Olympic1 Posted August 8, 2014 Share Posted August 8, 2014 (edited) If you are using the Crowd Sourced Science Logs, make sure you only have one copy in GameData\Squad\Resources I had the same problem, when I wanted to save my original science definitions (rather than overwrite them). I saved the sciencedefs.cfg as sciencebak.cfg, but the file will still load, causing the magnetometer (from Interstellar) to (not) work in a similar manner that you described. Renaming the original science log file so that the extension is something different (e.g. scienceoriginal.bak) will resolve this error.You can just rename the original sciencedefs to "ScienceDefs.cfg_" and leave it in the folder but it won't load. I always do this without any problems with science reports. Edited August 8, 2014 by Olympic1 Quote Link to comment Share on other sites More sharing options...
Darkblade48 Posted August 9, 2014 Share Posted August 9, 2014 You can just rename the original sciencedefs to "ScienceDefs.cfg_" and leave it in the folder but it won't load. I always do this without any problems with science reports.Good to know. As long as the extension is changed, it will not load, was what I was trying to get at. Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 9, 2014 Share Posted August 9, 2014 I love this rover! Because of the game bug with chairs sometimes causing Kerbals to no longer respond I miniaturized and modified a Lander Can to work in place of the chair. That's to get around a bug in KSP not with your mod though Quote Link to comment Share on other sites More sharing options...
max2198 Posted August 9, 2014 Share Posted August 9, 2014 Thanks for such nice mod:)It works on my Mac, but when I try to start the game on Windows (both x86 and x64) it gets stuck here:https://www.dropbox.com/s/6h6dlgeac4c1ycx/kerbal_freeze.pngI have this in the log file:(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Load(Model): UmbraSpaceIndustries/PackRat/Seat/model(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)I tried to delete the mod, but it it gets frozen again when loading UmbraSpaceIndustries/OKS/Assets/StationTubeLoad(Model): UmbraSpaceIndustries/OKS/Assets/StationTube(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Do you have any idea how to fix this? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 9, 2014 Author Share Posted August 9, 2014 Thanks for such nice mod:)It works on my Mac, but when I try to start the game on Windows (both x86 and x64) it gets stuck here:https://www.dropbox.com/s/6h6dlgeac4c1ycx/kerbal_freeze.pngI have this in the log file:(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Load(Model): UmbraSpaceIndustries/PackRat/Seat/model(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)I tried to delete the mod, but it it gets frozen again when loading UmbraSpaceIndustries/OKS/Assets/StationTubeLoad(Model): UmbraSpaceIndustries/OKS/Assets/StationTube(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Do you have any idea how to fix this?Honestly, absolutely none. I'd try a reinstallation of the different mods. Quote Link to comment Share on other sites More sharing options...
admiral9347 Posted August 10, 2014 Share Posted August 10, 2014 Hello their, i must be blind or something but where is the download? Quote Link to comment Share on other sites More sharing options...
Helix935 Posted August 10, 2014 Share Posted August 10, 2014 Thanks for such nice mod:)It works on my Mac, but when I try to start the game on Windows (both x86 and x64) it gets stuck here:https://www.dropbox.com/s/6h6dlgeac4c1ycx/kerbal_freeze.pngI have this in the log file:(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Load(Model): UmbraSpaceIndustries/PackRat/Seat/model(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)I tried to delete the mod, but it it gets frozen again when loading UmbraSpaceIndustries/OKS/Assets/StationTubeLoad(Model): UmbraSpaceIndustries/OKS/Assets/StationTube(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)Do you have any idea how to fix this?i had the same problem, if you have realchutes, update it Quote Link to comment Share on other sites More sharing options...
Commander Zoom Posted August 10, 2014 Share Posted August 10, 2014 Love this little guy! The on-site assembly is a great touch. Thanks for the bumps; I'd missed this thread before. Quote Link to comment Share on other sites More sharing options...
Sutima Posted August 10, 2014 Share Posted August 10, 2014 Hello their, i must be blind or something but where is the download? Quote Link to comment Share on other sites More sharing options...
Horus Posted August 10, 2014 Share Posted August 10, 2014 (edited) Really nice mod.However, are controls inverted intentionally (both steering & thrust) when there's no kerbonaut in control chair? Is it possible to make it uncontrollable when there's no kerbonaut onboard?Still need to hone the configs. But the idea's totally nice. Edited August 10, 2014 by Horus correction Quote Link to comment Share on other sites More sharing options...
max2198 Posted August 10, 2014 Share Posted August 10, 2014 Honestly, absolutely none. I'd try a reinstallation of the different mods.i had the same problem, if you have realchutes, update itThe issue is solved - there were old (copied from my mac) folders Parts and Ships in the root directoryNow it works, thanks for your assistance:) Quote Link to comment Share on other sites More sharing options...
admiral9347 Posted August 10, 2014 Share Posted August 10, 2014 http://i.imgur.com/o1GQBz2.png?2oh, thank you very much. i am enjoying it. Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 12, 2014 Share Posted August 12, 2014 Fun little rover, took me a few minutes to figure out how to build it. Any plans for some TAC Supplies? Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 12, 2014 Share Posted August 12, 2014 Fun little rover, took me a few minutes to figure out how to build it. Any plans for some TAC Supplies?You can actually attach the smallest TAC supplies (the .625) one to the same attachment nodes that the Science boxs go on, Basically you can attach any .625 item to these nodes so its pretty useful Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 13, 2014 Share Posted August 13, 2014 You can actually attach the smallest TAC supplies (the .625) one to the same attachment nodes that the Science boxs go on, Basically you can attach any .625 item to these nodes so its pretty usefulBut it does not help if your building it with KAS. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 13, 2014 Author Share Posted August 13, 2014 Really nice mod.However, are controls inverted intentionally (both steering & thrust) when there's no kerbonaut in control chair? Is it possible to make it uncontrollable when there's no kerbonaut onboard?Still need to hone the configs. But the idea's totally nice.It's on my bug fix list Fun little rover, took me a few minutes to figure out how to build it. Any plans for some TAC Supplies?But it does not help if your building it with KAS.Pick up the KAS extensions - it lets you attach the little TAC-LS cans Quote Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 13, 2014 Share Posted August 13, 2014 Pick up the KAS extensions - it lets you attach the little TAC-LS cansErm got a link, search comes up with nothing. Quote Link to comment Share on other sites More sharing options...
PolySoup Posted August 14, 2014 Share Posted August 14, 2014 Jeb took a DIY rover kit to Mun and had a blast! He did run into some trouble with the default KSP rover physics treating the Mun like an ice rink, but with a bit of tweaking was able to get some good traction on the slopes. If you have KAS installed, your wheels can grab the ground too!Just add this to the bottom of "KSP\GameData\UmbraSpaceIndustries\PackRat\MiniWheel\MiniWheel.cfg" and you'll find that you will have better traction, and as an added bonus you'll be able to park on slopes without sliding downhill.MODULE{ name = KASModuleAnchor groundDrag = 0.05 bounciness = 0 dynamicFriction = 0.6 staticFriction = 0.8} Quote Link to comment Share on other sites More sharing options...
RoverDude Posted August 14, 2014 Author Share Posted August 14, 2014 Erm got a link, search comes up with nothing.https://github.com/dankeller/KSP-Tweaks- - - Updated - - -Jeb took a DIY rover kit to Mun and had a blast! He did run into some trouble with the default KSP rover physics treating the Mun like an ice rink, but with a bit of tweaking was able to get some good traction on the slopes. If you have KAS installed, your wheels can grab the ground too!Just add this to the bottom of "KSP\GameData\UmbraSpaceIndustries\PackRat\MiniWheel\MiniWheel.cfg" and you'll find that you will have better traction, and as an added bonus you'll be able to park on slopes without sliding downhill.MODULE{ name = KASModuleAnchor groundDrag = 0.05 bounciness = 0 dynamicFriction = 0.6 staticFriction = 0.8}Nice! I may steal this Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted August 14, 2014 Share Posted August 14, 2014 https://github.com/dankeller/KSP-TweaksUh, could you explain which file should I copy to GameData? I can't really see any .cfg file refer to TAC parts. Quote Link to comment Share on other sites More sharing options...
jurfburf Posted August 16, 2014 Share Posted August 16, 2014 I love love love this mod!The ability to actually bring along a rover in KAS containers and then assemble it on the Mun is something I've wanted for a really long time. Two issues I've noticed, however:1) when the rover flips and Kerbals get knocked out of their seats, I can't control them and they're considered to be debris. Is this a common issue? (I don't use rovers much) 2) on the Mun at least, this thing has an almost TOTAL inability to go up hills. This is a huge problem especially considering how hilly the Mun is now. Am I doing something wrong? (brakes are definitely off). Quote Link to comment Share on other sites More sharing options...
Arron Rift Posted August 16, 2014 Share Posted August 16, 2014 Jeb took a DIY rover kit to Mun and had a blast! He did run into some trouble with the default KSP rover physics treating the Mun like an ice rink, but with a bit of tweaking was able to get some good traction on the slopes. If you have KAS installed, your wheels can grab the ground too!Just add this to the bottom of "KSP\GameData\UmbraSpaceIndustries\PackRat\MiniWheel\MiniWheel.cfg" and you'll find that you will have better traction, and as an added bonus you'll be able to park on slopes without sliding downhill.MODULE{ name = KASModuleAnchor groundDrag = 0.05 bounciness = 0 dynamicFriction = 0.6 staticFriction = 0.8}NICE! any idea if this works with ALL wheels, or just these? Quote Link to comment Share on other sites More sharing options...
PolySoup Posted August 17, 2014 Share Posted August 17, 2014 I've not tested it but it should work on all wheels. Quote Link to comment Share on other sites More sharing options...
dak180 Posted August 19, 2014 Share Posted August 19, 2014 Jeb took a DIY rover kit to Mun and had a blast! He did run into some trouble with the default KSP rover physics treating the Mun like an ice rink, but with a bit of tweaking was able to get some good traction on the slopes. If you have KAS installed, your wheels can grab the ground too!Just add this to the bottom of "KSP\GameData\UmbraSpaceIndustries\PackRat\MiniWheel\MiniWheel.cfg" and you'll find that you will have better traction, and as an added bonus you'll be able to park on slopes without sliding downhill.MODULE{ name = KASModuleAnchor groundDrag = 0.05 bounciness = 0 dynamicFriction = 0.6 staticFriction = 0.8}I've not tested it but it should work on all wheels.Does anyone know how to wrap this up in a mm config that gets applied to all rover wheels? Quote Link to comment Share on other sites More sharing options...
dzikakulka Posted August 19, 2014 Share Posted August 19, 2014 @dak180Maybe try:@PART[*]:HAS[@MODULE[ModuleWheel]]{ MODULE { name = KASModuleAnchor groundDrag = 0.05 bounciness = 0 dynamicFriction = 0.6 staticFriction = 0.8} }Afaik Gear Bay (spaceplane wheel) has different module so it will not apply. If it will work at all, can't test atm. Quote Link to comment Share on other sites More sharing options...
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