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Chestburster

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    Spacecraft Engineer

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  1. Procedural spherical tanks anyone? Going to test the mod, lets see what we can find..
  2. I'm using this config for said purpose @PART[*]:HAS[@MODULE[ModuleEngines]:HAS[@PROPELLANT[LiquidFuel]],HAS[@PROPELLANT[IntakeAir]]:Final { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = Kerosene } } } Applies to all engines using IntakeAir.
  3. After some more debugging i've found the culprit: FuseBox. Didn't notice the update..
  4. It's part of the Cacteye-Telescope mod which fixes the "KAS-resize-bug" for non stock parts.. at least thats what the module is telling us. Deleting didn't remove them.
  5. Mh.. tons of? I can provide a list with the current folders.. Edit: DLL list should be more helpfull
  6. Hrm, after updating i've got some error spam after placing a part in the VAB. [EXC 14:27:52.472] FileNotFoundException: Could not load file or assembly 'KAS, Version=1.0.5099.22946, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The actual 0.4.6 .dll version is 1.0.5160.33827, the 0.4.5 is the one mentioned in the log.
  7. Looks like you can reproduce those NullRefs if you are editing the gimbals not directly at the part.cfg but using MM instead. Use this to reproduce it: @PART[*]:HAS[@MODULE[ModuleGimbal]:HAS[#gimbalRange[1]]] { @MODULE[ModuleGimbal] { @gimbalRange = 5 } } Every engine with the new 5° gimbal will throw out NullRefs. Edit: After further investigation i've found the culprit. If the gimbal change gets loaded AFTER the .dll, you get NullRefs, if it is loaded BEFORE you don't.
  8. How about the ability to scale the thickness below 0.36 and not jump directly to 0.1? Or is it a limitation of the new tweakables?
  9. I've encountered a small problem with FAR and flaps The lift is starting to raise and fall multiple times per second when i deploy the flaps, making the craft roll (its more a stutter) clockwise. I've tried to reposition them but nothing solved the problem. So.. what is causing this?
  10. You don't need the ModuleGenerator for this. I'm using: @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]] { @RESOURCE[ElectricCharge] { @amount = 7200 @maxAmount = 7200 } @MODULE[ModuleCommand] { RESOURCE { name = ElectricCharge rate = 0.04 } } for my realism patch (+ way less powerful energy generation to balance it out). My pods have about 2 days and 2 hours worth of energy. After that they are uncontrollable and the kerbal will suffocate if no one rescues him. Btw. how is the development of V2 going?
  11. Well, I'm running my own set of realism patches (kinda like realism overhaul) and my manned pods use about 10k ec per day and kerbal and the batterys have way higher capacity. So i was irritated when the 1 man pod (wich should last about 3 days) only had 4 hours calculated. Fusebox kinda replaces my calculator when you fix it
  12. Looks like Fusebox currently doesn't display the remaining days and years, only hours and minutes. Could you add those two?
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