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Kolago

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Posts posted by Kolago

  1. I see one error in the log:

    Load(Model): kerbodynePlus/Parts/Fuel/behemothTank
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
    
    File error:
    Tag: IconHidden is not defined.
      at (wrapper managed-to-native) UnityEngine.GameObject:set_tag (string)
    
      at PartReader.ReadTagAndLayer (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 
    
      at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 
    
      at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 
    
      at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 
    
      at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
    
    Model load error in 'C:\Kerbal Space Program 1.1.2\GameData\kerbodynePlus\Parts\Fuel\behemothTank.mu'

     

  2. I like to find the index number of "LiquidFuel,Oxidizer" to use this number to extract the values in a another index field:

    Quote

        MODULE
        {
            name = FSfuelSwitch
            resourceNames = Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant
            resourceAmounts = 100000;1000000;10000000;9000,11000;100000;100000;100000;400000;20000;20000

    In this case I need 9000 and 11000 to further work with.

    Quote

        MODULE
        {
            name = InterstellarFuelSwitch
            resourceNames = Structural;LiquidFuel;LiquidFuel,Oxidizer;MonoPropellant
            resourceAmounts = 0;800;360,440;800

    In this case I need 360 and 440 to further work with.

    Is this possible with MM?

  3. KerbalStuff was a single man battling against Curse, I can understand Squad in there decision to go with Curse at this point in time.

    If Spacedock can proof to Squad that it is here to stay and has the backup of the community, there is a good chance that Squad is rethinking there position. This means that there is an organized association of people and financial backup behind it.

  4. 1. I dont use Curse and CKAN at all.

    2. I had a list of my favorite mods at KS I was watching via email update notifications.

    3. I watch all my favorite mods I can find on github directly. The notifications there very informative on whats going on. I like to see every mod on github!

    4. I like KSP-AVC as a tool to see what updates I have missed in 2. and 3.

    5. I install all my mods manual and look a lot into the changes on file per file level.

    Just my 2 cents.

  5. 21 hours ago, bradleyjh said:

    That was quick, this is essentially what I was wanting, perhaps you would only need one SAS though, and the torque/power requirements would be adjusted depending on the size (diameter, length) you pick, rather than having multiple units?

    Currently I can't adjust the length or diameter, I can but nothing actually happens, additionally there's a pretty big gap between the parts its attached to on each side. I'd really love to see a part like this become part of PP, really cool stuff!

    Yea, this is made only via configs. So I have limited the minimum volume depending on SAS power. I like to see this as a integrated PP module as much as you. But I am not able to code this for PP in the moment because my knowledge off unity and KSP-coding is very limited.

  6. 32 minutes ago, bradleyjh said:

    It would be really cool to see "procedural remote guidance units" along side the procedural command modules, I love how I can make almost the entire ship the same texture but as soon as I want to fly remotely that is ruined with the ugly grey stock units :P

    I have made some work on "procedural remote guidance units":

    https://www.dropbox.com/s/crpyi0wfflsuh9e/PP_SAS.ZIP?dl=0

  7. On 4.1.2016 at 1:41 PM, 123nick said:

    oh, and i meant more in general- how will this work with parts that already have MFT support given to it in some sort of MM patch, or similiar, or maybe given IFS support in a MM patch, because i wouldnt want the part having 2 MFT part modules on it, might cause some wierd interactions and whatnot.

    yea, two MFT modules in one part are bad. But my config above only modifies parts that don`t have MFT modules.

  8. 13 hours ago, K.Yeon said:

    The final version will have supports for many other mods, the currenly planned ones are:
    EngineLight, CTT, CLS, RF, Interstellar Fuel Switch and FAR

    Please make a separate CFG-File for Interstellar Fuel Switch, so OPT is easier to use wit Modular Fuel Tanks mod.

    Or better, a Modular Fuel Tanks CFG.

  9. Can you compile a new version? Thanks!

    MechJeb module MechJebKMGimbal3Ext threw an exception in OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'km_Gimbal, Version=3.0.4.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

    File name: 'km_Gimbal, Version=3.0.4.0, Culture=neutral, PublicKeyToken=null'

    Ferram_Aerospace_Research-v0.15.5.4_Hoerner

    MechJeb2-2.5.5.0-530

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