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  1. Hey @DerGolgo, did you ever get this resolved? If you’re still having problems, could you post your log file?
  2. Interesting! I’ll do some digging this weekend and try to figure out the problem. I haven’t opened up the code for ReCoupler in forever - this should be fun!
  3. I don't seem to have the original pictures, but I do have the Matlab script saved, thankfully. I've also contacted Imgur Support to see if they can say what went wrong on the old album. Images are recovered, and the original post has been fixed.
  4. Maybe? I'll see if I have the original pictures saved. Worst case scenario I brush off Matlab and try to generate them again. Sorry mate, I appreciate the feedback but I found that the original sizes are a little... unbalanced? The small tank has 3x the density of Karborundum than the others and they're all over the place in metrics like tank volume/part volume, cost/tank volume, and mass/surface area. I've gone ahead and made tanks that are more compatible with the stock sizes and that have more consistent metrics. On the plus side, the tank volumes have all increased for a given diameter tank and I've made them cost a little less than before. Call it an incentive to switch. If discounts and increased volumes aren't enough, maybe some sweet eye candy will win you over. https://imgur.com/a/oV7IpP3 I've kept the original signage on all of the tanks and the background white/slight beige tank color is the same as the legacy ones to have a bit of throwback. The toroidal shape makes Karborundum feel more like a dangerous resource and I've gone with blue foil so that they stand out a little from other resources. I've also tried to make it feel like the level of refinement has increased with the larger diameter tanks. What do ya'll think?
  5. Interesting! Unfortunately, I’m not able to do much without more information. Can you post a link to your log file?
  6. Also, I'm finally re-doing the tank parts. Should the new ones be the same dimensions as the old ones or should they conform to standard tank heights?
  7. Introducing the new line of ESLD Lens Beacons! (And version 1.3.0 of this mod! Download links in the OP) Lens Beacons shorten the effective distance by focusing the superluminal pathways. Line up your sending and receiving beacons with a lens beacon and get up to 96% off the effective distance of your jump, cutting Karborundum costs drastically! Link to Imgur album: https://imgur.com/a/6OtQBwW How to use: You'll notice a large number of fuel cells on the examples. There's a reason for that - these things run off Electric Charge so make sure you have plenty. There's also a maximum gravitational field limit for these, similar to the regular beacons. Each lens type has a specific directivity and gain pattern. You might even come across side lobes. See the description in the Editor window or below. Use cases: If you're really short on Karborundum. If you're playing with multiple solar systems. If you want to optimize your beacon network and do fun orbital arrangements. There's two ways of setting these up: Have the lens and a beacon in a synchronized orbit with one leading the other. This will let your lens' beam sweep across the sky throughout the orbit and you can time your jump for max effect. The jump confirmation window has a readout to help show the lens gain. Have the lens orbiting much lower than the sending beacon (or even orbiting the beacon's body's parent) and then time the jump for the right point in the beacon's orbit. LS-12 "Hoop" This is of the 'Opposing' type, which means it goes between the sending and receiving beacons. LS-25 "Lighthouse" This is a 'Bidirectional' lens, which means it can go either between the sending and receiving beacons or behind the sending beacon. (Its performance is slightly better with the sending beacon between it and the receiving beacon.) LS-350 This is of the 'Conjunction' type, which means that the sending beacon must be between the lens and the receiving beacon.
  8. Model - Check. Particle Effects - Check. Emissives - Check. Normals - Mostly check. Just a few more tweaks to the code and we're good to go!
  9. Thanks for doing the testing on this! You seem to be in favour of only ReCoupling parts once the user clicks ‘Apply’ or ‘Reset’; is that the consensus? I could imagine a problematic case where a vessel makes heavy use of robotics and a user has deleted a bunch of ReCoupler links; they would have to go through and delete them all again after EVA constructing a part (subject to ReCoupler). This is a pretty edge case, but could cause someone a headache. Should I tap into OnEVAConstructionModePartAttached to automatically do the ReCoupler thing? For the Kraken strike, I’ll see if I can intercept the beast in OnEVAConstructionModePartDetached to quickly break ReCoupler links to that part. I have no idea if the frame rate is normal or not (I actually haven’t played KSP since that update so I’ve never personally used the EVA construction). At this point I doubt ReCoupler would be at fault because it doesn’t do anything on a per-frame basis, but I’ll make a note to confirm I’m not accidentally tying into too many events or Coroutines and causing slowdown there.
  10. This is actually a feature I’ve been meaning to test in ReCoupler: whether it’s existing logic works for the new in-flight construction. It might not, but that’s definitely something ReCoupler should do.
  11. Oh I'm sorry, I didn't read the call tree on that one. My bad. More fun with environment manipulation!
  12. Do you know what field it's looking for? I wonder if you could make add a pair of LateUpdate methods and somehow sandwich OrbitTargeter to set the field to something and then clear it without breaking anything... But if it only shows up once per node, honestly I'd leave it (maybe add a log statement earlier in the same frame telling users that it's okay). Heck, ReCoupler throws an exception every launch but I'm not going to spend the hours tracking it down. :p If it's just Debug.Log, consider wrapping it in an #ifdef DEBUG/#endif to remove it from the shipped version and you're good to go!
  13. This is absolutely true. Exceptions are the program's way of saying something didn't go the way the program expected. NullReferenceException is the program's way of flagging that something it thought should exist doesn't, which makes complete sense with stock code being bent to display an orbit without a real vessel. Looking at the call stack, it isn't even possible to hide this message with a catch block since it's from a Unity/Stock call tree... Does it show up every frame? 1MB/s seems like a lot (I'm not sure if other users see that rate or not), but it's going to hard drive and not RAM so it's unlikely to crash KSP - just fill up your disk. :p
  14. Hey all! I'm working on a new part for this for the first time in... years! Anyone with graphics experience able to help texture it?
  15. Holy! Well done! I liked the post because I saw you'd had success drawing orbits. But after reading what you'd actually used it for makes me wish I could like the post multiple times! This is superb! Adding it to my 'must-have' list.
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