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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]


BigNose

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I had the following errors in my event log, ..

Edit - I was unable to resolve the errors



[LOG 19:26:26.774] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightbeacon_amber/lightbeacon_amber'
[WRN 19:26:26.777] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.778] PartLoader Warning: Variable maximum_Drag not found in Part
[LOG 19:26:26.783] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightbeacon_red/lightbeacon_red'
[WRN 19:26:26.786] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.787] PartLoader Warning: Variable maximum_Drag not found in Part
[LOG 19:26:26.791] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_blue/lightnav_blue'
[WRN 19:26:26.794] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.794] PartLoader Warning: Variable maximum_Drag not found in Part
[LOG 19:26:26.798] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_green/lightnav_green'
[WRN 19:26:26.801] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.802] PartLoader Warning: Variable maximum_Drag not found in Part
[LOG 19:26:26.806] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_red/lightnav_red'
[WRN 19:26:26.809] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.809] PartLoader Warning: Variable maximum_Drag not found in Part
[LOG 19:26:26.813] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightnav_white/lightnav_white'
[WRN 19:26:26.816] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.817] PartLoader Warning: Variable maximum_Drag not found in Part
[LOG 19:26:26.821] PartLoader: Compiling Part 'AviationLights/Parts/lights/lightstrobe_white/lightstrobe_white'
[WRN 19:26:26.824] PartLoader Warning: Variable minimum_Drag not found in Part
[WRN 19:26:26.824] PartLoader Warning: Variable maximum_Drag not found in Part

Edited by Aivoh
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  • 2 weeks later...

V3.7 Released

I finally found time to show this thread some love and fix what I think was the last known bug at the moment: No more errors in the logs about drag values.

CHANGELOG

Fixed

- minimum/maximum_drag values fixed (no more errors, finally)

DOWNLOAD

COMPATIBLE KSP VERSION: 0.90 (&0.25)

Kerbal Stuff

Mediafire

This update is fully backwards compatible! Existing crafts will be updated automatically without getting deleted.

Quick Tip: Sort the Utility section by part size, and they will come out on top!

Edited by BigNose
Now on Kerbal Stuff!
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I am going to sound terrible, but might a legacy version be included?

Don't worry, it's still backwards compatible with KSP 0.25

AL v3.7 runs well on 0.25 AND 0.90! All the guys still playing 0.25 can also enjoy their error-free logs now.

Edited by BigNose
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Reuploaded with the old textures again. I really thought you guys would like 'em.

I hate to sound ungrateful :) The new textures are not bad, but I think I prefer the older style. Removing them entirely also removes the option to choose.

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Your media fire download triggered suspicious browser activity, actively attempting for force permission to install a 'media player' very uncool, I suggest you dump media fire and move to kerbal stuff of some other place that is less chancy.

So mediafire is starting to do this kinda thing too? ...

Ok, moving to Kerbal Stuff!

EDIT: I want to publish the mod on Kerbal Stuff, but it won't let me. Getting a 502 Bad Gateway error.

I guess they are upgrading the website right now, I'll try again in a few hours. The mod is on there, the modsite is done, I just need to publish it.

Edited by BigNose
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  • 4 weeks later...

Hello, nice mod,

i 've changed in .cfg files this lines:

title = White Navlight >> title = Navlight White idem for red,blue,.. so now they are all togheter in the partlist.

the improvements i will see great are to add them in the default light category (u need the light module?) when we search by part type,

and maybe it will add them directly in the light action (i don't know i don't program)

and turning them of 180° to see their colors in the 3D preview in the same partlist

..and a custom one with sliders to choose his own colors?

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Hello, nice mod,

i 've changed in .cfg files this lines:

title = White Navlight >> title = Navlight White idem for red,blue,.. so now they are all togheter in the partlist.

That is an excellent idea and I have done the same now. I had just been pondering that prob this morn but hadn't known how to adress it. Thanks for posting! :)

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I finally got around to adding this mod back into my 0.90 game but the Deadweasel texture packs aren't working properly in the VAB for me. The right-click context menu item shows but the texture never changes. I've got the alternate textures their default DeadSkins folder inside the AviationLights folder. in Any ideas what I might be doing wrong here, or is this an incompatibility with 0.90?

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I finally got around to adding this mod back into my 0.90 game but the Deadweasel texture packs aren't working properly in the VAB for me. The right-click context menu item shows but the texture never changes. I've got the alternate textures their default DeadSkins folder inside the AviationLights folder. in Any ideas what I might be doing wrong here, or is this an incompatibility with 0.90?
The intended location for the DeadSkins folder is GameData/AviationLights/Parts/lights. If you want it elsewhere, you have to mess with the DeadSkins-config.cfg file in the DeadSkins folder, adjusting all the file paths as necessary.
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The intended location for the DeadSkins folder is GameData/AviationLights/Parts/lights. If you want it elsewhere, you have to mess with the DeadSkins-config.cfg file in the DeadSkins folder, adjusting all the file paths as necessary.

Ah, thank you. I know I had things working properly in the past (0.23.5 I think) but it's been awhile. On OS X you cannot merge folders the same way you do in Windows so when something requires installing into sub-folders of sub-folders, you have to put everything in place manually. Guess I missed a step here.

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  • 4 weeks later...
This mod is amazing, it's been around since the 0.16 days and that's a milestone for any mod. Great work.

Ive been using it since it came out, its just a good mod. Im going to bring this up again, and remember i have not posted in a very long time here. SO im not sure how many times this has been discussed.

Ive always used B9,KW,KAS,Kethane and so on, you get the idea. The things i started creating where getting very complicated and with the constant change of KSP. Well im burnt out of keeping everything up to date, i know thats a part of KSP and it is fun. I just need a break, i decided to give it a different feel by adding modern mods, like SpaceX, and similar real type things. So the direction of my explanation is, would you consider making flood lights. I asked this way back and the common answer was why? we have B9 lights. I dont want to use B9 anymore and to me you are the light guy. SO would you consider making some? Surely im not the only one who would enjoy this in your light pack, and for back up, planes use lights also :)

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Ive always used B9,KW,KAS,Kethane and so on, you get the idea. The things i started creating where getting very complicated and with the constant change of KSP. Well im burnt out of keeping everything up to date, i know thats a part of KSP and it is fun. I just need a break, i decided to give it a different feel by adding modern mods, like SpaceX, and similar real type things. So the direction of my explanation is, would you consider making flood lights. I asked this way back and the common answer was why? we have B9 lights. I dont want to use B9 anymore and to me you are the light guy. SO would you consider making some? Surely im not the only one who would enjoy this in your light pack, and for back up, planes use lights also :)

Are you aware of this pack?

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