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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Interesting stuff. Hopefully when Biotronic comes back, he'll fix this (if possible) so it won't happen again. Thanks for the reply! And also, bug report time! It appears that having a deactivated engine in the current stage will return 0 for current dV, ISP and mass (along with the total dV not updating). (Tested on stock 0.24.2 + KER 1.0.9.1. Easily reproducible so I won't include the craft or save here) I remember a similar bug (activated/dead engines in non-current stage = broken VES tab) during 0.6.2.X developments - maybe it's related?
  2. That too. While watching Robbaz's latest VSP video with The Cube, my only thougt was 'how the hell is that getting into orbi.. oh yeah, no FAR'.
  3. First time I've used the stock wings in ages. The SP+ wings break off too easily but the stock ones work fine - only thing holding me back from using them was how ugly they were but you fixed that
  4. Woo, thanks! I wonder why it changed the size of the part though, all it appeared to be doing is fetching the resource amounts and their cost
  5. dV to LKO (stock) - 4400 m/s dv to LKO (FAR) - 3300 m/s dV to LEO - about 9500 m/s FAR isn't OP, Kerbin is. You're only talking about 1km/s less, really not that much, all things considering. If anything, it highlights just how weird Kerbin is (scale, density, it's atmosphere etc).
  6. Indeed - please read the How To Get Support thread for information on what to provide and where to find it. Also, I think you are a little confused - Ferram Aerospace Research doesn't add in any new engines, just changes the stock ones. I know B9 has additional changes (that I personally don't agree with) as well. KWR doesn't though. Look forward to seeing those logs
  7. Just checking - you got sirkuts Dev Helper? Will shave some precious seconds off the restart. I'm glad you've managed to replicate the problem and that I wasn't going crazy but yeah, looks like it'll be a bugger to fix. I suppose it's not game breaking because as long as the Name Only toggle is set right, things attach correctly. Good luck!
  8. Know what would be simple? Uploading your output_log.txt. Anyway, I'm 99% certain that's your problem. Do a search in your Gamedata for KSPAPIExtensions - if what you're saying is correct, you'll only have one.
  9. Shouldn't be necessary - a correct installation of B9 will ensure it works. You need to have Firespitter installed (I think the latest version) which allows you to select the tank setup via the parts right click menu in the editors.
  10. Holy crap on a cracker, editing the tech tree just got easier and less buggy. Good work!
  11. That's what I'm thinking, but previous versions of KER didn't have this. I think I was on 1.0.7 or something before this upgrade. Don't know if it's relevant, but I found this in the KerbalEngineer.log (timestamps appear to match the video* which has a timestamp of 21:23:02 i.e. only 1m30s before this error) [Exception 21:24:29.2122071]: Object reference not set to an instance of an object []: at KerbalEngineer.Editor.BuildOverlayPartInfo.SetEngineInfo () [0x00000] in <filename unknown>:0 at KerbalEngineer.Editor.BuildOverlayPartInfo.Update () [0x00000] in <filename unknown>:0 *gawwwwd, still an hour left to upload. I hate my life and my internet. I'm not sure if it's even worth it, it's basically the album above, but at 30 FPS
  12. Might not try to, but it is, nonetheless. Swear down bruv, its KER doing this. NAME ONLY appears to be the toggle. Behold some pictures! And my output log from this! And as a bonus - a video! Coming soon I couldn't replicate it with just stock, it must be an interaction with one of these mods. I'm guessing either FAR or Tweakscale. I do also have Stock Part Revamp and Stock Part Rebalance as well as other textures for stock parts, but those shouldn't (or don't) interfere with scale or attach nodes (I checked).. yeah, I dunno. Definately something to with KER though, that was the only that changed in those screenshots and the video.
  13. Wait... I think I had something similar last night with the turbofan after upgrading! I thought it was the attach node being pushed out a little bit but thinking about it, the engine could've been smaller as well. I'll try and recreate it too, I did upgrade a few more mods last night as well.
  14. None that I'm aware of - I've been running various versions of KER (0.6.X and 1.X), MJ and even KSP (0.23+) with no problems. Yeah, they both run simulations at the same time, but I've not noticed a drop in framerate at all. At most, they sometimes disagree on vessels dV or TWR but that's about it.
  15. You have conflicting versions of KSPAPIExtensions. Update all mods that you have installed from this list.
  16. Shouldn't be.. that looks to be the scaling bug that's triggered if it's the root part and you reload/revert.
  17. From what pictures we've seen and IIRC, the new Mk1 cockpit has 18 sides, not 24. Would you be able to work your magic on that? Also, still loving the new Mk1-2 pod. One of the best things about any mod I've ever downloaded, seriously.
  18. This. It's why I have 'revert to editor', 'revert to launch' and 'quicksave/load' enabled, as well as Hyperedit installed (for instance, I have a long standing issue that returning to orbiting probes destroys them. Oh well, Hyperedit up a replacement). The game has far too many bugsfor me to feel comfortable turning those off. If I turned them off and did a Minmus return mission and, as has happened before, Kerbin didn't load (you've seen the bug before, the surface stays low res, then when you get low enough, the black hole opens up and you die), then why should I be penalised for reverting? I either lose rep and money by continuing, or I lose money and science by reverting - simply because Unity decided to break. Through no fault of my own, I have to lose out on money and progress. I don't get why people keep suggesting things like this - if I kill kerbals because of bad piloting, that's my fault and I accept it. If I kill kerbals because the game bugs out, I shouldn't be penalised for that. All it takes is self control and willpower to not take the easy way out all the time and actually man up to your mistakes.
  19. Yeah, don't do that I think if you save the craft and reload or exit and re-enter the editor, it gets reset and is fixed.
  20. I've noticed as well that when I make a new plane and attach the PWB part, if I press M while hovering the mouse over it (like I should), the 'CoM has been set' or whatever text appears like 3 times. Didn't used to in 0.23.5, does in 0.24.2. Shows more than one 'CoM has been set' message. If I set the CoM again, one less message appears.. will try and grab a screenie when it next happens (nothing of note happens in the output_log).
  21. A relevant sections is ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,TweakScale.ScaleExponents].Add (System.String key, TweakScale.ScaleExponents value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String,ScaleExponents] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0 at TweakScale.ScaleExponents.CreateExponentsForModule (.ConfigNode node, System.Collections.Generic.Dictionary`2 parent) [0x00000] in <filename unknown>:0 at TweakScale.ScaleConfig..ctor (.ConfigNode config) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.GetModuleCost () [0x00000] in <filename unknown>:0 at Part.GetModuleCosts () [0x00000] in <filename unknown>:0 at ShipConstruct.SaveShip () [0x00000] in <filename unknown>:0 at ShipConstruction.CreateBackup (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EditorLogic.SetBackup () [0x00000] in <filename unknown>:0 at EditorLogic.UpdatePartMode () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0
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