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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. That looks familar.. It could be to do with Squads brilliant and well-thought-out () new PartModule loading code. In short - crafts saved before installing mods that change part modules, such as TweakScale, will probably not work right e.g. engines firing/decouplers decoupling etc. in the VAB. To quote toadicus:
  2. Eeeee, wonderful! You're welcome, I'm glad I could be of (at least some) assistance
  3. DrawGauge = true is what you're after. In short then, Kyle and Winston, you need to add the bolded text to the SPS cfg: MODULE { name = ModuleEnginesFX thrustVectorTransformName = NozzleTransform engineID = KWSPSLE runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 460 PROPELLANT { name = MonoPropellant ratio = 0.9 [B]DrawGauge = True resourceFlowMode = STACK_PRIORITY_SEARCH[/B] }
  4. Then ignore it. Either way, you're gonna be killing kerbals if you encounter over 2Gs while it's occupied. Not my decision, but that's the way alex wants it, so.... yeah.
  5. Indeed you can. The stock Verner engine has the following: PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = Oxidizer ratio = 1.1 resourceFlowMode = STAGE_PRIORITY_FLOW } It uses Liquid Fuel and oxidiser using the same method used by monoprop. That said, it is the only example and it's for ModuleRCS - I don't know if it would work with ModuleEngine*. But, if it does, adding "resourceFlowMode = STACK_PRIORITY_SEARCH" to the SPS ModuleEngine* section would possibly make it use monoprop using the same method for fuel+oxy (taking into account my previous sentence). EDIT: teehee, I'm sandwiched between two of the modders I'm most in awe of.. I feel special
  6. Read this: Basically, it's not the 2Gs that kill them, it's the stuff inside that's too fragile to withstand 2Gs and whacks them on the head that kills them
  7. You need to unlock more tech nodes. Resizes are limited by the nodes outlined in the parts cfg.
  8. Considering KSPs new PartModule loader code breaks old crafts any time you add a mod that changes a part module (like TweakableEverything, TweakScale, DecoupleForx64 etc), old ships are useless for me anyway. My only complaint would be the STAGE_PRIORITY_FLOW of monoprop, meaning I have to remember to refuel my lander before I undock. Nothing major though.
  9. Just so you know, I've been told that fixed the problem. The dude/dudette says thanks
  10. Have you tried this cfg? Replace the old *.cfg with this,tested it really quick,all works except 5m engines. (*.cfg don't change original sounds from KW)
  11. THANK YOU! Only took someone what, 3 years? Waiting on Curse now, bleh...
  12. Excellent! Hey, you know how long it took you to add support for NearFuture and all that effort? Yeeeaah, you're going to have to do it again, it's been updated. Here's a list of changed part names.
  13. That's HotRockets - it hasn't been updated for KWR 2.6 yet. Delete the KW config in HotRockets.
  14. Since you seem to know a lot more about it than me, if your testing has some results, would you oblige in filing a bug report with Squad? I mean, fair enough, TweakableEverything but DecoupleForx64 actually re-enables a core game function that x64 (sometimes) breaks. As you said, it flies in the face of modders who were counting on this for forward compatibility.. and Squad does like the modding community a lot.. I get that updates are not guaranteed to remain compatible and thatthe change probably had to come somewhen, but not like this.. it renders stock vessels unusable, breaks old .crafts in a way that doesn't have a fix documented (that I know of), likely makes subassemblies useless and is, I imagine, a slap in the face of modders who relied on it. Kind of like "Surprise! Your mod breaks KSP now!".. I dunno, I'm just rambling at this point.. I hope this gets sorted out, this is quite annoying :/
  15. Sounds like a job for Padishars Part Angle Display (heh, Pads PAD).
  16. Not for me, I haven't had any crashes at all. Mihara (or indeed, anyone) will need your output_log.txt if you want help though.
  17. After a quickload, things seemed to work fine. Guess it was just a one-off then.. still, glad to know that AR isn't responsible but if it happens again, I'll do some experimenting.. for SCIENCE!
  18. This isn't mine, but this is an output log from someone who told me they have the same problem (including the disappearing ship name field). They also apparently had the latest versions of KER: https://www.dropbox.com/s/ui36klo1w8mtpur/output_log.txt It's from this Reddit thread. EDIT: Found the error in question, I think: Exception in BuildEng.OnLoad: System.IndexOutOfRangeException: Array index is out of range. at Engineer.Settings.Load (System.String filename, .Vessel vessel) [0x00000] in <filename unknown>:0 at Engineer.BuildEngineer.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage count is: 0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) BuildEngineer: OnSave (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Exception in BuildEng.OnSave: System.IndexOutOfRangeException: Array index is out of range. at Engineer.Settings.Load (System.String filename, .Vessel vessel) [0x00000] in <filename unknown>:0 at Engineer.Settings.Save (System.String filename, .Vessel vessel) [0x00000] in <filename unknown>:0 at Engineer.Settings.Set[String] (System.String key, System.String value) [0x00000] in <filename unknown>:0 at Engineer.Settings.Set (System.String key, System.String value) [0x00000] in <filename unknown>:0 at Engineer.BuildEngineer.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0
  19. That would be due to Distant Object Enhancer. You can change the settings at the KSC screen (from the Toolbar button) or just delete the mod entirely if you want. EDIT: Unrelated note, but I'm having trouble with incorporating parts of BA into a custom cfg for EVE. Specifically, the Sun layers (as they're needed for this superb flare) - I copy across the Sun section (and only the Sun section), but doing that gives me the clouds on Minmus as well what gives? Notepad really isn't the best for parsing cfg files..
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