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dxdt

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  1. Not trying to get you stressed out or anything, I respect that this is a hobby project and I'm grateful you're taking the time. I probably misunderstood something, but for some reason I thought that the permission system was to be implemented in 0.1.6. I've had an idea for a server I want to run, and have been thinking about a plugin I was to code for said server which enable trade of resources when docked. For obvious reasons that needs permissions, and I can't really start until I know the design of the permission system. Since it's probably best to leave the system design part to you, the most useful thing for me at this moment would be to simply try to hunt down as many bugs as possible so you don't have to. I won't promise anything, but expect some pull requests.
  2. Good work! I'm a bit sad that permissions wasn't implemented in this release, do you have an ETA on that functionality? Are you having any problems with it, or is it simply the case that it hasn't been prioritised?
  3. Okay guys and gals, new thread is up! Hmm, I'll check it out and will get back to you when I've figured it out. Thanks for the bug report.
  4. KerbQuake v1.2.1 created by Sir Haxington maintained by dxdt Immersive IVA / First person-EVA Reactive Camera Shakes Since Sir Haxington seem to have vanished from the face of Kerbin, I have decided to maintain his KerbQuake mod. Let me know if you experience any bugs. Engine Shakes: The combined engines total thrust will shake the cam accordingly. Throttle up the mainsails! SRBs shake 2.5x more than their liquid fuel brethren. Jet engines shake reduced to nearly zero for smoother space plane rides. Max engine shake reduced slightly for easier button pressing. Atmospheric Shakes: The more dense the atmosphere and the faster you move through it the more it'll shake. Hitting terminal velocity will exaggerate the shake. Re-entry FX will REALLY exaggerate the shake. Re-entry exits are smoother now. Overall effect of atmospheric shake reduced for better space plane flights. Landing & Collision Shakes: Landing shake will depend on how hard you land and shakes when each part touches the ground / water. Nearby collisions (parts popping off you ship on rough landings) will shake the cam hard. Decouplers & Launch Clamps: Decouplers total ejection force will shake accordingly. Launch clamps will shake when released but won't be seen on larger take-offs. Docking: The cam will shake on successful docking, giving you visual feedback for IVA docking! Parachutes: Parachutes will add to the atmospheric shake while semi-deployed. Parachutes will dampen the atmospheric shake while fully deployed. Chutes will give a healthy shake when they go from semi-deployed to fully deployed. RealChutes supported. Rovers: Wheeled vehicles will shake while moving over terrain. Fix for landing gear shakes, space planes shake on take off / landings now. Overall shake increased, especially outside of the Space Center. EVA (first person): Support for shakes in first person EVA using the "Through the Eyes of a Kerbal" mod. Shakes for RCS use. Shakes for ladder grabs. Shakes for landings and rough landings (ragdolls) based on impact speed. Shakes for footsteps on low-G worlds. Early / basic support for the FirstPersonEVA mod. ----------------- Download on KerbalStuff or GitHub Source on GitHub License
  5. Yeah, I kinda figured. I tried contacting SirHexington after fixing the bugs for my own personal use, when he didn't respond I put the fixes up in this thread. Now it's soon been three months and SirHexington seem to have vanished of the face of Kerbin, so I think it's time for a new thread.
  6. No. I'm sorry, but I can't replicate your problem. What exact version of KerbQuake and realchute are you using?
  7. No, not since no one has reported that it spams null errors in .25 until you did. And it doesn't spam null errors in my install relatively clean install, so, what other mods are you running? Could you post your output.log from the KSP_Data folder?
  8. I've cleaned a bit on my github page, so here is the new link to the current release, compatible with 0.25 Also, since I haven't been able to get hold of SirHaxington since August, I'm thinking about making a new thread an marking it with 0.25, since the 0.23.5 might scare people off. Considering the license I don't really see that there should be a problem with that...
  9. Anyone experienceing any problems in 0.25? As far as I can tell there shouldn't be any, but you never know.
  10. Don't use that version it's dated and doesn't work with realchutes. Use this version instead. If your problem persists when using the version I just linked to, or if you're not using realchutes and you're still experiencing troubles, please upload your output.log from the KSP_Data folder somewhere and send it to me so I can solve the problem. I haven't got the time to develop new features, and the original author, Sir Haxington, seem to be gone. Sorry.
  11. 1. Which version of the KerbQuake are you using? (I mean, are you using the latest official version, or are you using my latest unofficial version?) 2. What other mods are you using? 3. Can you upload your output.log from the KSP_Data folder and share it, either in public or in a pm to me?
  12. Made a new release optimising the realchute compability code implemented in the last update, get it here! It's not really that vital, but more optimal is better, right?
  13. RealChute v1.2 changed the way its parachutes are handled, but I've made a new patch, so now this mod is once again compatible with RealChute. Get it here: KerbQuake v1.2-RC-patch I don't know if both your problems were related to the RealChute incompatibility, but I've tested my latest version in both sandbox and career, on bith 32-bit and 64-bit and found no bugs. If you keep having problems after installing my latest unofficial patch, please give a good description of your problem and attach your output.log from the KSP_Data folder. I probably won't continue developing this mod (as in adding new features), but I will keep on fixings bugs.
  14. Yeah, I've already checked the DR source, they only check if any chute is deployed at all (using public bool anyDeployed from RealChuteModule), but here we need a bit more information. But I've PMd Chris so I think we'll sort this out. Thanks for the help anyways.
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