~ 32 inches). Unfortunately we will just have to chalk it up to artistic license. I also wanted it to be usable for Giotto - it splits at the top of the lower solar panel ring. 11 hours ago, Drakenex said: jaw drops !! Are you going to update Atlas V as well? Add the AJ-60A? New RL-10 Textures? New Centaur V? Is global warming a real threat? How much vodka in my screwdriver? No updates to Atlas V stuff - hopefully the reason will become apparent soon. RL-10 already got its refresh earlier in the update cycle. I believe I put more work in after I took this screenshot but its the only one I can find in my Imgur history. 6 hours ago, Kablob said: Is there anyway to use the Skylab workshop part as a wet workshop? I saw a craft file that had it with fuel once but I'm not sure how to replicate it myself ingame. I believe we still have working configs to make it compatible with @Angel-125's excellent MOLE mod. Quote Link to comment Share on other sites More sharing options...
Kablob Posted October 17, 2017 Share Posted October 17, 2017 (edited) 27 minutes ago, CobaltWolf said: I believe we still have working configs to make it compatible with @Angel-125's excellent MOLE mod. Great, thanks! I've been wanting to do an Eve flyby with the Apollo Applications mission plan. Speaking of which, the plan calls for the service engine to be propelled by two LEM Descent engines. I can make it with a stock bicoupler and part clipping, but are there any plans to add it as a single part like with the other Apollo SM engines? Edited October 17, 2017 by Kablob Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 17, 2017 Author Share Posted October 17, 2017 42 minutes ago, Kablob said: Great, thanks! I've been wanting to do an Eve flyby with the Apollo Applications mission plan. Speaking of which, the plan calls for the service engine to be propelled by two LEM Descent engines. I can make it with a stock bicoupler and part clipping, but are there any plans to add it as a single part like with the other Apollo SM engines? Likely not, if only because I have a lot of stuff on my plate and I'm already a lot behind schedule. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted October 17, 2017 Share Posted October 17, 2017 I want to play with this probe..badly. Quote Link to comment Share on other sites More sharing options...
Kablob Posted October 17, 2017 Share Posted October 17, 2017 (edited) 2 hours ago, CobaltWolf said: Likely not, if only because I have a lot of stuff on my plate and I'm already a lot behind schedule. Is cool. I'd just like to say that this is one of my favorite KSP mods and you're doing a great job. Edited October 17, 2017 by Kablob Quote Link to comment Share on other sites More sharing options...
Chimer4 Posted October 17, 2017 Share Posted October 17, 2017 Hi @CobaltWolf seeing that RL-10 picture prompted me to go and have a quick look at the RL-10B config. From what I can tell using "thrustTransform" for the gimbal module seems to alleviate the wonkiness. Whether or not that is something you would consider adding as an interim method of getting the RL-10B somewhat functional in the pack, just thought I might mention it as I couldn't see it mentioned in the thread (If it has, I apologise) Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 17, 2017 Author Share Posted October 17, 2017 1 hour ago, Chimer4 said: Hi @CobaltWolf seeing that RL-10 picture prompted me to go and have a quick look at the RL-10B config. From what I can tell using "thrustTransform" for the gimbal module seems to alleviate the wonkiness. Whether or not that is something you would consider adding as an interim method of getting the RL-10B somewhat functional in the pack, just thought I might mention it as I couldn't see it mentioned in the thread (If it has, I apologise) I, uh, 'ate' that part of the texture when I touched up the RL-10. But I did have a plan for it, thanks for reminding me! Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 17, 2017 Share Posted October 17, 2017 5 hours ago, RaiderMan said: I want to play with this probe..badly. um... what you do in the privacy of your own home is of course fine, but there's such a thing as oversharing. Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted October 17, 2017 Share Posted October 17, 2017 ..play with as in launching, messing with the configuration... Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 17, 2017 Share Posted October 17, 2017 (edited) 9 hours ago, CobaltWolf said: No updates to Atlas V stuff - hopefully the reason will become apparent soon. Split mod? (most likely not I know) Edited October 17, 2017 by Drakenex Quote Link to comment Share on other sites More sharing options...
NotAgain Posted October 18, 2017 Share Posted October 18, 2017 I couldn't think of a better place to stick this, so here's a Kane capsule landing at sunset: Quote Link to comment Share on other sites More sharing options...
dtoxic Posted October 19, 2017 Share Posted October 19, 2017 Spoiler [EXC 16:22:14.800] NullReferenceException: Object reference not set to an instance of an object ModuleEngines.UpdatePropellantGauge (.Propellant p) ModuleEngines.UpdatePropellantStatus (Boolean doGauge) ModuleEngines.FixedUpdate () Getting nullref's all over the place when starting an engine on the launch pad,might be do to heavy moded (or the previus error boiloff is causing) game but still some one more experienced might wanna take a look at this. Also the log https://www.dropbox.com/s/ishii86lasg3b7o/KSP.rar?dl=0 Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 19, 2017 Author Share Posted October 19, 2017 10 minutes ago, dtoxic said: Hide contents [EXC 16:22:14.800] NullReferenceException: Object reference not set to an instance of an object ModuleEngines.UpdatePropellantGauge (.Propellant p) ModuleEngines.UpdatePropellantStatus (Boolean doGauge) ModuleEngines.FixedUpdate () Getting nullref's all over the place when starting an engine on the launch pad,might be do to heavy moded (or the previus error boiloff is causing) game but still some one more experienced might wanna take a look at this. Also the log https://www.dropbox.com/s/ishii86lasg3b7o/KSP.rar?dl=0 What makes you think it's something with BDB? Is it one of our engines doing it? Sadly the error doesn't seem very descriptive. Quote Link to comment Share on other sites More sharing options...
dtoxic Posted October 19, 2017 Share Posted October 19, 2017 10 minutes ago, CobaltWolf said: What makes you think it's something with BDB? Is it one of our engines doing it? Sadly the error doesn't seem very descriptive. yeap it;s your engines, let me chek if it's all or just that one, will be back in a min..... Quote Link to comment Share on other sites More sharing options...
dtoxic Posted October 19, 2017 Share Posted October 19, 2017 (edited) ok... so a quick test the following engines are the problem 405H,45K,6K,X-405, it's just these engines (the ones that have 2 engines on one, dont know how to say it better sorry) ill check now just BDB with dependencies see if it;s the same problem..... ok scratch all that, must be some conflict in my mod's Ok jus a head's up "ShowAllFuels" was the problem, a mod that would show all the fuels an engine was using, to avid problems dont use this for the time being Edited October 19, 2017 by dtoxic Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 19, 2017 Author Share Posted October 19, 2017 (edited) Alright, just to show you guys that I am still working... I also have some bad news. Ya boi is now gainfully employed! Unfortunately, I don't know how that will effect the speed of BDB updates. I guess we'll all just have to see! Edited October 19, 2017 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
dtoxic Posted October 19, 2017 Share Posted October 19, 2017 @CobaltWolf just noticed a couple of messages that warn that there is no "Normal map" textures, harmless i guess Spoiler [ERR 18:31:58.593] Texture 'Bluedog_DB/Parts/Apollo/bluedog_StructuralTop_NRM' not found! [ERR 18:31:58.974] Texture 'Bluedog_DB/Parts/Engines/bluedog_Scout_NRM' not found! [ERR 18:31:59.104] Texture 'Bluedog_DB/Parts/Gemini/Gemini_Service_A_NRM' not found! [ERR 18:31:59.104] Texture 'Bluedog_DB/Parts/Gemini/Gemini_Crew_A_NRM' not found! [ERR 18:31:59.523] Texture 'Bluedog_DB/Parts/Saturn/placeholder' not found! [ERR 18:32:00.009] Texture 'Bluedog_DB/Spaces/Gemini_B_Int/Gemini_Crew_A_Interior_auv' not found! [ERR 18:32:00.010] Texture 'Bluedog_DB/Spaces/Gemini_B_Int/Gemini_Crew_A_Interior_NRM' not found! Quote Link to comment Share on other sites More sharing options...
notJebKerman Posted October 19, 2017 Share Posted October 19, 2017 2 hours ago, CobaltWolf said: Alright, just to show you guys that I am still working... I also have some bad news. Ya boi is now gainfully employed! Unfortunately, I don't know how that will effect the speed of BDB updates. I guess we'll all just have to see! Glad to see block 4 is here. This is just an idea for the future, but... I think universal 1.25 m androgynous port, combination between APAS and CBM would be a great addition. Why? From what I’ve seen of ETS Freedom the same port appears to be used both for docking of B4 CSM and station modules. None of the CxA ports are great for that. APAS is too small (.9 m) and CBM is not even a docking port (technically it’s a berthing port). Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 20, 2017 Share Posted October 20, 2017 (edited) 8 hours ago, CobaltWolf said: Alright, just to show you guys that I am still working... I also have some bad news. Ya boi is now gainfully employed! Unfortunately, I don't know how that will effect the speed of BDB updates. I guess we'll all just have to see! Don't worry at all! RL comes first, congratulations on your new job! Edited October 20, 2017 by Drakenex Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 20, 2017 Share Posted October 20, 2017 12 hours ago, CobaltWolf said: Alright, just to show you guys that I am still working... I also have some bad news. Ya boi is now gainfully employed! Unfortunately, I don't know how that will effect the speed of BDB updates. I guess we'll all just have to see! Nice, and gratz. Quote Link to comment Share on other sites More sharing options...
Hay Posted October 20, 2017 Share Posted October 20, 2017 (edited) On 19-10-2017 at 6:20 PM, CobaltWolf said: Alright, just to show you guys that I am still working... I also have some bad news. Ya boi is now gainfully employed! Unfortunately, I don't know how that will effect the speed of BDB updates. I guess we'll all just have to see! Congrats dude. I hope you're going to have a good time Edited October 20, 2017 by Hay Quote Link to comment Share on other sites More sharing options...
Pappystein Posted October 21, 2017 Share Posted October 21, 2017 On 10/19/2017 at 12:20 PM, CobaltWolf said: Alright, just to show you guys that I am still working... I also have some bad news. Ya boi is now gainfully employed! Unfortunately, I don't know how that will effect the speed of BDB updates. I guess we'll all just have to see! Wot! More Excuses! Seriously congratulations on the new job. Like Drakenex said RL must come first. I will put my two cents in on the docking port issue mentioned by notjebkerman. I had to go outside of BDB for docking ports I liked at the 1m/1.25m size. I mentioned this a few months ago but the included CMB/APAS style ports like to NOT DOCK in my builds. Or worse... EXPLOSIVELY UN-DOCK if I DO get them to dock. I think it has something to do with the coliders and how the ring moves but I can't prove it and I wasn't willing to explore the problem further. I am To be clear I have no issues with the original Probe/Drogue Apollo ports or any of the ports for the various parts of Gemini. I ended up using SSTU's docking ports with my own little moddlet (via MM file) to give me various sizes from 0.9375m (For Apollo) up-to 1.875 (for MOL.) Quote Link to comment Share on other sites More sharing options...
ThaiMeow Posted October 22, 2017 Share Posted October 22, 2017 Hi.. first of all i must say this is a great mod. I love playing with it.. it add so much into the game.. graphs are great and its sure u spend some serious time doing it. i love this mod on the other hand.. im having some problem and i need help. Before go on, i must say i didnt check other posts if theres something about my problem because there are so many posts. so.. i have this rocket of mine. I created it with tantares mod. basically i can put a sat in to orbit in 3 stages. 1st is my boosters which can take me to 5 or 6 000 alt. and 2nd can put me into the orbit around 90 000. and 3rd i put my sat into any orbit. Now... my 2nd stage has around 1300 fuel. and a 380 engine is enough for my 2nd stage. When i use your 2 fuel tanks around 1250 with boosters im having this problem. my boosters takes me to 4 or 5 000 and im using your engine with 350s i cant even make it to 60.000 .... i really cant understand what im doing wrong... well its a stupid one but you sure all your engines and fuel tanks are working fine.. right? i really dont know what im doing wrong... any ideas? PS: i love this mode so much that i only register to this form and post my very first post! hehe just to ask if im doing something wrong Quote Link to comment Share on other sites More sharing options...
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