aeirvx Posted February 11 Share Posted February 11 Hey, I'm having a weird incompatibility bug where Kopernicus causes ModuleManager (of a different version) to throw a NullReferenceException and prevent KSP from starting. Specifically: I have Kopernicus release 223 and its bundled dependencies installed (Harmony and ModularFlightIntegrator and ModuleManager 4.2.3). Then I have ModuleManager 4.1.3 installed as well; a dependency of other mods that I removed to isolate the problem. Without MM 4.1.3 Kopernicus loads fine, but installing MM 4.1.3 results in a null plugin popup from MM which, when acknowledged, quits KSP. Here is a link to my Player.log: https://drive.google.com/file/d/1lQaDRbh1LbD5dF0PmTZGGSwKXAdsj7xe/view?usp=sharing My computer is a linux device. Is there a workaround or something that can make this work? Thanks! Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted February 11 Share Posted February 11 22 minutes ago, aeirvx said: ModuleManager 4.2.3 22 minutes ago, aeirvx said: ModuleManager 4.1.3 You have TWO MM’s. Please delete the older (4.1.3) one. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted February 11 Author Share Posted February 11 7 hours ago, 4x4cheesecake said: At this point, I got the feeling this is not It is. It does something different everytime. It just gets more irritating the more I poke at it. I'm going to leave it alone for a bit and hope it forgets about me. KSC2 is haunted. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 11 Share Posted February 11 On 2/10/2025 at 8:28 AM, R-T-B said: New in this latest version release-221: 1.) KSC2 handling code underwent a bugfix so it unpacks correctly again, rather than all inside itself (ick). KSC2 is still friggin' weird in how it's implemented, so I doubt you can do much more editing than to add/remove it. Testing welcome. 2.) There might be some preliminary work in this build to support comets. There might be bugs related to that framework being added, I dunno. But there certainly isn't any comets (yet). Someday, there might be. See Known Bugs & Caveats for known bugs. Nice. I know this isn't the most recent build, but it is cool to see that comets may be worked into Kopernicus in future Quote Link to comment Share on other sites More sharing options...
R-T-B Posted February 12 Author Share Posted February 12 (edited) On 2/10/2025 at 10:13 PM, DareMightyThingsJPL said: Nice. I know this isn't the most recent build, but it is cool to see that comets may be worked into Kopernicus in future They are actively being worked on. Edited February 12 by R-T-B Quote Link to comment Share on other sites More sharing options...
GehennaGirls Posted February 14 Share Posted February 14 Is there any way to reduce the rotation speed of bodies on the main menu (the ones I've given the randomMainMenuBody parameter)? They spin kind of insanely fast, especially if tidally locked. Quote Link to comment Share on other sites More sharing options...
R-T-B Posted February 15 Author Share Posted February 15 15 hours ago, GehennaGirls said: Is there any way to reduce the rotation speed of bodies on the main menu (the ones I've given the randomMainMenuBody parameter)? They spin kind of insanely fast, especially if tidally locked. The main menu code spins them faster the slower they spin in the actual game, so no, tidally locked is always going to spin like nuts. I have no idea why its like that but go figure. Quote Link to comment Share on other sites More sharing options...
CTuB4uk Posted Tuesday at 06:59 AM Share Posted Tuesday at 06:59 AM So, this is the Kopernicus I should use for 1.12.5, right? Quote Link to comment Share on other sites More sharing options...
modus Posted Tuesday at 07:19 AM Share Posted Tuesday at 07:19 AM 19 minutes ago, CTuB4uk said: So, this is the Kopernicus I should use for 1.12.5, right? Yes Quote Link to comment Share on other sites More sharing options...
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