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funk

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Everything posted by funk

  1. ... are you talking about. If you aren't able to read the first post, including license, relationships etc. don't offend angel or the work of any modder... Be thankful for unpaid work they've done and if you're upset, make constructive suggestions, I believe it is for their (and for (y)our) own good. - - - Updated - - - Yeah!!!
  2. yep, np, I changed back to original cfg for MSM to show...
  3. Hi Angel, first I want to emphasize, that I love your mod and I appreciate all the time and work you put into it. That's said, pls don't dissapprove my attempt to help you to improve some parts of MCM. For further releases pls could you add some surface attachment nodes to MCM, MSM and MBU. Without they're clipping into the parent parts e.g. when attached to radial stack decouplers. THX [U][B]MCM & MSM[/B][/U]: node_attach = 0.0, 0.0, 1.25, 0.0, 0.0, -1.0[B][U] MBU:[/U][/B] node_attach = 0.0, 0.0, 0.88, 0.0, 0.0, -1.0
  4. I've some issues with skydock 375... I've launched one to mun orbit connected to command module and some storage modules... First I wasn't able to éxtend the dock... after looking into the save, I've recognized, that isInflatable and showGUI was set to false... after setting it to true, it works until next (auto)save. If once extended GUI "retract" stays visible. Bigger problem is, that I cannot recycle my ship. I'm familiar with EPL, so I thought I've to aim for the skydock, but there's no "set as target" like EPL-Recycler has. So I tried free hand aiming but nothing happens when the ship has contact to the skydock. Neither with Jeb as commander nor without him. EDIT: according to Skydock 375: There's a module missing in the cfg MODULE { name = ExTarget TargetName = Recycling Bin TargetTransform = Target } That solves "set as target", but recycler doesn't work. Edit II: with code above the target is somehow rotated... 90 degrees to skydock axis... I've found an exploit, but I think it's already known. If you inflate Homestead in VAB and remove all resource its costs are below zero. You can launch and deflate it at the launchpad and be lucky about credits out of nothing . EDIT III: Scrap parts isn't working in the sense of resources are lost. It needs room for recycleables in a storage container nearby... Perhaps Roverdude has changed something with new release, because there are the following modules in his storage-container cfgs and missing in WBI-modules MODULE { name = USI_ModuleResourceWarehouse } MODULE { name = USI_ModuleRecycleBin }
  5. Wow, pretty, fast, clean... thx for updating!!! I've looked into the config of PondErosa (sry for misspelling), because I couldn't choose it when editing the container. There's a line missing... MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.10, -0.15) evaPartDir = (0,0,-1) attachNodeName = bottom attachOnStatic = True customGroundPos = true dropPartPos = (0.0, -0.1, -0.75) dropPartRot = (-10.0, 0.0, 0.0) bayType = containerB bayNode = bottom bayRot = (0.0, 0.0, 0.0) [U][I][B] storable = true[/B][/I][/U] storedSize = 90 } With it editing containers is working as expected.
  6. Thx. This might explain why I didn't get it managed to pull MBU with wheels around. I also used two adapters... Biggest issue I've is that MCMs attached to MBU are mostly top-heavy, which makes it difficult to handle on non-flat ground.
  7. Hi Angel, after some time and a bunch of contracts I´m back to your awesome mod|fork to build a new base with this pretty-looking, smart engineered modules. Unfortunately I've the same bug as mentioned above regarding the GUI-switch. But I'm sure youre already fiddling around with it. Something I was wondering about and want to give you/others some food for thought is the KAS storage volume of the different parts: 1. MSM/MBU has a 240/167u storage container. Although there's room for 3-4 times units. 2. Pondarosa has a 40u container... why? I would assume that it's tightly packed. 3. Why Pondarosa cannot be stored? Perhaps I will change my personal configs to suit my needs of consistency, if there is nothing what contradicts it. So here are my suggestions: 1. Change MSM to 800-900u (12containers*80u-some deduction) 2. Change MBU to 540-600u (8*80u-perhaps more deduction because it's the base unit ;-)) 3. Pondarosa storage container size = 0 ; storage size =120 4. Change other storable inflatables storage sizes to higher values, e.g. IEM to 60-80u, ILM 50-60u etc. I'm aware that this might change the playing with awesome MKS itsself, but I'm not using it anylonger because I need every Mb ram. So it's from the view of a stand alone fork. P.S. Wth can I do with the rover adapter? How to use it?
  8. I've a spinning kraken bug with KJR and Procedural Parts tank. If I enter Launchpad and physics start to load, there is some weird spinning, seems to be related to the joints between the tank... Log isn't showing any special error so I dont know where it belongs... but if I run KSP without KJR there is no problem. Only PP and KJR installed. ------------------- initializing editor mode... ------------------ (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) editor started (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) The referenced script on this Behaviour is missing! (Filename: Line: 1783) The referenced script on this Behaviour is missing! (Filename: Line: 1783) The referenced script on this Behaviour is missing! (Filename: Line: 1783) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [RDTechTree]: No tech node found called Unresearcheable (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [KAE] Registering field prefabs for version 1.7.2.0 (latest) (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionLabelImproved_1_7_2_0 for KSPAPIExtensions.UIPartActionLabelImproved (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionResourceEditorImproved_1_7_2_0 for KSPAPIExtensions.UIPartActionResourceEditorImproved (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) HighlightingSystem : Edge Highlighting requires AA to work! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) HighlightingSystem : Edge Highlighting requires AA to work! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [scenarioDestructibles]: Loading... 0 objects registered (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game State Saved to saves/default/persistent (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) proceduralTankLiquid added to ship - part count: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage count is: 0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but has no renderer attached (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Size3AdvancedEngine added to ship - part count: 3 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage count is: 0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for CraftWithinPartCountLimit: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for CraftWithinSizeLimits: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for CraftWithinMassLimits: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for ExperimentalPartsAvailable: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for CanAffordLaunchTest: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for FacilityOperational: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for NoControlSources: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for NoCrewInMannedVessel: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: Checking for LaunchSiteClear: PASS! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Pre-Flight Check]: All Checks Complete. Go for Launch! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Launching vessel from LaunchPad. Craft file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/default/Ships/VAB/Auto-Saved Ship.craft (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game State Saved to saves/default/persistent (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) ===================== (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) UnloadTime: 36.069645 ms Unloading 8 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 2537 unused Assets to reduce memory usage. Loaded Objects now: 83997. Total: 151.642349 ms (FindLiveObjects: 4.498314 ms CreateObjectMapping: 6.213277 ms MarkObjects: 124.856705 ms DeleteObjects: 15.293550 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 83939. Total: 127.204391 ms (FindLiveObjects: 7.252415 ms CreateObjectMapping: 4.913456 ms MarkObjects: 114.162041 ms DeleteObjects: 0.374602 ms) UnloadTime: 4.282789 ms Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 87287. Total: 138.989487 ms (FindLiveObjects: 4.628655 ms CreateObjectMapping: 6.579669 ms MarkObjects: 126.955505 ms DeleteObjects: 0.220656 ms) AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) AddonLoader: Instantiating addon 'KJRManager' from assembly 'KerbalJointReinforcement' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing bool (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing bool (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing bool (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing bool (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing bool (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing bool (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing string (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Parsing float (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ------------------- initializing flight mode... ------------------ (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Loading ship from file: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../saves/default/Ships/VAB/Auto-Saved Ship.craft (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Untitled Space Craft loaded! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) putting ship to ground: 0.7851868 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [untitled Space Craft]: Ready to Launch - waiting to start physics... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Reference Frame: Rotating (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage manager resuming... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel assembly complete! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage manager starting... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) all systems started (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [FlagDecal Warning!]: Flag quad object is given as FlagTransform, but has no renderer attached (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Look rotation viewing vector is zero (Filename: Line: 57) [KAE] Registering field prefabs for version 1.7.2.0 (latest) (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) HighlightingSystem : Edge Highlighting requires AA to work! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [scenarioDestructibles]: Loading... 0 objects registered (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Look rotation viewing vector is zero (Filename: Line: 57) [VesselSpawner]: No new objects this time. (Odds are 1:2) (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [PlanetariumCamera]: Focus: Untitled Space Craft (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [CurrencyWidgetsApp]: No live widgets to Despawn! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Flight State Captured (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Saving Achievements Tree... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game State Saved as persistent (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [untitled Space Craft]: ground contact! - error: 0.038m (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Unpacking Untitled Space Craft (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game Paused! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Active Vessel is moving (sqrVel = 0.159836493320711). Cannot save. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  9. I've a weird bug, but cannot reliable reproduce it (except with this craft): It occurs only with a spaceplane I created with parts from B9 and Procedural Wings. The problem is, I can trigger an action group only once. Second time nothing happens. It's weird because I've created many spaceplanes and nothing similar occured in the past. I've already reinstalled AGEXT, redone all actiongroups, tested all groups with an easy, new craft and with an already existing one. No problems so far. Don't know why this happens, but I would like to avoid building the spaceplane again. The parts which are binded to AG can be found below. Perhaps anyone could help. The following debug code is showing: [Log]: AGX Update error: 36 System.NullReferenceException: Object reference not set to an instance of an object at ActionGroupsExtended.AGXFlight.CheckActionsActiveActualCode (System.Collections.Generic.List`1 actsListToCheck) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.CheckActionsActive () [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0 SPH8310510111099101327697983232838384771111111101158676 { name = Sience Lab SSTMoonsVL currentKeyset = 1 groupNames = ‣001SABRE Toggle‣002SABRE Switch‣003Toggle Intakes‣004Toggle Airbreakes‣005Docking Port‣006Cargo Bay‣009Decrease Flaps‣010Increase Flaps‣011Engines Rear‣012Engines Front‣013VTOL Rotation‣016raise Engines‣019lower Engines‣020VTOL Steering‣021Toggle Hover‣022Increase Height‣023Decrease Height‣024max Angles groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111 groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5 PART { name = B9.Cockpit.S2.Body.Cargo.2m vesselID = 0 relLocX = 0 relLocY = -2.750012 relLocZ = 3.278269E-07 ACTION { group = 6 groupName = Cargo Bay activated = 0 partModule = FSanimateGeneric actionGuiName = Toggle cargo bay doors actionName = toggleAction custom1 = s2_cargo_toggle1 } } PART { name = B9.Engine.SABRE.M vesselID = 0 relLocX = 0 relLocY = -23.65617 relLocZ = 2.820035E-06 ACTION { group = 1 groupName = SABRE Toggle activated = 0 partModule = MultiModeEngine actionGuiName = Toggle Engine actionName = OnAction custom1 = NA } ACTION { group = 2 groupName = SABRE Switch activated = 0 partModule = MultiModeEngine actionGuiName = Switch Mode actionName = ModeAction custom1 = NA } } PART { name = B9.Engine.VS1 vesselID = 0 relLocX = 1.633034 relLocY = -21.54044 relLocZ = 0.003517812 ACTION { group = 11 groupName = Engines Rear activated = 0 partModule = ModuleEnginesFX actionGuiName = Toggle Engine actionName = OnAction custom1 = Engine } ACTION { group = 13 groupName = VTOL Rotation activated = 0 partModule = FSVTOLrotator actionGuiName = toggle VTOL rotation actionName = toggleVTOLAction custom1 = NA } ACTION { group = 16 groupName = raise Engines activated = 0 partModule = FSVTOLrotator actionGuiName = raise engine actionName = raiseVTOLAction custom1 = NA } ACTION { group = 19 groupName = lower Engines activated = 0 partModule = FSVTOLrotator actionGuiName = lower engine actionName = lowerVTOLAction custom1 = NA } ACTION { group = 20 groupName = VTOL Steering activated = 0 partModule = FSVTOLrotator actionGuiName = VTOL steering toggle actionName = toggleVTOLsteeringAction custom1 = NA } ACTION { group = 21 groupName = Toggle Hover activated = 0 partModule = FScopterThrottle actionGuiName = Toggle hover actionName = toggleHoverAction custom1 = NA } ACTION { group = 22 groupName = Increase Height activated = 0 partModule = FScopterThrottle actionGuiName = Increase Hover Height actionName = increaseHeightAction custom1 = NA } ACTION { group = 23 groupName = Decrease Height activated = 0 partModule = FScopterThrottle actionGuiName = Decrease Hover Height actionName = decreaseHeightAction custom1 = NA } ACTION { group = 24 groupName = max Angles activated = 0 partModule = FSVTOLrotator actionGuiName = Cycle max Angles actionName = cycleAnglesAction custom1 = NA } } PART { name = B9.Engine.VS1 vesselID = 0 relLocX = -1.633034 relLocY = -21.54044 relLocZ = 0.003517812 ACTION { group = 11 groupName = Engines Rear activated = 0 partModule = ModuleEnginesFX actionGuiName = Toggle Engine actionName = OnAction custom1 = Engine } ACTION { group = 13 groupName = VTOL Rotation activated = 0 partModule = FSVTOLrotator actionGuiName = toggle VTOL rotation actionName = toggleVTOLAction custom1 = NA } ACTION { group = 16 groupName = raise Engines activated = 0 partModule = FSVTOLrotator actionGuiName = raise engine actionName = raiseVTOLAction custom1 = NA } ACTION { group = 19 groupName = lower Engines activated = 0 partModule = FSVTOLrotator actionGuiName = lower engine actionName = lowerVTOLAction custom1 = NA } ACTION { group = 20 groupName = VTOL Steering activated = 0 partModule = FSVTOLrotator actionGuiName = VTOL steering toggle actionName = toggleVTOLsteeringAction custom1 = NA } ACTION { group = 21 groupName = Toggle Hover activated = 0 partModule = FScopterThrottle actionGuiName = Toggle hover actionName = toggleHoverAction custom1 = NA } ACTION { group = 22 groupName = Increase Height activated = 0 partModule = FScopterThrottle actionGuiName = Increase Hover Height actionName = increaseHeightAction custom1 = NA } ACTION { group = 23 groupName = Decrease Height activated = 0 partModule = FScopterThrottle actionGuiName = Decrease Hover Height actionName = decreaseHeightAction custom1 = NA } ACTION { group = 24 groupName = max Angles activated = 0 partModule = FSVTOLrotator actionGuiName = Cycle max Angles actionName = cycleAnglesAction custom1 = NA } } PART { name = B9.Aero.Intake.DSIX vesselID = 0 relLocX = 0.3236466 relLocY = -20.58817 relLocZ = -1.207867 ACTION { group = 3 groupName = Toggle Intakes activated = 0 partModule = ModuleResourceIntake actionGuiName = Toggle Intake actionName = ToggleAction custom1 = NA } } PART { name = B9.Aero.AirBrake.Surface vesselID = 0 relLocX = 0.3674297 relLocY = -23.94 relLocZ = -1.371238 ACTION { group = 4 groupName = Toggle Airbreakes activated = 0 partModule = FSairBrake actionGuiName = toggle Air Brake actionName = toggleAirBrakeAction custom1 = NA } } PART { name = B9.Aero.Intake.DSIX vesselID = 0 relLocX = -0.3236466 relLocY = -20.58817 relLocZ = -1.207867 ACTION { group = 3 groupName = Toggle Intakes activated = 0 partModule = ModuleResourceIntake actionGuiName = Toggle Intake actionName = ToggleAction custom1 = NA } } PART { name = B9.Aero.AirBrake.Surface vesselID = 0 relLocX = -0.3674299 relLocY = -23.94 relLocZ = -1.371238 ACTION { group = 4 groupName = Toggle Airbreakes activated = 0 partModule = FSairBrake actionGuiName = toggle Air Brake actionName = toggleAirBrakeAction custom1 = NA } } PART { name = B9.Aero.Intake.DSIX vesselID = 0 relLocX = 0.8839299 relLocY = -20.59245 relLocZ = -0.8839279 ACTION { group = 3 groupName = Toggle Intakes activated = 0 partModule = ModuleResourceIntake actionGuiName = Toggle Intake actionName = ToggleAction custom1 = NA } } PART { name = B9.Aero.AirBrake.Surface vesselID = 0 relLocX = 1.004033 relLocY = -23.94144 relLocZ = -1.004027 ACTION { group = 4 groupName = Toggle Airbreakes activated = 0 partModule = FSairBrake actionGuiName = toggle Air Brake actionName = toggleAirBrakeAction custom1 = NA } } PART { name = B9.Aero.Intake.DSIX vesselID = 0 relLocX = -0.8839299 relLocY = -20.59245 relLocZ = -0.8839279 ACTION { group = 3 groupName = Toggle Intakes activated = 0 partModule = ModuleResourceIntake actionGuiName = Toggle Intake actionName = ToggleAction custom1 = NA } } PART { name = B9.Aero.AirBrake.Surface vesselID = 0 relLocX = -1.004033 relLocY = -23.94145 relLocZ = -1.004027 ACTION { group = 4 groupName = Toggle Airbreakes activated = 0 partModule = FSairBrake actionGuiName = toggle Air Brake actionName = toggleAirBrakeAction custom1 = NA } } PART { name = B9.Utility.DockingPort.CDP vesselID = 0 relLocX = 9.464205E-08 relLocY = -6.771008 relLocZ = -0.9582093 ACTION { group = 5 groupName = Docking Port activated = 0 partModule = FSanimateGeneric actionGuiName = Toggle docking port shield actionName = toggleAction custom1 = dockingport_cdp_toggle } } PART { name = pCtrlSrf1 vesselID = 0 relLocX = 5.347173 relLocY = -14.16424 relLocZ = 0.05966547 ACTION { group = 10 groupName = Increase Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Increase Flap Deflection actionName = IncreaseDeflect custom1 = NA } ACTION { group = 9 groupName = Decrease Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Decrease Flap Deflection actionName = DecreaseDeflect custom1 = NA } } PART { name = pCtrlSrf1 vesselID = 0 relLocX = 2.490124 relLocY = -13.91093 relLocZ = 0.1867359 ACTION { group = 10 groupName = Increase Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Increase Flap Deflection actionName = IncreaseDeflect custom1 = NA } ACTION { group = 9 groupName = Decrease Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Decrease Flap Deflection actionName = DecreaseDeflect custom1 = NA } } PART { name = pCtrlSrf1 vesselID = 0 relLocX = -5.347178 relLocY = -14.16424 relLocZ = 0.05966547 ACTION { group = 10 groupName = Increase Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Increase Flap Deflection actionName = IncreaseDeflect custom1 = NA } ACTION { group = 9 groupName = Decrease Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Decrease Flap Deflection actionName = DecreaseDeflect custom1 = NA } } PART { name = pCtrlSrf1 vesselID = 0 relLocX = -2.490125 relLocY = -13.91093 relLocZ = 0.1867368 ACTION { group = 10 groupName = Increase Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Increase Flap Deflection actionName = IncreaseDeflect custom1 = NA } ACTION { group = 9 groupName = Decrease Flaps activated = 0 partModule = FARControllableSurface actionGuiName = Decrease Flap Deflection actionName = DecreaseDeflect custom1 = NA } } PART { name = B9.Engine.VS1 vesselID = 0 relLocX = 1.474979 relLocY = -4.444035 relLocZ = 0.04405266 ACTION { group = 12 groupName = Engines Front activated = 0 partModule = ModuleEnginesFX actionGuiName = Toggle Engine actionName = OnAction custom1 = Engine } ACTION { group = 13 groupName = VTOL Rotation activated = 0 partModule = FSVTOLrotator actionGuiName = toggle VTOL rotation actionName = toggleVTOLAction custom1 = NA } ACTION { group = 16 groupName = raise Engines activated = 0 partModule = FSVTOLrotator actionGuiName = raise engine actionName = raiseVTOLAction custom1 = NA } ACTION { group = 19 groupName = lower Engines activated = 0 partModule = FSVTOLrotator actionGuiName = lower engine actionName = lowerVTOLAction custom1 = NA } ACTION { group = 20 groupName = VTOL Steering activated = 0 partModule = FSVTOLrotator actionGuiName = VTOL steering toggle actionName = toggleVTOLsteeringAction custom1 = NA } ACTION { group = 21 groupName = Toggle Hover activated = 0 partModule = FScopterThrottle actionGuiName = Toggle hover actionName = toggleHoverAction custom1 = NA } ACTION { group = 22 groupName = Increase Height activated = 0 partModule = FScopterThrottle actionGuiName = Increase Hover Height actionName = increaseHeightAction custom1 = NA } ACTION { group = 23 groupName = Decrease Height activated = 0 partModule = FScopterThrottle actionGuiName = Decrease Hover Height actionName = decreaseHeightAction custom1 = NA } ACTION { group = 24 groupName = max Angles activated = 0 partModule = FSVTOLrotator actionGuiName = Cycle max Angles actionName = cycleAnglesAction custom1 = NA } } PART { name = B9.Engine.VS1 vesselID = 0 relLocX = -1.474979 relLocY = -4.444036 relLocZ = 0.04405266 ACTION { group = 12 groupName = Engines Front activated = 0 partModule = ModuleEnginesFX actionGuiName = Toggle Engine actionName = OnAction custom1 = Engine } ACTION { group = 13 groupName = VTOL Rotation activated = 0 partModule = FSVTOLrotator actionGuiName = toggle VTOL rotation actionName = toggleVTOLAction custom1 = NA } ACTION { group = 16 groupName = raise Engines activated = 0 partModule = FSVTOLrotator actionGuiName = raise engine actionName = raiseVTOLAction custom1 = NA } ACTION { group = 19 groupName = lower Engines activated = 0 partModule = FSVTOLrotator actionGuiName = lower engine actionName = lowerVTOLAction custom1 = NA } ACTION { group = 20 groupName = VTOL Steering activated = 0 partModule = FSVTOLrotator actionGuiName = VTOL steering toggle actionName = toggleVTOLsteeringAction custom1 = NA } ACTION { group = 21 groupName = Toggle Hover activated = 0 partModule = FScopterThrottle actionGuiName = Toggle hover actionName = toggleHoverAction custom1 = NA } ACTION { group = 22 groupName = Increase Height activated = 0 partModule = FScopterThrottle actionGuiName = Increase Hover Height actionName = increaseHeightAction custom1 = NA } ACTION { group = 23 groupName = Decrease Height activated = 0 partModule = FScopterThrottle actionGuiName = Decrease Hover Height actionName = decreaseHeightAction custom1 = NA } ACTION { group = 24 groupName = max Angles activated = 0 partModule = FSVTOLrotator actionGuiName = Cycle max Angles actionName = cycleAnglesAction custom1 = NA } } } Edit: Toggle Hover is the culprit... either it's b9s implementation or firespitters
  10. Sensortype determines the typ of resource/s which is /are scanned. Look in ScanResource.cfg for more info. If you want to add a Sensortype simply add the number of the desired resource to your existing sensortype. Final Sensortype would be the sum of all desired resources. I've done some cfgs a while ago... look here for code for your new cfgs... this will just add functionality without changing the original files except SCANResource.cfg http://forum.kerbalspaceprogram.com/threads/96859-0-90-SCANsat-v9-0rc4-1-Dev-version-UI-Updates-Dec-22?p=1631279&viewfull=1#post1631279 http://forum.kerbalspaceprogram.com/threads/79588-0-90-USI-Kolonization-Systems-%28MKS-OKS%29-%280-22-3%29-2014-12-27?p=1629896&viewfull=1#post1629896
  11. If you decide to delete TACLS MFT/RF support is gone... so just insert "&!TacLifeSupport" to all cockpit-parts in NEEDS[...] e.g. // Cockpit Tanks {{{ @PART[HL_Aero_Cockpit]:FOR[B9_Aerospace]:NEEDS[modularFuelTanks|RealFuels&!TacLifeSupport]
  12. THX for update... this is one of the most useable mods for KSP I can think of... keep up the good work. I've played a while with it, but there are two things I've recognized: 1. With vertical control target altitude is never reached and it starts to oscillate around 0 m/s vertical speed if you come close to target altitude... sometimes +-100 m/s. The craft seems to overcorrect pitch if nearby target altitude and needs some time to pitch up. Is there a hint I'm missing? 2. Target heading behaves like it should, but if you're flying over the poles it doesn't change heading +-180 degrees. So the plane is going to side-slip if you don't pay some attention to the 89th degree lat... This also applies to SSAS. Perhaps it is possible to implement some exception for transition. Edit: For the professionals in this field: Why vertical velocity drops if entering physical warp? Is it FAR/DRE or KSP/Unity related?
  13. DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 178956972B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 475182345B | peak: 0B | reserved: 490879210B [ ALLOC_GFX ] used: 313102811B | peak: 0B | reserved: 341391600B [ ALLOC_CACHEOBJECTS ] used: 222888B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 104148B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 178956972B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview [ ALLOC_DEFAULT ] used: 475182345B | peak: 0B | reserved: 490879210B [ ALLOC_GFX ] used: 313102811B | peak: 0B | reserved: 341391600B [ ALLOC_CACHEOBJECTS ] used: 222888B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_PROFILER ] used: 104148B | peak: 0B | reserved: 8388608B (Filename: Line: 909) Crash!!! Out of memory, try searching in the forums... http://forum.kerbalspaceprogram.com/threads/93679-KSP-crashes-on-startup
  14. Upload your output.log anywhere (dropbox etc.). Otherwise nobody can help you... - - - Updated - - - Gimbaling is updated in the last release (5.2.8). The "stock" planes might be broken... e.g. if you use FAR. From the picture it seems that COM is behind the wheels... look for missing fuel in the fuselages toturn COM forward.
  15. I´ve tested it with F119 and it works for me.
  16. Yep .... THX!!! Especially to all the maintainers. According to sarbians post http://forum.kerbalspaceprogram.com/threads/55985-0-90-Space-Shuttle-Engines-%28Dec-27%29?p=1620129&viewfull=1#post1620129 it is useable to change km_gimbal module to km_gimbal_3 in part cfg. @PART [*]:HAS[@MODULE[KM_Gimbal]]:FINAL { @MODULE[KM_Gimbal],* { @name = KM_Gimbal_3 } }
  17. awesome mod...thx! btw version file isn't up to date.
  18. If you use MKS and Karbonite. Just copy the code above to a new yourname.cfg file, created with editor or notepad etc. and place this file somewhere in gamedata. Simplier but gone after updates... Open /gamdata/UmbraSpaceIndustries/Kolonization/SCANsat.cfg and change sensortype = 106624 (Ore,Minerals,Water,Substrate) to 107648 for adding Uraninite or to 369792 for adding Uraninite and Karbonite. You can edit /gamdata/UmbraSpaceIndustries/Karbonite/SCANsat.cfg, too.
  19. THX to DMagic... here is the solution for the Uraninite problem: 1. Edit /Gamedata/ScanSAT/Resources/SCANresource.cfg ... Change Uranium to Uraninite 2. Add to your scanning part the new sensortype... in this case for Karbonite, Ore, Minerals, Substrate Water and Uraninite it should be sensortype=369792, you can add this via ModuleManager e.g. Planetary Survey Camera from MKS. @PART[MKS_Antenna]:NEEDS[KolonyTools&Karbonite&SCANsat]:FINAL { @MODULE[SCANsat] { @sensorType = 369792 } }
  20. Hi RoverDude, I've done some research in your code for Regolith, because I'd like to edit the different scanners which come with MKS/Karbonite. This brings me to an idea, that different scanners work in different places. I've found an exception for ocean resources, which are only shown when splashed and maxAbundanceAltitude exception. So I've a request: Pls could you add some functionality to REGO_ResourceScanner. Some suggestions: 1. There is maxAbundanceAltitude, if you define minAbundanceAltitude you can define a scanner to work in an altidude band only. 2. It might be helpful to define two variables, which sets minAbundanceAltitude and maxAbundanceAltitude to a body related altitude, e.g. Terrain to work on surface only, in flight low, in flight high, in space low, in space high, border of SOI. I haven't found a method for returning the altitude for resources found in atmosphere or interplanetary, only how abundance range is calculated. Perhaps I missed it? I will post related mm-code in mks thread what I've done yet to get more consistency, how scanner work in my view of things...
  21. I've regarded a bug, which could be related to tweakscale... I'v quicksaved and left the game... After starting new, the persistent as well as quickload shows this: I've used stock parts only on this craft, but used TS for LV-1R and Modular Girder Segment. MGS was clipped into the fuel tank. The craft isn't controllable (says no pilot on board, but in fact Jeb is everywhere ) output.log, craft file and save can be downloaded here: https://www.dropbox.com/sh/byeh9pg50gfnsf1/AABfuVWRdhsE9zJ7AC4VtZ9sa?dl=0 Installed Mods: KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.3 Asteroid Recycling Tech - 0.6 CIT - CIT_Util - 1.1.1 CIT - ActiveStruts - 1.1 CIT - ChopIt - 2.5.4 CIT - KERT - 1.3 Community Resource Pack - 0.3.1 Ferram Aerospace Research - 0.14.5 Kerbal Joint Reinforcement - 2.4.5 HyperEdit - 1.3 KSP-AVC Plugin - 1.1.5 Part Angle Display - 0.3 Pilot Assistant - 0.9.4.1 Community Resource Pack - 0.1 SpaceY Lifters - 0.5.1 TextureReplacer - 2.1 Freight Transport Tech - 0.3 Karbonite Plus - 0.3 MKS - 0.22 Sounding Rockets - 0.1 DockingPortAlignment Tweakscale ATM StripSymmetry Edit: I've deleted TS and all TS-Modules in my savegame and the two parts I've scaled. It is working now.
  22. The only thing I recognized in Debug-Mode is, that there is no FAR drag coefficient for the nose cone... I'm sure that the thing is, that there is no or less aerodynamic pressure, because there is no or less AoA. Steering=Pitch. All the pressure is longitudinal to the rocket.
  23. I join klgraham... TXL! I won't be surprised if RoverDude has created some RoverMinions for doing some stuff for him. I could recommend this mod everyone who isn't familiar with ballistic rockets or gravity turn for easy and funny testing. Even if you think you know its secrets. BTW the Rockets are OP but thats part of the game I think. Next time I`ll try to hit Eve or Duna. Perhaps anybody knows why MJ isn't showing drag losses with FAR? Plugin installed...
  24. I'm looking forward to the upcoming changes with regolith and 0.90. So far I've been looking for hotspots of MKS resources and build my base near them using proxy logistics. Just as for Karbonite for converting it into fuel. But if I understand correctly, it will be necessary to rebuild/relocate existing bases... perhaps having new bases each for another resource, because their concentration is based on biomes. So it might be the best to wait for update, before building new bases? Are the old maps somehow recognized for the new distribution?
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