Jump to content

BigNose

Members
  • Posts

    361
  • Joined

Everything posted by BigNose

  1. Try the free moving one and spin the centrifuge up with couter firing ion-engines. Works like a charm!
  2. Removed the mod from Curse, this site was just driving me insane! Just Mediafire for now, I'll add Aviation Lights to Kerbalstuff.com at some point.
  3. Yeah, that's a first! But seriously, I really appreciate your patience and work for this mod. It works without a flaw since the last update (at least so far). Donated 5$ (~3.58€) via the link on your first post for enriching my gameplay experience! (EDIT: Man, I noticed I donated to you in the past already... I don't know what makes me so obsessed with this mod, that I can't help but throw money at the screen! xD There must be a hidden message in your profile picture...)
  4. All I can say is that it's coming soonâ„¢. Their definition of soonâ„¢ may vary from ours.
  5. Interesting, maybe you should add that feature to your texture pack.
  6. Just tried it and I must say: I'm surprised how good it is. This has the potential to become a must-have mod!
  7. I'm sorry to ask this but: Did you test v3 before updating to it? Because v2 worked very well for me, but since I updated to v3 they stopped applying ejection force again. EDIT: I just tested it on a vanilla KSP x64 install on Win7 x64, v2 works, while v3 doesn't seem to change anything. I guess the plugin is the same? Maybe a typo in the MM file? BTW, the logs don't mention anything. EDIT2: I just tried changing the module name of the TR-18A Stack Decoupler manually in the part.cfg to "ModuleDecoupleX64". Turns out it worked, the mentioned decoupler applied force, while other decoupler still did not. SO it MUST be a problem in the new MM file, your module still works fine. Before you ask: I use Module Manager v2.2.0.
  8. Did the same thing, just changing the version check to 0.24 in the source code and compiling the .dll myself using Xamarin Studio. I'm running KSPx64 on Win7x64, and I must say it runs surprisingly well. After an hour of testing I had no crashes (not even spamming of errors in the logs), and these are the only problems I found: 1.) Ejecting hooks from winches just releases the hook, due to the KSP 0.24 x64 inherent missing-decoupler-force-bug (not KAS fault). 2.) Grabbing big/heavy parts (like the ground pylon or full containers) off of other parts can sometimes cause a force to be applied on the part which the grapped part was attached to. Small parts maybe also cause those forces, but they are too small to cause problems (at least in my tests). And that's it. Except those two glitches everything works, connecting vessels together with pipes/winches for refueling still works perfectly fine, which is good enough for me (at least so far). Sadly, serbians x64 decoupler fix doesn't work in this case, because his module manager file of course is unable to change how the KASModuleWinch works in the KAS.dll. Maybe I can fix that myself in the source code, I'll try that tomorrow. Regarding the phantom forces when grabbing parts, no idea how to fix that. I'm counting on Majir for this one!
  9. Just updated to v2.1 (deleted the old one), still found the following bug: I started a Mk1 Pod with a stock Mk16 parachute (enhanced by your ModuleManager file) on top into orbit, no problems in the logs so far. In orbit, I quicksaved and quickloaded, and voilà: The Mk16 parachute was suddenly missing in my staging icons, and indeed there was a new NullReferenceException (not spamming, only this one) in the output_log: NullReferenceException: Object reference not set to an instance of an object at RealChute.Parachute.Initialize () [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.<OnStart>b__25 (RealChute.Parachute p) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[RealChute.Parachute].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0 at RealChute.RealChuteModule.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) On right click, the context menu seemed fine, but I learned the hard way that the parachute still wasn't working. As far as I can tell, this only happens with the stock parachutes enhanced by your mod, not with the mod inherent ones. If I don't quicksave in orbit, everything works fine, no errors in the logs for me.
  10. I second that, with Deadly Reentry and Realchutes installed, it spams NullReferenceException: Object reference not set to an instance of an object at DeadlyReentry.ModuleAeroReentry.IsShielded (Vector3 direction) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.ReentryHeat (Vector3 velocity) [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 over and over.
  11. @rynak: I have no idea what's the problem here. If you are using v3.6 and installed it correctly (which is hard to do wrong since we have modfolders), I cannot really imagine what's wrong except something inherent to your system. The logs are looking normal. The fact that it worked for you in 0.23.5 concerns me though... But I can't reproduce your bug, everything is working perfectly well for me and apparently many others.
  12. Just checked, confirmed compatibility with 0.24, including the 64Bit version.
  13. Amazing job Deadweasel, linked to the main thread, of course. I will use the pyramid version in my KSP save from now on. It's so kerbal-ish, I immediatly ejected surprisingly green vomit!!
  14. This is weird indeed, but I never found a way to rotate them per config. If anyone knows how to do that, I would be grateful. EDIT: How about making a coloured dot on the back of the casing? Not quite a solution but a work-around for now.
  15. Ok, link to your post #524 is up, I suggest you edit the post to a proper release page, with a big 'Deadweasel's DeadSkins for AviationLights' caption and discription of your pack with some screenshots. You know how it is these days: no pics no clicks. It should look a little more... official... if you know what I mean. I would do it myself, but I think advertising for you textures is your job. Also, I expanded the license so I can not be held responsible for the content of your pack, not that I'm paranoid or something, I do trust you, but you never know where malware is able to sneak itself in.
  16. Don't worry, I never understood it that way and I will be more than happy to link your texture replacements in the first post, just release them in a reply here and I will link that reply once I see it. When you upload them, may I suggest you zip them up with the folder structure in place, so people can unpack into the KSP main directory to replace the standard Aviation Lights texture, for conveniece.
  17. Indeed it is, I'm also really happy about this. Always annoyed me to no end.
  18. Interesting Deadweasel, I don't feel like resplacing the original Texture with yours quite yet, but with a bit more work, it could certainly be an alternative which I would be more than happy to link on the front page!
  19. V3.6 Released Due to fellow Forum member J.Random, one of the oldest and most annoying bugs of this mod (for me at least) was finally fixed: The Pause Bug. Now their state can actually be called persistent. CHANGELOG Fixed - Lights retain their state when the game is paused/unpaused DOWNLOAD Get it on Mediafire! As always, this update is fully backwards compatible! Existing crafts will be updated automatically without getting deleted. Heads up: The license has been updated! Check the bottom of the first post for details.
  20. Just updated the license, I will upload a new version with your bugfix J.Random. Thanks for you find!
  21. Hmm, that has come to my attention too. Consider it considered...
×
×
  • Create New...