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ckfinite

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  1. I'm working on building a small crawler crane, and was wondering if anyone had suggestions for a pulley mechanism? To make a couple of the connections required to hold up the boom, a turn in the cable is required, which is rather difficult as is (and is very annoying to set up, since you have to run a kerbal around quite a lot to connect the various points). Does anyone have any suggestions?
  2. Here's a version that's updated with the latest KAE, here. Source and license are the same as the original download - I just recompiled it. Extract this into the Real Fuels/Plugins directory. You'll need to overwrite two files.
  3. Does the new ullage simulation include center of mass changes from fuel level changes?
  4. Looking at it a bit more, I think that the weird fuel volume thing is because the in-game fuel only tank isn't an improvement in terms of fuel carriage over the LFO tank. I suggest adding a bug on Github though so that the actual maintainer can take a look at it though.
  5. A bug-reason. I'll fix it in the next version. That's exactly what I did (cygwin to the rescue). Here's my tagged_classes.cs using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using DeftTech.DuckTyping; using UnityEngine; namespace KSPAPIExtensions { [KSPAddon(KSPAddon.Startup.Instantly, true)] internal class UIPartActionsExtendedRegistration_1_7_4_0 : UIPartActionsExtendedRegistration { } internal class UIPartActionResourceEditorImproved_1_7_4_0 : UIPartActionResourceEditorImproved { } internal class UIPartActionLabelImproved_1_7_4_0 : UIPartActionLabelImproved { } internal class UIPartActionFloatEdit_1_7_4_0 : UIPartActionFloatEdit { } internal class UIPartActionChooseOption_1_7_4_0 : UIPartActionChooseOption { } [KSPAddon(KSPAddon.Startup.Instantly, true)] internal class CompatibilityChecker_1_7_4_0 : CompatibilityChecker { } internal class OnEditorUpdateUtility_1_7_4_0 : OnEditorUpdateUtility { } } namespace KSPAPIExtensions.PartMessage { internal class ServiceImpl_1_7_4_0 : ServiceImpl { } [KSPAddonFixed(KSPAddon.Startup.Instantly, false, typeof(PartMessageServiceInitializer_1_7_4_0))] internal class PartMessageServiceInitializer_1_7_4_0 : PartMessageServiceInitializer { } internal class KnownPartMarker_1_7_4_0 : KnownPartMarker { } internal class ListenerFerramAerospaceResearch_1_7_4_0 : ListenerFerramAerospaceResearch { } } And AssemblyInfo.cs has "[assembly: AssemblyVersion("1.7.4.0")] [assembly: KSPAssembly("KSPAPIExtensions", 1, 7)]" in it (along with some other things). The solution won't compile otherwise. Did I do everything correctly? 1.7.4 seems to be the right version.
  6. I should note that I'm building KSPAPIExtensions.dll from the latest branch, so they all should be functionally identical.
  7. I suspect, based on that I can't see it and it appears that nobody else can, that there's something going on weird with your KSP install. Try reinstalling from scratch (with the attached build), and see if it works. Download here. Sources and licenses are as usual. - - - Updated - - - As far as I know, no.
  8. Try this one, and let me know if you get the "can't return" bug again. (License and source etc. etc.).
  9. I can't reproduce this. Can you please try to change the texture, then post a log? I didn't touch anything related to textures, so this would be surprising. Can you change the part dimensions? It sounds like something is going wrong in the texture selector code, which should show up in the log. Edit, just in case, here's the exact built that I'm testing with. Delete the old ProceduralParts folder, and add that in instead.
  10. New unofficial release. Download here. Has e-dog's fix for the NREs (hopefully) and rebalanced maxTemps. Licenses and sources are as before.
  11. This appears to be the hardest bug in the game to fix - and it's entirely unclear from the log what's actually causing it. The actual error is coming from the patched conics system, (PatchedConicRenderer.OnSceneSwitch), but there is something that's messing that up in turn. I'll try to figure out what's happening, though no promises. Sure, though that isn't the biggest problem with temperatures (SRBs are particularly bad for this). I'll probably have it fixed in 1 or 2 releases.
  12. Unless I really messed something up, that should be standalone. Put the folder inside into your GameData folder, as usual, and delete the old one (just to make sure) Real Fuels is totally incompatible with 1.0, and needs recompilation. I won't provide support for installs that have any out of date mods (those that don't say 1.0 in the thread title and that use DLLs).
  13. With the (excellent) help of ItMustBeACamel, here's the next unofficial build, now with working SRBs as well as attachment. Download here License and source are as before. Known bug: struts don't attach properly to procedural parts, you select the part instead.
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