Jump to content

Kolago

Members
  • Posts

    465
  • Joined

  • Last visited

Everything posted by Kolago

  1. Can you compile a new version? Thanks! MechJeb module MechJebKMGimbal3Ext threw an exception in OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'km_Gimbal, Version=3.0.4.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'km_Gimbal, Version=3.0.4.0, Culture=neutral, PublicKeyToken=null' Ferram_Aerospace_Research-v0.15.5.4_Hoerner MechJeb2-2.5.5.0-530
  2. I like that someone finally picked up this SRB Problem in KSP. Thanks! But I have some hopefully constructive suggestions: I don't like the segment idea. In the real world propellant grain (the shape of the solid fuel inside the booster) stretches over the ‎whole length of the booster. All of the exposed solid fuels burns in the buster over the the ‎whole length. There is no instant change in thrust. See here: http://digitalvideo.8m.net/Rocketry/PropellantGrains.gif The basic idea for KSP is to use the TechTree for more complex SRB grain profiles. Giving the player more options over time. This allows a general MM config over all SRBs in the game including SRBs from Mods. The GUI complexity can be reduced to right click the SRB to open the context menu and select the profile. Further reading for people with math background: Solid propellant grain geometry design, a model for the evolution of star shaped interfaces http://dare.uva.nl/cgi/arno/show.cgi?fid=200147 Grain Design Program http://www.aedelectronics.nl/gdp/gdp.htm But for KSP its better to keep it simple with some grain profiles (thrust profiles) to chose from. For getting started I can see two simple start and end thrust percent sliders.
  3. Thats fine with me, the aero engines doesn't need it.
  4. Some engines don`t have bottom node and/or fairing, can you add this in a future release?
  5. I see some texture problems (under OpenGL in my case) for parts that reuse textures like SXT. Textures are black. SXT - Stock eXTension [Defunct link removed by a moderator]
  6. All the Eddie engines need updates: node_stack_bottom points in wrong direction. Node size is note defined. My suggestion is to scale up node size from 0 to 3 for the specific Eddie models.
  7. You are my hero! In my KSP installation with 87 mods are about 150 MB in 759 DDS Files redundant. I aspect a memory load reduction of around 100 MB.
  8. In my experience there are a fair amount of textures that are redundant. Is there a way to build checksums to find them and instead of loading them twice or more times to simply link them to a single instance.
  9. @PART[*]:HAS[!MODULE[ModuleFuelTanks],!MODULE[ModuleCommand],!MODULE[InterstellarFuelSwitch],@RESOURCE[*]]:NEEDS[modularFuelTanks]:FINAL { MODULE { name = ModuleFuelTanks volume = 0 type = Default } removeMFT = 1 } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidFuel],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[LiquidFuel]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Oxidizer],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Oxidizer]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[MonoPropellant],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[MonoPropellant]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[XenonGas],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { %tempVar = 0 @tempVar = #$../RESOURCE[XenonGas]/amount$ @tempVar /= 56 @volume += #$tempVar$ @tempVar = 0 !tempVar = 0 } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LqdHydrogen],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { %tempVar = 0 @tempVar = #$../RESOURCE[LqdHydrogen]/amount$ @tempVar /= 56 @volume += #$tempVar$ @tempVar = 0 !tempVar = 0 } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karbonite],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Karbonite]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karborundum],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { @MODULE[ModuleFuelTanks] { @volume += #$../RESOURCE[Karborundum]/amount$ } } @PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#volume[0]],#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { !MODULE[ModuleFuelTanks] {} } // cleanup @PART[*]:HAS[#removeMFT[1]]:NEEDS[modularFuelTanks]:FINAL { !removeMFT = 1 } Here is my version of an MFT config for all tanks. Save it under MM_MFT_All.cfg and check it out.
  10. If I take of with an automatic switching air breathing rocket engine there is a point when the thrust falls down under the thrust of the rocket mode. But the auto switch only kicks in after thrust falls down to zero. Is there a way to configure the engine to auto switch earlier?
  11. In general you have to do two things, first start your rocket into the plane of your target an second start at the right time to intercept the target.
  12. Can you add import for Subassemblies? :)
  13. FTT_Structural_500_05 is not in GitHub Bottom and top node are facing in the wrong direction. Corrected: node_stack_bottom_R = 0, -11.25, 0, 0.0, -1.0, 0.0, 3 node_stack_top_L = 0, 11.25, 0, 0.0, 1.0, 0.0, 3
  14. Yes, left clicking about 50 times helps. Maybe some debug code with stops?
  15. PartLoader: Compiling Part 'SpaceY-Lifters/Parts/FuelTanks/tank5m3mAdapter/SYtank5m3mAdapter' PartCompiler: Cannot replace texture 'SYtank7m-Specular' as cannot find texture 'SpaceY-Expanded/Parts/FuelTanks/SYtank7m-Specular' to replace with and 6 more, full log: https://www.dropbox.com/s/4wt9038v5w92v5t/output_log8.zip?dl=0
  16. There is a problem with the SYtank7m-Specular: PartCompiler: Cannot replace texture 'SYtank7m-Specular' as cannot find texture 'SpaceY-Expanded/Parts/FuelTanks/SYtank7m-Specular' to replace with
  17. I have something similar: MM get stuck many times, if I left click with the mouse in KSP it continues to load. Debug window and error log doesn't show any errors.
  18. Can you add stackSymmetry to the part config of M3X_Mk2Tricoupler stackSymmetry = 2 M3X_Tricoupler stackSymmetry = 2 M3X_Quadcoupler stackSymmetry = 3 Thanks!
  19. You are right. I need a version of MechJebKMGimbal3Ext that supports the new Klockheed_Martian_Gimbal_v3.0.4.0! https://ksp.sarbian.com/jenkins/job/km_Gimbal/lastSuccessfulBuild/artifact/
  20. MechJeb module MechJebKMGimbal3Ext threw an exception in OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'km_Gimbal, Version=3.0.3.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'km_Gimbal, Version=3.0.3.0, Culture=neutral, PublicKeyToken=null' at MuMech.MechJebCore.OnStart (StartState state) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Can you compile a version for 15.4.1? Thanks!
  21. Ok. Any clue why the these L8 textures can`t be converted? Can you save the PNGs in a another way? Or better make a DDS Version of your mod? AdrasteaHeight.png ArielHeight.png CeresHeight.png CharonHeight.png DactylHeight.png DaphnisHeight.png IdaHeight.png JunoHeight.png MetisHeight.png OberonHeight.png PallasHeight.png PanHeight.png PlutoHeight.png TitaniaHeight.png UmbrielHeight.png VestaColor.png VestaHeight.png LOG : Converting C:\Kerbal Space Program 1.0.4\GameData\RSSTextures\VestaHeight.png to C:\Kerbal Space Program 1.0.4\GameData\RSSTextures\VestaHeight.dds ERR : Unknown file format L8, skipping conversion for C:\Kerbal Space Program 1.0.4\GameData\RSSTextures\VestaHeight.png
×
×
  • Create New...