IgorZ

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About IgorZ

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    Senior Dummy, SW department

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  1. In case of you've guessed what do I do during my coronavirus quarantine weeks. This can be one answer: Or it could be the other one:
  2. As answered by @DStaal, there was one and it was deprecated. There is a plan to implement a counterpart. Eventually. At this moment I'm focused on the new version of KIS. And, honestly, my usual schedule is severely impacted by the recent quarantine lockdown due to the coronavirus. Who may have guessed that this human specific disease may affect Kerbal? But it did.
  3. KAS doesn't deal with the tanks capacity. It's defined in the part config. I may only guess that your game has some other mod that modifies tanks, and it worked bad. Please, share the save file and the logs.
  4. Indeed, it's not an intended behavior. Could you please share the logs? In general, when you disconnect a winch, the owner vessel is expected to get some momentum due to the connector object is now on it's own. However, getting that much momentum cannot be explained by this. If you can prepare a simple save file for me to test, it would be awesome! I'm not a "plane person" (never flew a single plane in KSP, but destroyed a brazillion of rockets), so I never tested how does winch behave in planes connection.
  5. I perfectly understand why refill doesn't work - it tries to work with "EVA propellant". It's actually a good idea to use the whatever fuel is actually used. Open question is how to deal with the fuel reserve. I've created a feature request.
  6. I'm glad to hear you like the mod This is why I'm spending my time to it. About the log. Does this one relates to your initial "it doesn't work" problem? I don't see any KIS related issues there, but I do see exceptions thrown from the MechJeb: [EXC 16:29:21.948] NullReferenceException: Object reference not set to an instance of an object MuMech.MechJebModuleInfoItems.MaxThrust () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.MechJebModuleInfoItems.MaxAcceleration () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) (wrapper dynamic-method) System.Object.lambda_method(System.Runtime.CompilerServices.Closure,object) MuMech.ValueInfoItem+<>c__DisplayClass13_1.<.ctor>b__0 () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.ValueInfoItem.DrawItem () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.MechJebModuleCustomInfoWindow.WindowGUI (System.Int32 windowID) (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.DisplayModule.ProfiledWindowGUI (System.Int32 windowID) (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 16:29:21.954] NullReferenceException: Object reference not set to an instance of an object MuMech.MechJebModuleInfoItems.MaxThrust () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.MechJebModuleInfoItems.MaxAcceleration () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) (wrapper dynamic-method) System.Object.lambda_method(System.Runtime.CompilerServices.Closure,object) MuMech.ValueInfoItem+<>c__DisplayClass13_1.<.ctor>b__0 () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.ValueInfoItem.DrawItem () (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.MechJebModuleCustomInfoWindow.WindowGUI (System.Int32 windowID) (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) MuMech.DisplayModule.ProfiledWindowGUI (System.Int32 windowID) (at <3ddb09b54c5e42379c1671957c9d0f6f>:0) UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <fa6f9762ac624af092525d37c9d516c4>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) In my game installation MechJeb warns about incompatibility, so it's not a surprise to see errors in 1.9.1. It is surprise to hear KIS is affected though. What exactly do you do to have the problem showing up?
  7. 2.1 (March, 3rd, 2020) [Change] Switch to C# compiler v6.0. [Change] Set maximum KSP version to 1.99 due to now Squad team increases the minor part on any release, except a bugfix one (and it's the right way to treat versions!). [Enhancement] Fixing typos in the default localization strings descriptions. P.S. Not yet available on CurseForge. They are historically behind the KSP release schedule
  8. Without details we may only guess what was wrong. A good start for the troubleshooting is providing logs. 70% of all the troubles can be resolved this way. Providing a short video of the problem adds 29% more to the success ratio.
  9. To the best of my knowledge both KIS and KAS work just fine in the latest 1.9.1. You may use them with no troubles. Very soon I'll release a cosmetic update, but the only thing it "fixes" is the version check.
  10. Did you try contacting the manufacturer? (kidding). I guess, you attached them via KIS, didn't you? If yes, then we need the details. Nothing can be done without them.
  11. I made this tool primarily for myself, but I'm opened for any feedback. Feel free to suggest things in the Github repository. Or on this forum. Or in PM If I knew there are users, I'd spend time to improve the mod.
  12. Если коротко, то этих деталей больше нет, и многих из них уже никогда не будет. Причины и связанные с ними вопросы обсуждались как на форуме (англоязычном), так и на Pateron более года. Краткая версия произошедшего тут (по-английски). Если совсем кратко и по-русски, то CPort был совершенно невозможной деталью с точки зрения физики. Теоретически ее можно было бы повторить и в KAS 1.0 (гибкие возможности настройки деталей делают это теоретически возможным), но такая деталь точно никогда не будет частью мода. P.S. К моему удивлению, форум не присылал уведомлений по этой ветке форума. Я думал она никому не интересна, а тут вон сколько сообщений (без ответа). Виноват. Кому еще актуальны ответы - повторите вопросы, пожалуйста.
  13. I'm glad to hear that all these docs were not a waste of time But I have to confess, I made them primarily for myself I don't like wasting my brain cells for remembering stuff I wrote a year ago, so I put as much explanations into the code as possible.