Kolago
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KSP2 Release Notes
Posts posted by Kolago
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I don't know if it is important, I see this in the log:
PartLoader: Compiling Part 'UniversalStorage/Parts/US_1C10_Wedge_Quadcore/US_1C10_Wedge_Quadcore/US_1C10_Wedge_Quadcore'
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Invalid value length for Vector3 -
There is log entrys for MLGGripFix:
PartLoader: Compiling Part 'Squad/Parts/Wheel/LandingGear/GearLarge/GearLarge'
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Cannot find a PartModule of typename 'MLGGripFix'
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
PartLoader: Compiling Part 'Squad/Parts/Wheel/LandingGear/GearMedium/GearMedium'
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Cannot find a PartModule of typename 'MLGGripFix'I think there is something wrong in ModuleWheelFix.cfg or ModuleWheelFix.dll!
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In the game log are several entrys like this:
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
PartLoader: Compiling Part 'Squad/Parts/Command/cupola/cupola/cupola'
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
PartLoader Warning: Variable removeTweakScale not found in PartI think there is something wrong in the ScaleExponents.cfg
// ** Settings to switch scaling ability **
TWEAKSCALESETTINGS
{
noScaledCrewPods = 1 // set to 0 for scaleable pods
}
@PART[*]:HAS[@MODULE[TweakScale],#CrewCapacity[*],~CrewCapacity[0]]:FOR[TweakScale]
{
removeTweakScale = #$@TWEAKSCALESETTINGS/noScaledCrewPods$
}
@PART[*]:HAS[@MODULE[TweakScale],#removeTweakScale[1]]:FOR[TweakScale]
{
!MODULE[TweakScale] {}
!removeTweakScale
} -
there is a typo in "SpaceY-Lifters/Parts/ThrustPlates/SYplate3m2mX1/SYplate3m2mX1.cfg"
mmaxTemp = 2000
shut be
maxTemp = 2000
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there is a typo in "ModRocketSys\Parts\StructuralAero\NBflatAdapter2m\part.cfg"
mmaxTemp = 2200
shut be
maxTemp = 2200
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Something in the log, but I don't know if it is realy harmless:
Non platform assembly: C:\Kerbal Space Program 1.0\GameData\SCANsat\Plugins\SCANsat.dll (this message is harmless)
Non platform assembly: C:\Kerbal Space Program 1.0\GameData\SCANsat\Plugins\SCANmechjeb.dll (this message is harmless)
AssemblyLoader: Exception loading 'SCANmechjeb': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0
Additional information about this exception:
System.TypeLoadException: Could not load type 'SCANmechjeb.SCANmechjeb' from assembly 'SCANmechjeb, Version=1.1.6.0, Culture=neutral, PublicKeyToken=null'.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)MechJeb2-2.5.0.0
SCANsat-v11rc6
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MRS Nose Cone, 1.25m Rounded (NBnoseRounded) has a node in the wrong direction:
node_stack_bottom = 0.0, -0.5, 0.0, 0.0, 1, 0.0, 1
Shut be:
node_stack_bottom = 0.0, -0.5, 0.0, 0.0, -1, 0.0, 1
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Z-1k Reserve Battery Bank (reserveBatteryBank) has an node attach problem:
node_stack_bottom = 0.0, -0.1108553, 0.0, 0.0, 1.0, 0.0
shut be
node_stack_bottom = 0.0, -0.1108553, 0.0, 0.0, -1.0, 0.0
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Thanks so much to bring it back! I was searching for the issues in the source of original but wasn't successful.
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Yea, I am not familiar with mod development. Compiling was not so hard, but I the moment I don`t have the time to dig me into the dev stuff.
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I have compiled the source against 1.0 but the module does not show up when I try to put it into tanks with ModuleManager. Somehow the GoodspeedPump module is not recognized.
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This is a really great mod! Maybe sequences can be stored in a extra config file (PluginData directory) and not in the safe game file, so sequences persist after reverting to VAB/SPH.
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Can you include DeadlyReentry configs for this mod?
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Can you include DeadlyReentry configs for this mod?
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Thank you so much! Keep on this incredible work!
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After Updating from 1.50 to 1.52.1 on a mod heavy install I get this error and loading stops:
IndexOutOfRangeException: Array index is out of range.
at TweakScale.GoodspeedTweakScale.Setup () [0x00000] in <filename unknown>:0
at TweakScale.TweakScale.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0
at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0
at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0
at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
IndexOutOfRangeException: Array index is out of range.
at TweakScale.GoodspeedTweakScale.Setup () [0x00000] in <filename unknown>:0
at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0
at Part.ModulesOnStart () [0x00000] in <filename unknown>:0
at Part+.MoveNext () [0x00000] in <filename unknown>:0Exchanging GoodspeedTweakScale with TweakScale helps to eliminate the problem:
@PART[*]:HAS[@MODULE[GoodspeedTweakScale]]:FIRST
{
@MODULE[GoodspeedTweakScale]
{
%name = TweakScale
}
} -
After Updating from 1.50 to 1.52.1 on a mod heavy install I get this error and loading stops:
IndexOutOfRangeException: Array index is out of range.
at TweakScale.GoodspeedTweakScale.Setup () [0x00000] in <filename unknown>:0
at TweakScale.TweakScale.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0
at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0
at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0
at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0
at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
IndexOutOfRangeException: Array index is out of range.
at TweakScale.GoodspeedTweakScale.Setup () [0x00000] in <filename unknown>:0
at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0
at Part.ModulesOnStart () [0x00000] in <filename unknown>:0
at Part+.MoveNext () [0x00000] in <filename unknown>:0 -
I had the same problem with the B9 Procedural Wing, after removing SymmetryActionFix.dll from StockBugFixModules 0.1.7e all goes back to normal! SymmetryActionFix.dll from StockBugFixModules.v0.1.7d is ok.
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Have you tried with Claw's dtock bug fixes ?
I had the same problem, after removing SymmetryActionFix.dll from StockBugFixModules 0.1.7e all goes back to normal! SymmetryActionFix.dll from StockBugFixModules.v0.1.7d is ok.
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Suggestion: Add a button to sort the craft entry's by safe time. So we can see the craft we edited last in first place.
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I have made a MM config thats very useful to convert all tanks for Modular Fuel Tanks. Basically it is adding up fuel recurses present in a PART config.
// Give every PART with a resource a modul ModuleFuelTanks (except PARTS with IntakeAir or a Command Module)
@PART[*]:HAS[!MODULE[ModuleFuelTanks],!MODULE[ModuleCommand],!RESOURCE[IntakeAir],@RESOURCE[*]]:NEEDS[modularFuelTanks]:FIRST
{
MODULE
{
name = ModuleFuelTanks
volume = 0
type = Default
}
}
@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidFuel]]:NEEDS[modularFuelTanks]
{
@MODULE[ModuleFuelTanks]
{
@volume += #$../RESOURCE[LiquidFuel]/amount$
}
}
@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Oxidizer]]:NEEDS[modularFuelTanks]
{
@MODULE[ModuleFuelTanks]
{
@volume += #$../RESOURCE[Oxidizer]/amount$
}
}
@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[MonoPropellant]]:NEEDS[modularFuelTanks]
{
@MODULE[ModuleFuelTanks]
{
@volume += #$../RESOURCE[MonoPropellant]/amount$
}
}
//Divide XenonGas tanks by 56
@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[XenonGas]]:NEEDS[modularFuelTanks]
{
@MODULE[ModuleFuelTanks]
{
@volume += #$../RESOURCE[XenonGas]/amount$
@volume /= 56
}
}
//Divide LiquidHydrogen tanks by 56
@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[LiquidHydrogen]]:NEEDS[modularFuelTanks]
{
@MODULE[ModuleFuelTanks]
{
@volume += #$../RESOURCE[LiquidHydrogen]/amount$
@volume /= 56
}
}
@PART[*]:HAS[@MODULE[ModuleFuelTanks],@RESOURCE[Karborundum]]:NEEDS[modularFuelTanks]
{
@MODULE[ModuleFuelTanks]
{
@volume += #$../RESOURCE[Karborundum]/amount$
}
}
// If tank volume is still zero than non of the above resources where present and we delete ModuleFuelTanks
@PART[*]:HAS[@MODULE[ModuleFuelTanks]:HAS[#volume[0]]]:FINAL
{
!MODULE[ModuleFuelTanks] {}
} -
I miss a K-Tank in the shape of the K Cargo Bay!
A half lengths K Cargo Bay and half lengths K-Tank would be nice to.
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Most of the times building a fairing around your ship helps to satisfy the explosion goods.
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@narf0708: I use a tank definition "Kontainer" for all I like to put inside
TD_Kontainer.cfg
https://www.dropbox.com/s/gvq44zct5jxgpel/TD_Kontainer.cfg?dl=0
and a MM Config for Modular Fueltanks Mod for the FTT Kontainers
MM_MFT_FTT_Kontainer.cfg
https://www.dropbox.com/s/gpahcdiprndaxhz/MM_MFT_FTT_Kontainer.cfg?dl=0
Requires: Modul Manager and Modular Fueltanks Mod
[1.2 - 1.4] Modular Rocket Systems v1.13.2 (2018-03-12) - Stock-alike Parts Pack
in KSP1 Mod Releases
Posted
There is some issue with "dragCoeff" and "deflectionLiftCoeff" in NBpylonAero0, NBpylonAero1 and NBpylonAero2!