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Svm420

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Everything posted by Svm420

  1. Never got an answer to this. Thanks! Finally got it to work with this
  2. Thanks for all the replies guys/gals. Didn't know the crew cabin was already in the mod that's really what I was looking for. Also, don't think I had heard of trails so nice to know about that. Love this mod!
  3. Hey @blowfish, Got a stock issue that is exacerbated by this mod. In stock when an airbreathing engine is deprived of intake air it results in a warning in the log Waning Stageinfo simulation time exceeded. In stock, this isn't bad as it only gets logged once every few seconds. With AJE installed the pic below illustrates the issue. The log gets spammed with that warning every second as long as the engine is >0 throttle. I believe its related to the fact that with AJE "Prop. Requirement Met" % is always 0.00% as seen in the screenshot. I know that variable is from stock, but I wondered if you can do anything to "fix" this. Thanks! Steps for reproduction Load up stock Aeris 3a Stage at 0 throttle Increase throttle Observe console Throttle to 0 Observe console, spam stops Steps for stock reproduction Load up stock Aeris 3a Stage at 0 throttle Increase throttle Observe console Throttle to 0 Observe console Close all intakes Increase throttle Observe console Warning every few seconds
  4. What do you mean? That is a feature since post 1.0 MODULE { name = ModuleGimbal gimbalTransformName = RD-108A-Vernier gimbalRange = 5 useGimbalResponseSpeed = false gimbalRangeYP = 0 gimbalRangeYN = 0 gimbalRangeXP = 5 gimbalRangeXN = 5 }
  5. @linuxgurugamer Found your mod cause a memory leak. Nothing is thrown in the log, but memory increases without end while the janitor toolbox toolbar is in use with at least 2 mod hidden. I could not trigger it with only 1 mod hidden. Exact steps below. Clean install of latest KSP 1.2.2 modded with Janitor's Closet, Part Angle Display, GCMoniter and Part Wizard to test. 1. start KSP (new or old save don't matter) without any button hidden by janitor closet 2. Go to VAB or SPH 3. Hide Here the 2 button from PAD and PW 4. Click Janitor's Closet button to open its toolbar. 5. Leave open for 2 minutes and watch memory allocation increase in GCMoniter wIndow or HUD 6 Close JC toolbar and notice memory allocation stabilizes It will now leak with any number of hidden buttons being displayed. Only when not displayed does the leak stop. Testing a little more even without GCMoniter using the Windows Task Manager I can watch memory leak even if only a single button that is hidden is displayed. It leaks slower but starts leaking the moment the button is displayed without delay. I used Part Wizard. Have not tested other scenes, but given these results, it definitely warrants deep testing. Thanks!
  6. I thought that this line in my log was related to me not having the latest version, but it persisted after I updated for sure. Is there any way you can stop this from being added to the log so often? I don't use deep freeze, yet, as I just started my career save. Thanks! 3/15/2017 8:05:35 PM,KerbalHealth-DFWrapper,Attempting to Grab DeepFreeze Types...
  7. @DaMichel Hey, not sure if you're still around, but I am getting some error when trying to use the 1.2 build from your Git page. I went ahead and threw together a debug build of FAR and KerbalWind to better pinpoint the error, but I don't have the knowledge to completely understand what the problem is. Below is the error in question, and here is my log from the debug build. Hope that helps, and this can be fixed as I love this mod especially for its simplicity. If DaMichel is not around I hope someone can pick this up to fix this error at least. I hope I have enough info here for it to be fixed Thanks!
  8. Hey @Starwaster The density method for FAR is throwing as the method changed, but the reflection code used to grab it hasn't been updated in RealChute. Here's the error. Caused by this change to FAR . Thanks!
  9. @nightingale Would you consider adding an optional parameter minimumInclinationFactor for use with OrbitGenerator. This way I could force contract orbits to not be equatorial and have a minimum inclination in a game where KSC isn't on the equator. This would be a user simple solution. Thanks!
  10. What do you mean by this? I have been using them together since sarbian blessed us with CBK. Edit: Nevermind saw your post in the KCT dev thread. DOesnt affect me as I don't touch building models or upgrade levels
  11. Thank you! I usually am not one for squads "improvments"
  12. Seems weird to call it a bug when it was a feature for the 1.0.5 update. Look under the navball header. For the record, I am glad you fixed squads "mistake" .
  13. Hi, I wondered if anyone knew of a mod that works as science alert did. It would popup in a small window any experiment that had science points available. It was the best for easy science part activation. Especially in orbit when zooming over biomes. If there hasn't been a decent remake would anyone consider reviving the mod if the license allows? I loved that mod so much . Thanks!
  14. @DoubleUU Know issue that is as of yet unresolved on Pparts end. The only solution is to use an unscaled part between them.
  15. Ha, nothing against what you said, but hearing that word mentioned in the same sentence as stock. That is the funniest thing I have heard in awhile!
  16. With some of the concern mentioned there should be an obvious statement in the rule if made that allows specific mods do declare they can be in "modpacks" I am using that term here to describe only things like Firespiter Core, CRP, B9PartSwitch, InerstellarFuelSwitch, ModuleManger, etc. Mods like those are made specifically to be bundled as dependencies for mod makers. I wouldn't call what Nertea does a mod pack personally. I think he is bundling mods he created and has the explicit right to do so, and whether a mod is seen as many folders and dlls or just 1 is could be considered "one" complete mod, e.g., NearFuture's suite, and further, the extras are again made for this exact purpose to be bundled by mod makers.
  17. If he really didn't match them then it would be great to get a list of exactly which real world engines you were modeling for each. Then maybe Citizen247 could reconfigure the engines. Otherwise, we could ask Ferram as Blowfish pointed out since NathanKell hasn't been around as much as Ferram as of late.
  18. Right, I understood. I just wondered if there was some other potential conflict, or if that was all. I thought if there weren't any more potential issues that you may have a different opinion about implementing it. Thanks!
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