Jump to content

Citizen247

Members
  • Content Count

    435
  • Joined

  • Last visited

Community Reputation

420 Excellent

3 Followers

About Citizen247

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

3,361 profile views
  1. I thought I'd give this a try, but I get an exception on loading. I've tried installing manually and through ckan, same result. I've tried loading with a bare minimum of mods to check that's not the issue. Trying to run on ksp 1.8.1. Logs and screenshot of gamedata in zip file linked below: https://drive.google.com/file/d/1iI6q_-Kw8Or9mgRueHWpR8munifRPFBq/view?usp=sharing
  2. Sorry it's taken me awhile to get back to you. I'm not on the forums much at the moment and I've stopped getting email updates for some reason. The only thing I can think of is that AJE-E removes categories from parts if CCK is installed, and moves them to various custom categories. A quick look at your log indicates the "miniIntake" part is getting the categories patch and that CCK is installed. Are you sure you're looking in the right place (i.e. under the new CCK intakes category)? The CCK patch is the only one AJE-E runs on the miniIntake part as it is configured already by AJE. Fo
  3. This is an extension to AJE, which is the background engine that makes AJE-E work. Since AJE is a mod aimed at realism it focuses on realistic parameters. Thrust is an emergent property depending on the power of the engine and its operating conditions and environment, and so, with AJE, you can't know what the thrust will be until the engine simulation is running. Similar reasoning for fuel consumption. In any event what fields are shown is a decision of the AJE mod, not AJE-E. If all you want is more KSP engines that work the same as pre-existing KSP engines, this mod is not that I'm
  4. Just thought I'd drop a note. I'm sorry I've not been around for awhile, that's a situation that may continue until the end of the year I'm afraid. I've been given an overseas assignment and I'm currently in Florida, which is quite different from the UK... In any event moving to a new country, starting a new job there and trying to deal with a course is a great deal of work. It doesn't leave much time left over for modding. If there's any issues with current code please feel free to message me and I'll do me best to solve issues, but I can't promise any new features for awhile.
  5. Just thought I'd drop a note. I'm sorry I've not been around for awhile, that's a situation that may continue until the end of the year I'm afraid. I've been given an overseas assignment and I'm currently in Florida, which is quite different from the UK... In any event moving to a new country, starting a new job there and trying to deal with a course is a great deal of work. It doesn't leave much time left over for modding. If there's any issues with current code please feel free to message me and I'll do me best to solve issues, but I can't promise any new features for awhile.
  6. Pack up your troubles 2.0.5 is up. Added: Liberty L12 configs, part, model and sound effects. This is the first part to added new models. Bug fixes: Fixed squad shock cone intake being overwritten by the exotics patch if SXT or B9 Aerospace mods are not installed. This doesn't add much, more of an interim update really. I ideally wanted to have some more models and parts added, but didn't want a bugfix to be left waiting.
  7. That's weird. I could have sworn it was still in my install. I'll get it fixed asap. Thanks.
  8. I've been thinking for ages that decals should be done with texture projection. As with many of my bright ideas, someone else also has it and actually gets off their backside and does it. Thank you, have all my up-votes.
  9. So you have community category kit installed? On s cursory glance I can see my patches for it being applied, but no other reference to it. I'm wondering if you can't see some parts because they're having their categories removed but not being sorted by CCK.
  10. What mods do you have installed? The parts get their sizes from the original part, it's something I've been meaning to look at. For most parts it doesn't make much sense but when it's going up to 3m+ from 1.25m I should really adjust it.
  11. The larger intake is a new part added using the normal intake as a template, the normal sized one should still be there.
  12. @TranceaddicT The techlevels aren't relevant. Configs for normal engines work fine without them. They're only mentioned in the error log because techlevels is one of the parameters in the function throwing the exception. @Starwaster There's a lot going on with AJE-E configs, but I've picked out a bit of the relevant code for one of the parts throwing null refs: It uses templates: that are then inserted into "sanitised" part prefabs: This is what it looks like compiled in my modulemanager cache: To see everything in context source is up on github: https:
  13. Yes, there appears to be a problem getting ModuleEngineConfigs from RealFuels to work with AJE part modules during partload. It doesn't seem to affect anything in-game, nor does it prevent parts being loaded, so is almost a cosmetic error. Still no errors is better than some, even ones that can be ignored. As mentioned in the RF thread, I think I'm going to actually delve into the RF code and debug it at runtime to find the root cause. Personally I'm not sure it's something I can fix at this end, ModuleEngineConfigs probably needs to be patched to deal with AJE engine modules. It assumes it's
  14. I'd be the whom, and it works in game. Configs are swapped as expected and change the engine properties. These errors only seem to appear during partload, I've not seem them thrown in-game and there doesn't appear to be any issues in-game. To my knowledge AJE-Extended is the only mod that uses Real-Fuels ModuleEngineConfigs and AJE engine modules together, so I tend to assume it's me screwing up somewhere. I've looked through the source code for ModuleEngineConfigs and honestly can't really see where these errors might originate. The code seems to do a good job of checking for null object
  15. They're designed that way. Spud is based on the Spad WW1 biplane, for instance, whose top speed was around 120mph, around 53m/s, which is where the Spud tops out. The Spud is meant for old and slow biplanes, so it can't go fast. SXT adds a fair few prop engines.
×
×
  • Create New...