Jump to content

TaranisElsu

Members
  • Posts

    643
  • Joined

  • Last visited

Everything posted by TaranisElsu

  1. The point ferram is making is: go read the [Official] How To Get Support (READ FIRST) thread and post the information requested in that thread, especially an entire log file. Neither Kerbal Engineer nor FAR cause the error shown. I have no idea what the FIND button is from. Something is causing stuff to get messed up, but we need more information before we can help. If you already found and fixed the problem, then ignore us and have fun!
  2. Looks like you ran out of memory: DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 5592404B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] How much memory does your system have?
  3. Have you tried the "Balance In's" and "Balance Out's" options in the settings window?
  4. Changes Updated for KSP 0.25 Reorganized the directory structure so that it is no longer placed in ThunderAerospace. Warning: make sure that you completely uninstall any previous versions. I moved everything from KSP/GameData/ThunderAerospace/TacAtomicClock to just KSP/GameData/TacAtomicClock
  5. Eventually. I need to write a class that handles creating/showing/hiding a button using the stock toolbar or blizzy's toolbar, depending on a setting, and throw it in TacLib so that I can use it for all of my mods. I would accept a pull request, if you want to try tackling it
  6. Changes Updated for KSP 0.25 Changed the default key to toggle on/off or zero controls to ` (The tilde key in the top-left of US keyboards, next to the 1). Locks out normal inputs when enabled. Refactored the way control input works: it moves the controls slowly at first, speeding up as you hold the key down longer. Added a key for capturing the current control positions. Defaults to y. Useful for setting the controls to what SAS was using before turning off SAS. The idea was shamelessly stolen from Extended Trim. Has anyone besides me been using this? I saw a few people try it out but I'm not sure how many kept it.
  7. Very nice. Have fun, and as Scott Manley would say, "fly safe" -- or not
  8. How can I ignore that adorable face? But as NathanKell says, we should not have to compile a special version for the KSP Win64 version. I don't for the Linux 64-bit version. Feel free to try it, but I cannot offer support because of how unstable and inconsistent the Win 64-bit version is. I would end up wasting a lot of time chasing red herrings and not be able to make it better .
  9. I vote to leave it the way it is. I like it and got used to it. And I usually have one hand on the keyboard and the other on my mouse, rotating the view so that I can check the alignment from different directions as I dock. I would prefer the I & K bindings get reversed though. I always swap those so that pressing I moves up, and K moves down. I understand W and S working the way they do for pitching up/down, but translating is different and I never could adjust to it.
  10. Try adding an empty TarsierSpaceTelescope node and an empty TarsierChemCam node, like this: SCENARIO { name = TSTProgressTracker scene = 5, 7, 6, 8 TarsierSpaceTelescope { } TarsierChemCam { } }
  11. @tobyb121, is there a workaround for the exception thrown in TarsierSpaceTech.TSTProgressTracker.OnLoad? I have another user of our mods running into that issue. Thanks!
  12. It would help tobyb121 a lot if you provide a log file (see my signature). You too.
  13. Please report this to tobyb121. I thought he had fixed it -- the issue has come up several times before, dig back through this thread or his. The problem has to do with TST throwing an error when KSP is loading a new scene, like the Space Center. The error is not handled and it stops KSP from loading any more modules, so it never tries to load mine or any that come after TST. When reported to tobyb121 before, he indicated it might have something to do with it not initializing correctly when run on a new save. This is the error (from your log file): NullReferenceException: Object reference not set to an instance of an object at TarsierSpaceTech.TSTProgressTracker.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+.MoveNext () [0x00000] in <filename unknown>:0 Here is the TSTProgressTracker.OnLoad method. I suspect line 168 but I don't know without digging more into his code. After running KSP with TST installed, does it have a node named TSTProgressTracker in your persistent.sfs (or quicksave) file? And does it have a sub-node named TarsierSpaceTelescope?
  14. I noticed that you also have Tarsier Space Tech. Would you make sure that you have the latest version? (That is compatible with your KSP version, I notice that you are still on 0.24.2.) Also, try making a KSP install with only Tarsier, TACLS, and MM. Please let me know what you find out.
  15. The survey that I ran told me that enough people wanted it that way. Case in point: Also, the extra directory caused confusion for some people and led to installation errors.
  16. Log file? See my signature for instructions. It is a stock bug, reported back in 0.23. I have a work-around, which is why the containers have the LifeSupportModule even though that is not its purpose. I would guess that Holyvision does not have something installed correctly but without a log file, I am just guessing. There are two ways: My MM cfg file checks if the Food resource is already defined on the part, and skips it if it is. So you can add 0 Food (or however much you want it to contain instead of 3 days): @PART[HERP_Pod]:BEFORE[TacLifeSupport] { RESOURCE { name = Food amount = 0 maxAmount = 0 } } As they recommended in the MM thread: you can remove the resources in a FINAL or AFTER[TacLifeSupport] block. @PART[HERP_Pod]:AFTER[TacLifeSupport] { !RESOURCE[Food]{} !RESOURCE[Water]{} !RESOURCE[Oxygen]{} !RESOURCE[CarbonDioxide]{} !RESOURCE[Waste]{} !RESOURCE[WasteWater]{} }
  17. Changes Updated for KSP 0.25 The fuel transfer rate is now affected by time warp. Not sure why I missed that for so long... Reorganized the directory structure so that it is no longer placed in ThunderAerospace. Warning: make sure that you completely uninstall any previous versions. I moved everything from KSP/GameData/ThunderAerospace/TacFuelBalancer to just KSP/GameData/TacFuelBalancer.
  18. Rejoice! Changes Recompiled for KSP 0.25: fixed Build Aid window and broken part sizes. Updated part research costs to be more reasonable. Updated to latest MiniAVC
  19. Looks like you ran out of memory: DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 178956972B with 4 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview Has Active Texture Management (ATM) been updated for 0.25 yet? If so, try using it. Also, there is a "use opengl" trick that I have seen people reference. Otherwise, you will need to pick and choose from your mods and/or use the Linux 64-bit version. (Ninja'd by sal_vager)
  20. It got your attention, right? So many people have a tendency to ignore warnings so something more was necessary.
  21. Seems to be working okay in 0.25. I will be uploading a new build soon.
  22. The Build Aid window in the VAB/SPH is not working at all. Also, the large and small parts are all the wrong size -- all of them are the middle size. I will be uploading a new build soon.
  23. See lines 36 & 137. And note that I am using STP = 0C, 100 kPa (because STP is not very standard).
×
×
  • Create New...