Wurmi

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  1. Could you update or share your source code please. I would like to add some soi numbers for JNSQ Mod on the latest source.
  2. ok, i not have much idea of modding but what talk against to add a new module called "active" to all antennas and make the full antenna with all functions disabled? Because thats basicly what you want. I didn´t played with NF: Exploration much yet, so i am not sure if this disturb the gameplay of it.
  3. Just a suggestion. Maybe you can make it possible to deactivade and activate antennas. Some high power antennas always consume power and on launch they suck all the batterys empty before you can extend your solar panels. That make it really problematic for probes. Or is there any other solution to that?
  4. I think you mod break something. When your mod is installed i can´t click anywhere in the spacecenter. All mouseclicks get blocked. Tested this only with your mod installed. Here a Log: Logfile
  5. @YuppeeMusings thanks, i did it inside the arduino code. It is just a simple check. If the arm Switch is on then it will send the stage signal if stage button is pressed, else it will do nothing and ignore the stage button. But i moved forward again to another plugin. Right now i try to do it with KRPC and Python. It have much more functionality. I will try to make some touch buttons with the nextion displays, but first i need to get all the controls working.
  6. I tried to rebuild my working controller to this simpit plugin. Link to my controller All the controlls work well so far. I just dont get the displays to work well. Seems they just start to crash and get crazy and i don´t know why. For someone who need a bit code example on how to use controlls, I uploaded the code here. https://github.com/Richi0D/KerbalController-Simpit
  7. Hello, I think there is a bug. If i close the window with "Esc" button in the tracking station, the window is not coming back anymore. Can click the button in the iconbar as much as i want. Nothing will happen. And it also block all other inputs from the keyboard. The only thing that does help is to hard quit the game with "ALT+F4" and restart the game. You should fix this please.
  8. Thank you for the update. It seems it have solved my problem. I will be sure if i play longer.
  9. Yes, AH works in the VAB and SPH. And it is connected by DSN. But also happened to a vessel connected to relay. I don´t think it is a matter of the connection. My Savefile Thank you for the help. But maybe it is just a combination of mods and this save file. So i guess it is hard to find what is the problem. Maybe i should just start a new save and see if it is coming there also with time. What else i realize, is that the button takes some seconds till it appear in flight. It is always the last that appear awhile all other mod buttons loaded already.
  10. OK, i tried more things. Seems my savefile is somehow buged. I can recreate this only in my main save. Create a vessel Launch the vessel. (Button is fine and appear in flight and map view) Go to the Space center. Go back to the launched vessel (Button disappeared in flight and map view) If i copy my Gamedata and save folder into a new install. The Button appear again when i open my vessel. As soon as i go out to the Spacecenter and back to flight. The button disappeared again. Do i do the same things in another save. The button not disappear. All work as expected.
  11. Same problem here. Button only appear in the tracking station and vab. But i have also many mods installed. Logfile is here: Logfile Thats my Gamedata folder: 000_Toolbar 000_TRR_Config 000_USITools 001_ToolbarControl Ablative-Airbrake AdjustableModPanel AirplanePlus AlternisKerbolFlags AntennaHelper AntennaSleep AstronomersVisualPack AviationLights B9PartSwitch BetterBurnTime BZ-1 Chatterer ClickThroughBlocker CommNetConstellation CommunityCategoryKit CommunityResourcePack CommunityTechTree CommunityTraitIcons ConnectedLivingSpace ContractConfigurator ContractPacks CriticalTemperatureGauge CrowdSourcedFlags CrowdSourcedScience CryoEngines CryoTanks CustomBarnKit DeployableEngines DistantObject DMagicOrbitalScience DMagicUtilities DynamicBatteryStorage EnvironmentalVisualEnhancements Firespitter Flags FuseboxContinued HeatControl HideEmptyTechTreeNodes IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JSI KerbalAtomics KerbalConstructionTime KerbalEngineer Kopernicus KramaxAutoPilot KRASH LoadingScreenManager MagiCore ManeuverNodeEvolved Mk2Expansion Mk3Expansion ModularFlightIntegrator MunarIndustries NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid PersistentRotation PlanetShine PortraitStats PreciseManeuver ProceduralFairings RCSBuildAid RocketEmporium SafeChute SCANsat scatterer ShipManifest Sigma Stock folder: Squad StationPartsExpansion StationPartsExpansionRedux Strategia SurfaceLights SVT TakeCommand TextureReplacerReplaced TrackingStationEvolved Trajectories TriggerTech UAL002 UmbraSpaceIndustries UniversalStorage WaypointManager WindowShine [x] Science! FinalFrontier.dat ModuleManager.3.0.7.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwikiv4.ksp S.A.V.E.dat toolbar-settings.dat edit: i found a solution for me. On a new Install (same version) with the same gamedata folder and save folder the problem dissapeared. I changed nothing. I only copied the gamedata and save folder.
  12. I didnt saw any Xeon CPU right now there. so i made a test with mine. CPU: Intel xeon E3-1231 v3 @3,40 Ghz Graphic: Asus Radeon 7790 1GB 1920x1080 FPS: https://drive.google.com/file/d/0BxmXhA1O4msaZWd0bzdWM3FfNWM/view?usp=sharing Frametimes: https://drive.google.com/file/d/0BxmXhA1O4msaMm0tM1ZrNmhjdWs/view?usp=sharing
  13. Ok i reinstalled the tree and treeloader. Now the flying nodes disappeared. Fixed
  14. i installed this Tree and started a new career. But after unlocking the first parts i have strange flying nodes around. I dont know if that is normal that i already can unlock this late nodes so early.