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fitemesquirrel

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  1. So, any one want to post the DLL? I still can't get MonoDevelop to not crash (freeing a null pointer, how hard is it to nullcheck a pointer before doing a free()??). The DLL would be GPL. I already have the shaders and stuff, just need the fixed DLL to get my FAR install to work.
  2. Thanks for the procedure, I'm sure it will help others. I've only got Linux so I don't have that option, but I'll keep kicking monodevelop and hope I can get it to load the references without crashing. Cheers.
  3. I'd love to have the binary for this. Alternately, if you could quickly brief us on how to compile the source like via MonoDevelop, that would be awesome.
  4. Eh, I built a low-stall-speed prop plane. Just dropped my relays out the back of it with parachutes, switched to the probe in as it was falling then back to the plane, set the plane with trim to just circle the drop site slowly, and wait for the relay to land. That's how I've been dropping mine, at least.
  5. I have a question regarding this pack and the FAR patch. On stock parts that work with FAR, the CoL arrow does not appear. This is supposedly the correct situation. I see FAR patches in my install for SXT, but the parts produce the CoL arrow and I'm also having an impossible time making planes built with the Bonny cockpit and "Mk0 Small Modular Wing" behave as they are supposed to with FAR. Is there something I'm doing wrong here? EDIT: Okay, I'm an idiot. In the visualizer I am seeing lift arrows on the wings. They are behaving really strangely, though. Like, I put the wings on the absolute back of the plane yet the nose flips like I have CoL in front of CoM. My other planes don't screw up this bad. I am still seeing that arrow with the Bonny, though. Not sure what that's about.
  6. I for one would be interested in seeing this script, for reference on how you did certain things here.
  7. So, if I'm reading the first post right, the release is going to bring back the magnet attachment, yes? I hadn't gotten around to using it, and just went looking for it in the part configs and couldn't find it. Is there a problem with it, or it needs testing?
  8. Okay, so version 5.2.1 from that repo worked. I'm not sure what is different there, just a recompile against 1.4? If so, what are the newer versions in that repo, should I perhaps try moving forward in version then? EDIT: Spoke before I actually built something... So, that version gets me into the game without crashing, and the parts are present, but I don't have a GUI button nor am I getting any options in the right click menu for the parts. Still, going to play around with your other versions you have up there. Any suggestions are welcome, though. EDIT2: Okay, I used the latest version in your repo and I'm now getting a GUI, sans button image as others mention... I have airships! Thank you very much for your help.
  9. Thanks for the info. In this case, it's throwing SIGABRT at: at (wrapper managed-to-native) System.MonoCustomAttrs.GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) <0x0006a> Which doesn't look like your crashes, or exhausted heap. Since this happens before the game even loads, it's hard to see what the heap looks like, but I don't think I'm blowing it. In fact if anyone knows how to increase the heap size I'd be grateful. This system has 32GB of ram and I'm using just over 8 on it, with the game loaded. I could create a ramdisk and load the entire game into RAM if I wanted. Back to this issue, the class that's blowing up seems to be something related to the Attributes in the Parts for HLAirships, as this is the only mod that does this. I'm not using the USI stuff so I don't have the same issue you had. I'm not sure at this point if this is a bug with mono, Unity, system libs, or what. I don't think it's caused by this mod, it is just triggering a bug in the engine.
  10. Thanks for the suggestion. I tried this, but unfortunately it still crashes in the same place, with the same error. There must be something up with the mono runtime under Linux.
  11. A point to note, the NodeRotate parts don't seem to work unless they have a node attached to them on both sides. I was just fighting with getting them to work again and was very confused as to why they weren't working, but it seems you cannot surface attach parts to them and have them work. You have to attach a node first, then surface mount your other parts to that.
  12. Okay. On my system, it crashes when creating the drag cubes for the parts. It might be a Linux thing, though. I ran the game from the command line rather than through steam and got a stacktrace and SIGABRT with the message: ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= Aborted (core dumped) If other's aren't having this issue, I expect it's something in the native library for my linux system.
  13. Appears to cause a game crash in 1.4.4 when compiling the drag cubes for the HLAirships parts. Not much in the log, just crashes.
  14. It took me a bit to test this out, I spent a stupid amount of time making a tiny mod to make a small "control from here" node to orient my rovers. Everything works great, though I'm not really sure how to use and test the NodeRotate parts. There isn't much documentation on what parts those are on and how to use them. Can you clarify?
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