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whaaw

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Everything posted by whaaw

  1. I spent a lot of time in the KAS code and some other guy too. there is nothing wrong mostly it works on 32bit. Its very hard to get a workaround for that grab problem. Phantom forces everywhere
  2. http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-7-Pipes-as-fuel-lines-and-even-fewer-explosions%21?p=1304258&viewfull=1#post1304258
  3. i added 24.1 and 24.2 compile i hope it works for linux users i removed the version checker. POST #1340
  4. ============================ First Contract (v0.24.1) =================================================== Bug Fixes and Tweaks: Parts: * Fixed a relatively serious issue with module loading which could result in missing modules if loading old craft. * O-10 Maneuvering engine scaling was off. Engine rescaled to proper size (smaller). * Fixed an issue with propellant-defined resource flow modes which prevented some configurations of Vernier engines from working correctly. * Fixed an issue with some decoupler modules failing to apply ejection forces when activated. * Fixed missing FX components on root parts after resuming a saved game or reverting. * Fixed a potential issue with the internal maths in ModuleRCS, which could result in odd RCS response from center-aligned or stack-mounted RCS modules.
  5. http://forum.kerbalspaceprogram.com/threads/59507-How-to-set-up-to-create-mods-in-KSP
  6. i dont know where this force is applied mk2LanderCabin collided into Launch Pad - relative velocity: 24.05333 - no impact momentum (no RB) [KAS] Grab - Grabbing part :KAS.Pipe1 [PartJoint]: None of the provided nodes was valid! i changed some stuff but it dosent work and i cant see the problem we need some good coders here^^
  7. I dont start editing Majirs code here. I just recompiled against 64bitKSP. There are some strange behavior when grab somthing on ground. but for me its playable until Majir fix it. The 64bit Kas dll is here
  8. I tryd vanilla and v0.13.1 dont have any troubles ksp 0.24 64bit latest KOS Version 0.13.1
  9. when you see the stage touching down, then you will not get any refunds^^ only if the game removes them ~2.5km in atmo.
  10. 0.24 64Bit Kas.dll (just compiled didnt changed the version checker so it will throw a warning) (DRopBox Link) (Plugin only) License - Source code (should work for 32bit) 0.24.1 64Bit Kas.dll (DRopBox Link) (Plugin only) License - Source code (should work for 32bit) 0.24.2 64Bit Kas.dll (DRopBox Link) (Plugin only) License - Source code (should work for 32bit and 64bit!!)
  11. i was losing all the late staged debris until i noticed i had MAX DEBRIS = 0 I changed that an now 1.0.9 works perfect for me
  12. i think in this craft files is still the old decuplers module called load it remove decuplers and add new decuplers should solve your problem
  13. I found this in my output.log i used a fresh ksp64bit with EVE an the Astronomers Pack. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 75485. Total: 58.351341 ms (FindLiveObjects: 3.580692 ms CreateObjectMapping: 2.296800 ms MarkObjects: 51.972458 ms DeleteObjects: 0.208615 ms) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  14. Yes but my stages are clustered with chutes. My ~50t lunchstage costs 60k funds and it needs another 14k funds of Chutes and the hole rocket just looks ugly with that amount of chutes lets make it mass dependent but with a maximum of 3 chutes per stage. When i put 3 chutes on it i will be 100% sure that the stage gona survive.
  15. i want to say thx for your effort you put in this but its just annoying that i have to put a quadrilion chutes on a single fuel tank to survive. it shoud be 1 chute thats it. thx
  16. i cant play without KAS is such a usefull mod i have to play another game until Majir fix it
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