N70 Posted April 13, 2018 Author Share Posted April 13, 2018 9 hours ago, Kontrole said: @N70 Is there something that I could do to help get this great mode compatible for the planets that @StarCrusher96 and his team are making for Kerbal Star System? Never tried modding anything, but willing to help if needed. It could also be that they are already doing something at KSS that I am not aware of too. Look at the radiation configs in the Support folder Link to comment Share on other sites More sharing options...
Maeyanie Posted April 13, 2018 Share Posted April 13, 2018 (edited) There seems to be an issue with Kerbalism and the current CryoTanks version. When adding a CT-enabled tank to a vessel in the editor and trying to open the Kerbalism planner, whether or not the tank contains cryogenic fuel, it spams this error in the log: [EXC 05:23:43.189] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Lib.ReflectionValue[String] (.PartModule m, System.String value_name) KERBALISM.resource_simulator.process_cryotank (.Part p, .PartModule m) KERBALISM.resource_simulator.analyze (System.Collections.Generic.List`1 parts, KERBALISM.environment_analyzer env, KERBALISM.vessel_analyzer va) KERBALISM.Planner.update () KERBALISM.Launcher.update () KERBALISM.UI.update (Boolean show_window) KERBALISM.Kerbalism.Update () Edit: Also still getting that same signal indicator debug spam when vanilla commnet is enabled which other people are reporting, even using Jenkins build #69, which is the latest as of writing this. As an aside, personally I quite liked Kerbalism's signal module. Connections getting slower with range makes far more sense than just suddenly cutting out. But, it's your decision to make. Edited April 13, 2018 by Maeyanie Link to comment Share on other sites More sharing options...
micr0wave Posted April 13, 2018 Share Posted April 13, 2018 Is there a way to make SSPX and Kerbalism nice together ? I can get SSPX to or Kerbalism, not both, as soon i add Kerbalism to an install with only SSPX i get nullref spam. Spoiler [LOG 15:54:24.771] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 15:54:24.772] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 15:54:24.772] Reference Frame: Rotating [LOG 15:54:24.791] Vessel assembly complete! [LOG 15:54:26.034] all systems started [WRN 15:54:26.052] Warning on PartSubtype BlackHandles on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part sspx-expandable-centrifuge-375-2: No transforms named Ladders found [LOG 15:54:26.110] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 15:54:26.116] [Part sspx-core-25-1] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to BlackHandles [LOG 15:54:26.116] [Part sspx-core-25-1] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to BlackHandles [LOG 15:54:26.117] [Part sspx-expandable-centrifuge-375-2] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to BlackHandles [WRN 15:54:26.121] Warning on PartSubtype BlackHandles on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part sspx-expandable-centrifuge-375-2(Clone): No transforms named Ladders found [LOG 15:54:26.124] DragCubeSystem: Creating drag cubes for part 'sspx-expandable-centrifuge-375-2' [LOG 15:54:26.125] [Part sspx-expandable-centrifuge-375-2] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to BlackHandles [LOG 15:54:26.125] [Part sspx-expandable-centrifuge-375-1] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to BlackHandles [LOG 15:54:26.131] DragCubeSystem: Creating drag cubes for part 'sspx-expandable-centrifuge-375-1' [LOG 15:54:26.131] [Part sspx-expandable-centrifuge-375-1] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to BlackHandles [LOG 15:54:26.231] [UiApp] Awake: CurrencyWidgetsApp [LOG 15:54:26.231] [UiApp] Awake: ResourceDisplay [LOG 15:54:26.231] [UiApp] Awake: KSPedia [LOG 15:54:26.232] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False [LOG 15:54:26.232] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [LOG 15:54:26.233] [KnowledgeBase] OnAppLauncherReady 4576 [LOG 15:54:26.268] [UIApp] OnDestroy: Contracts [LOG 15:54:26.268] [UIApp] OnDestroy: Missions App [EXC 15:54:26.288] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) KERBALISM.Monitor.update () KERBALISM.Launcher.update () KERBALISM.UI.update (Boolean show_window) KERBALISM.Kerbalism.Update () [LOG 15:54:26.289] [MessageSystem] Reposition 0.02 4577 [LOG 15:54:26.289] [GenericAppFrame] Reposition 0.02 4577 [LOG 15:54:26.289] [GenericAppFrame] Reposition 0.02 4577 [LOG 15:54:26.301] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part sspx-core-25-1 on vessel Untitled Space Craft [LOG 15:54:26.310] [FlightIntegrator]: Vessel Untitled Space Craft has been unloaded 1.79769313486232E+308, applying analytic temperature 313.135088582082 [EXC 15:54:26.311] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) KERBALISM.Monitor.update () KERBALISM.Launcher.update () KERBALISM.UI.update (Boolean show_window) KERBALISM.Kerbalism.Update () beside the spam, the sspx part fails to deploy or rotate. If there's a config or something for that issue please point me into the right direction. Link to comment Share on other sites More sharing options...
SuperXico Posted April 13, 2018 Share Posted April 13, 2018 OMG i love you guys! Thanks for maintaining the best LS mod around <3 Link to comment Share on other sites More sharing options...
N70 Posted April 13, 2018 Author Share Posted April 13, 2018 5 hours ago, micr0wave said: Is there a way to make SSPX and Kerbalism nice together ? I can get SSPX to or Kerbalism, not both, as soon i add Kerbalism to an install with only SSPX i get nullref spam. Reveal hidden contents [LOG 15:54:24.771] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 15:54:24.772] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 15:54:24.772] Reference Frame: Rotating [LOG 15:54:24.791] Vessel assembly complete! [LOG 15:54:26.034] all systems started [WRN 15:54:26.052] Warning on PartSubtype BlackHandles on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part sspx-expandable-centrifuge-375-2: No transforms named Ladders found [LOG 15:54:26.110] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 15:54:26.116] [Part sspx-core-25-1] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to BlackHandles [LOG 15:54:26.116] [Part sspx-core-25-1] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to BlackHandles [LOG 15:54:26.117] [Part sspx-expandable-centrifuge-375-2] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to BlackHandles [WRN 15:54:26.121] Warning on PartSubtype BlackHandles on module ModuleB9PartSwitch (moduleID='endcapSwitch') on part sspx-expandable-centrifuge-375-2(Clone): No transforms named Ladders found [LOG 15:54:26.124] DragCubeSystem: Creating drag cubes for part 'sspx-expandable-centrifuge-375-2' [LOG 15:54:26.125] [Part sspx-expandable-centrifuge-375-2] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to BlackHandles [LOG 15:54:26.125] [Part sspx-expandable-centrifuge-375-1] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to BlackHandles [LOG 15:54:26.131] DragCubeSystem: Creating drag cubes for part 'sspx-expandable-centrifuge-375-1' [LOG 15:54:26.131] [Part sspx-expandable-centrifuge-375-1] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to BlackHandles [LOG 15:54:26.231] [UiApp] Awake: CurrencyWidgetsApp [LOG 15:54:26.231] [UiApp] Awake: ResourceDisplay [LOG 15:54:26.231] [UiApp] Awake: KSPedia [LOG 15:54:26.232] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False [LOG 15:54:26.232] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown [LOG 15:54:26.233] [KnowledgeBase] OnAppLauncherReady 4576 [LOG 15:54:26.268] [UIApp] OnDestroy: Contracts [LOG 15:54:26.268] [UIApp] OnDestroy: Missions App [EXC 15:54:26.288] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) KERBALISM.Monitor.update () KERBALISM.Launcher.update () KERBALISM.UI.update (Boolean show_window) KERBALISM.Kerbalism.Update () [LOG 15:54:26.289] [MessageSystem] Reposition 0.02 4577 [LOG 15:54:26.289] [GenericAppFrame] Reposition 0.02 4577 [LOG 15:54:26.289] [GenericAppFrame] Reposition 0.02 4577 [LOG 15:54:26.301] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part sspx-core-25-1 on vessel Untitled Space Craft [LOG 15:54:26.310] [FlightIntegrator]: Vessel Untitled Space Craft has been unloaded 1.79769313486232E+308, applying analytic temperature 313.135088582082 [EXC 15:54:26.311] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) KERBALISM.Monitor.update () KERBALISM.Launcher.update () KERBALISM.UI.update (Boolean show_window) KERBALISM.Kerbalism.Update () beside the spam, the sspx part fails to deploy or rotate. If there's a config or something for that issue please point me into the right direction. use this build of Kerbalism: https://jenkins.spaceball.cf/job/Kerbalism/71/artifact/Kerbalism.zip Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 13, 2018 Share Posted April 13, 2018 Oh man, I had to reboot KSP so I decided to give #72 a try, but still the same nullref as soon as in SPC (if it's the exactly same, seems like): NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.update () [0x00000] in <filename unknown>:0 at KERBALISM.Launcher.update () [0x00000] in <filename unknown>:0 at KERBALISM.UI.update (Boolean show_window) [0x00000] in <filename unknown>:0 at KERBALISM.Kerbalism.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) @N70 you said previous page or so "Wait for 1.5.1" - is this the pinpoint rls for that nullref issue? Link to comment Share on other sites More sharing options...
PiezPiedPy Posted April 13, 2018 Share Posted April 13, 2018 @N70 Submitted a PR to GitLab regarding the signal NRE. @Gordon Dry you will have to wait until a release that has the fix unfortunately. Or you can use my private build Kerbalism-v1.5.0_For_KSP1.4.2.zip on Dropbox Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 13, 2018 Share Posted April 13, 2018 (edited) 12 minutes ago, PiezPiedPy said: Or you can use my private build Ah, you already made it - you mentioned it yesterday but I didn't see it yet. Thank you, I will test it. @PiezPiedPy I just see a new build #75 on Jenkins ... and I'm booting up KSP with your build now ... Edited April 13, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
PiezPiedPy Posted April 13, 2018 Share Posted April 13, 2018 @Gordon Dry FYI N70 has just merged the PR with the fix, Jenkins #75 also has the Localization support Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 13, 2018 Share Posted April 13, 2018 (edited) 4 minutes ago, PiezPiedPy said: FYI N70 has just merged the PR with the fix I tried #72 before and that one still had the issue. Your build does not. But I think the #75 should have the fix, too. It's a different .dll in bitwise comparision, so I have to test it (or a newer one) next session. Edit: @PiezPiedPy @sarbian haha, I just see something new, it's MechJeb (#798) but it could be triggered by your Kerbalism build, because I didn't have that before. Situation: Log spamming: NullReferenceException: Object reference not set to an instance of an object at MuMech.RCSSolverThread.GetThrottles (.Vessel vessel, MuMech.VesselState state, Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrustersOut) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleRCSBalancer.GetThrottles (Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrusters) [0x00000] in <filename unknown>:0 at MuMech.VesselState.UpdateRCSThrustAndTorque (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Log:https://www.dropbox.com/s/r84at5y7njj0cin/2018-04-14_1 KSP.log.7z?dl=1 Edited April 13, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 13, 2018 Share Posted April 13, 2018 @N70 @PiezPiedPy so I should have been staying on the PiezPiedBy build. #75 had double part files, the old file names and the new with leading "kerbalism-" in the file names. So some work to clean up before booting up KSP. the NRE is gone, but ... Link to comment Share on other sites More sharing options...
N70 Posted April 14, 2018 Author Share Posted April 14, 2018 4 hours ago, Gordon Dry said: @N70 @PiezPiedPy so I should have been staying on the PiezPiedBy build. #75 had double part files, the old file names and the new with leading "kerbalism-" in the file names. So some work to clean up before booting up KSP. the NRE is gone, but ... bug #3 isn't occurring for me at all. also, the latest Jenkins build fixes up the double files and also adds RemoteTech antennas to Electricity calculations... Link to comment Share on other sites More sharing options...
KBluey Posted April 14, 2018 Share Posted April 14, 2018 (edited) I'm probably doing something stupid, but I can't see any of the "popout windows" in the GUI. When I hover over the in-flight GUI it says "(middle-click to popout in a window)", but I don't have a middle mouse button and I can't find another way to open the window. Also, my mouse scroll wheel freezes the first time I mouse over the Kerbalism in-flight GUI, and won't allow me to zoom my viewpoint toward or away from a vessel. Edited April 14, 2018 by KBluey Link to comment Share on other sites More sharing options...
Domin1c Posted April 14, 2018 Share Posted April 14, 2018 19 hours ago, N70 said: use this build of Kerbalism: https://jenkins.spaceball.cf/job/Kerbalism/71/artifact/Kerbalism.zip SSPX part still fails to rotate and habitation enabled in undeployed state and disabled in deployed. Link to comment Share on other sites More sharing options...
VoidST Posted April 14, 2018 Share Posted April 14, 2018 19 minutes ago, Domin1c said: SSPX part still fails to rotate and habitation enabled in undeployed state and disabled in deployed. This is my solution for that (region gravity ring, in Kerbal Space Program\GameData\Kerbalism\Support\SSPX.cfg): !! I made some adjustment for myself, i.e. living space. ============================================================================ // region Gravity Ring // ============================================================================ @PART[sspx-inflatable-centrifuge-125-1|sspx-inflatable-centrifuge-125-2|sspx-inflatable-centrifuge-25-1|sspx-expandable-centrifuge-375-1|sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux]:FOR[Kerbalism] { MODULE { name = Habitat } MODULE { name = ProcessController resource = _PressureControl title = Pressure control running = true } } @PART[sspx-inflatable-centrifuge-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:FOR[Kerbalism] { @MODULE[Habitat] { volume = 79.59 surface = 59.69 } MODULE { name = GravityRing ec_rate = 2.5 deploy = open desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy. } } @PART[sspx-inflatable-centrifuge-125-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 39.48 surface = 29.61 } MODULE { name = GravityRing ec_rate = 2.0 deploy = open desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy. } } @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:FOR[Kerbalism] { @MODULE[Habitat] { volume = 133.08 surface = 99.81 } MODULE { name = GravityRing ec_rate = 3.0 deploy = open desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy. } MODULE:NEEDS[FeatureComfort] { name = Comfort bonus = exercise desc = Some exercise devices design to keep and improve kerbals' health, especially with an artificial gravity. } } @PART[sspx-expandable-centrifuge-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 192.36 surface = 136.39 } MODULE { name = GravityRing ec_rate = 5.0 deploy = open desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy. } MODULE:NEEDS[FeatureComfort] { name = Comfort bonus = exercise desc = Some exercise devices design to keep and improve kerbals' health, especially with an artificial gravity. } } @PART[sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[Kerbalism] { @MODULE[Habitat] { volume = 148.08 surface = 54.1 } MODULE { name = GravityRing ec_rate = 4.0 deploy = open desc = Artificial gravity can delay the inevitable consequences of zero-g on the body. If you don't mind getting dizzy. } MODULE:NEEDS[FeatureComfort] { name = Comfort bonus = exercise desc = Some exercise devices design to keep and improve kerbals' health, especially with an artificial gravity. } } // end The issue is, the rotation and firm-ground bonus / inflate and habitat are not related. Which means you still have to manually press the bottoms to get every single function to work ("start rotation" to rotate, "inflate" to inflate, "habitat: enable" for living space, and "deploy" to have the firm-ground bonus). It gets weird when you have your gravity ring deflated and stopped but still have the firm-ground bonus if you press "deploy". Link to comment Share on other sites More sharing options...
Mynhardt Kitshoff Posted April 14, 2018 Share Posted April 14, 2018 (edited) Hi...I think there is a bug in your mod. I click the heartrate icon. I then click the name of the ship I want to monitor and the moment I do my scrolling does not work any more, Cant zoom in or out. I see to set config I need to press middle mouse button but it does not work. Must restart game when this happens. I will go try one of the older versions of your mod to see if it happens there aswell. Will let you know. Edited April 14, 2018 by Mynhardt Kitshoff Link to comment Share on other sites More sharing options...
tonimark Posted April 14, 2018 Share Posted April 14, 2018 so tell me which better the tacls or the kerbalism ?! Link to comment Share on other sites More sharing options...
Domin1c Posted April 14, 2018 Share Posted April 14, 2018 2 hours ago, tonimark said: so tell me which better the tacls or the kerbalism ?! TAC LS is actually LS. Only. Kerbalism is something more, more complex and interesting. Read description in first post. Link to comment Share on other sites More sharing options...
Domin1c Posted April 14, 2018 Share Posted April 14, 2018 7 hours ago, VoidST said: This is my solution for that Now it works. =) Thank you. Link to comment Share on other sites More sharing options...
Mynhardt Kitshoff Posted April 15, 2018 Share Posted April 15, 2018 (edited) 13 hours ago, Mynhardt Kitshoff said: Hi...I think there is a bug in your mod. I click the heartrate icon. I then click the name of the ship I want to monitor and the moment I do my scrolling does not work any more, Cant zoom in or out. I see to set config I need to press middle mouse button but it does not work. Must restart game when this happens. I will go try one of the older versions of your mod to see if it happens there aswell. Will let you know. I downloaded the new Jenkins version. Completely remove previews folder and paste new kerberalism folder. It seem to work. Game on!!! Will let you know if anything further pops up. Edited April 15, 2018 by Mynhardt Kitshoff Link to comment Share on other sites More sharing options...
Mynhardt Kitshoff Posted April 15, 2018 Share Posted April 15, 2018 12 minutes ago, Mynhardt Kitshoff said: I downloaded the new Jenkins version. Completely remove previews folder and paste new kerberalism folder. It seem to work. Game on!!! Will let you know if anything further pops up. Still something wrong...just did the mission where I have to put a kerbal in orbit for 30 days. the food did not become less,CO2 did not increase, stress did not increase although I only had phone home capability and no radiation problems. I did however had the max shielding on. Link to comment Share on other sites More sharing options...
tonimark Posted April 15, 2018 Share Posted April 15, 2018 10 hours ago, Domin1c said: TAC LS is actually LS. Only. Kerbalism is something more, more complex and interesting. Read description in first post. yep i know that kerbalism has got more other factors than tacls . but tacls has more realist LS like water and waste output that kerbalismhasn't hasn't Link to comment Share on other sites More sharing options...
Zoso14892 Posted April 15, 2018 Share Posted April 15, 2018 52 minutes ago, tonimark said: yep i know that kerbalism has got more other factors than tacls . but tacls has more realist LS like water and waste output that kerbalismhasn't hasn't Kerbalism has food, water and waste, nitrogen for maintaining atmosphere and all sorts. It's actually a lot more in depth than I ever imagined. I guess it all comes down to personal preference I'm really enjoying Kerbalism though. Link to comment Share on other sites More sharing options...
Rudolf Meier Posted April 15, 2018 Share Posted April 15, 2018 I've got a science problem... maybe someone can explain me how to use this. First... when I run an experiment, this works. In stock game I can later go to "review data" ... how's that done with Kerbalism? and I don't get a warning that my data will be lost when I rerun the experiment... what's the point I didn't understand? is the data "going away" somehow? into storage space? where? how can I see what's inside? Second... how can I abort a transmission of data? Let's say I see that I'm running out of electricity and I want to stop the transmission... Third... this "Data" button e.g. in the menu of a capsule... should it do something? why is it a button if it shouldn't do anything? ... but, nothing happens when I click it... is that normal? ... I didn't go through the logs, sure, and I also didn't download the source (that's what I normally do, not reading logs) ... I still hope for an easy explanation for my questions Link to comment Share on other sites More sharing options...
N70 Posted April 15, 2018 Author Share Posted April 15, 2018 1 hour ago, Rudolf Meier said: I've got a science problem... maybe someone can explain me how to use this. First... when I run an experiment, this works. In stock game I can later go to "review data" ... how's that done with Kerbalism? and I don't get a warning that my data will be lost when I rerun the experiment... what's the point I didn't understand? is the data "going away" somehow? into storage space? where? how can I see what's inside? Second... how can I abort a transmission of data? Let's say I see that I'm running out of electricity and I want to stop the transmission... Third... this "Data" button e.g. in the menu of a capsule... should it do something? why is it a button if it shouldn't do anything? ... but, nothing happens when I click it... is that normal? ... I didn't go through the logs, sure, and I also didn't download the source (that's what I normally do, not reading logs) ... I still hope for an easy explanation for my questions ... can you send me your log Link to comment Share on other sites More sharing options...
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