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Brucey

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Everything posted by Brucey

  1. I was about to install, but my ckan screen is showing version .9.9.9.5 (2 weeks old). hmm
  2. I'm getting periodic hitching. There's a 1/2 second lag about every 30 seconds. It's minor, but annoying. I have no idea what's causing it. Odds are its not this mod, since I have many others installed, but I thought I'd ask anyways if anyone knows of an issue with eve that might cause hitching.
  3. Gene Kerman's face in the mission control scene is white/seems to be missing. Is that from this? Or texture replacer?
  4. I'm trying to build a primitive rover and just trying to attach two rover wheels to the modular girder segment. It seems like no matter how I rotate the wheels (or the girder) the game has one wheel going one direction and the other wheel going the opposite direction. So that the rover just spins around rather then moving forward/backward. This feels buggy to me but I'm probably just missing something. How do I tell the game which direction the wheels should go? Or how can I even just tell which way the game THINKS they should go?
  5. I came across a mission for field research to do an experiment with a "data camera". Anyone know what that is?
  6. This mod looks neat. Think I'll give it a try. Will this.... ...play nice with ETT? btw, the "coherent background simulation" was something I was looking for, and failed to find, a year ago. I'm glad someone's finally figured out how to do it. How did you deal with variable ec production from solar panels? That always seemed to be the difficult part.
  7. I'd call myself a novice. I know enough to go find all the parts with a text editor and make changes manually. I'm wondering if there's code that just says, "for all parts with reaction wheels, multiply torque values by x"
  8. Is there a mm code to apply a universal nerf to all parts with reaction wheels?
  9. The entry probe can't be the starting part of a ship. (Unlike other probes). Minor issue. Or maybe it's by design?
  10. @Devs Thanks for porting the game to Unity 5. Much appreciated. Take as long as you need. Brucey
  11. Just a little respectful feedback: I would prefer if Squad makes the next update after 1.05 be the one with 64 bit/unity 5, even if that means a longer delay before the next update. New features are nice, but I'm really waiting for 64 bit and better performance before I get back into Kerbal Space Program.
  12. I'm glad to see the official 1.0 version of this game getting released. I had walked away from this game after learning Squad had by and large abandoned working on a stable windows 64 bit version. Still its a great game and I'm glad to see it's still under development post 1.0. Might check out the new features and see if there's enough room for my favorite mods. Congratulations to Squad. I hope they eventually revisit 64 bit with a future Unity 5 version.
  13. I voted 'no' for the same reasons cited multiple times above. Although I don't suspect Squad is having actual financial problems, I would be surprised if money were not at the root of thier decision to go full release. I guess we'll know for sure when 1.0 comes out if they decide to raise the price of the now "completed" game. I haven't played ksp since .25 since the added features from .90 pushed my setup over the RAM limit and forced me to sacrifice some of my mods. I guess I'm waiting for some kind of announcement that they've addressed memory issues before I get into it again. So seeing an announcement like this is disappointing to me, now I question if memory optimization/64 bit support will ever happen.
  14. Thank you for doing that. I am currently updating my KSP from .25 and would not have gotten very far without this mod.
  15. Perhaps a rewording of some licenses are in order. ex: This code may not be forked without written (digital or hard copy) consent of the original author. OR This mod may not be (or may only be) forked for ---- reason. All such forks shall remain the property of the original author and carry the same license. The original author reserves the right to revoke such consent at any time and for any reason. Absence clause: In the event the original author is absent from ---- forum/github for ---- period of time, this license shall revert to an "open source" license. etc... I agree there's a distinction between "legal" vs "right", and I agree it's better to try and side with "right". But if the two don't match, that tells me there is a problem with how the licenses are worded.
  16. Well here's your answer then. Actually I love a challenge. That's why I'm using your mod in the first place. The problem is in the early career mode. Because of my specific settings and mods (FAR thin atm, scaled up planets sizes, nerfed reaction wheels, scaled down science/rep/funds gain, reorganized tech tree, etc) the only way to advance early career is to grind through some test contracts which involve sending a rocket up to a specific elevation and letting it drop straight down. I can get a little horizontal velocity using engine gimbal vectoring, but that gets too expensive in early career and has it's own problems/limitations when doing so with fixed wings in an atmosphere. The only way to profit with these contracts is to salvage parts of the ship using parachutes. Now I can't do that because a straight vertical drop will never slow down enough to be able to deploy the chutes. So the changes to DR have upset that "sweet spot" I had found in my customized KSP. Also I agree with the comment above about there needing to be some type of feedback telling when it's okay to deploy chutes. So yeah, I'll be disabling that feature. Maybe later on I'll add it back when I get flight control tech, but I'm not sure I have the patience to attempt any long duration missions only to have the chute fail in the last seconds of the mission because I had not yet figured out how "temperature of shockwave and density of the air" mechanics work. BTW: Please don't take this as an attack against your mod. It's just a specific answer to your question above, that is relevant to my specific setup. I'm sure others have different tastes and preferences.
  17. It must be from DR then. Everything was working fine before I recently cleaned out my mod folder, and then reinstalled everything (trying to fix a totally different bug). It's definitely abnormal behavior as my chutes are having "excessive heat" even at less than 400m/s and less than 100c temperatures. (or if that IS considered normal, than I'm deleting DR). Sigh.... I guess I'm once again back in bug-hunting mode.
  18. This mod seems to now be causing my stock chutes to fail due to "high temperature", even though the temperature is showing less than 100C. Max temp in VAB says 1150C. Anyone know why? Is there a fix? Stock chutes work fine without this mod. Maybe its a known issue, I cant find any mention of it although admittedly I have not read the 257 previous pages.
  19. Hello. Not sure if this is a known issue or not. But I'm getting this in my log after adding realchute. Everything seems to be working fine otherwise. Using 32bit ksp and most recent versions of everything. NullReferenceException at (wrapper managed-to-native) UnityEngine.MeshFilter:set_sharedMesh (UnityEngine.Mesh) at SpriteMesh.CreateMesh () [0x00000] in <filename unknown>:0 at SpriteMesh.get_mesh () [0x00000] in <filename unknown>:0 at SpriteRoot.Delete () [0x00000] in <filename unknown>:0 at SpriteBase.Delete () [0x00000] in <filename unknown>:0 at UIListItemContainer.Delete () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at RealChute.SettingsWindow.OnDestroy () [0x00000] in <filename unknown>:0
  20. Hello. I've been getting this in my output.log. First appeared when I added partcatalog (most current version) Failed to load assembly C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\KSPLua\KopiLua.dll: System.Security.SecurityException: Assembly C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\KSPLua\KopiLua.dll tried to use forbidden type System.Diagnostics.Process! Allows launching of external processes. at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 The mod itself seems to be working fine, other then the error being reported in the log.
  21. I've been cleaning up my mod folder today. (trying to isolate a problem not related to this post). I found a several repeats of the following in my output log, which I'm sure is from EVE 7.4 (running on open GL, no other mods installed) NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 So far I've found no problems related to this, other then the error reported in the log.
  22. I've been roughly following this thread. Seems like a lot of drama over a trivial thing. My request to all parties here is to not let this blow up into a cause for modders to abandon their efforts. Khathar: You may want to consider just walking away from this. Regardless of who "wins" the debate, the thing to remember is that modders are not paid developers and we are not their paying customers. It's all stuff they do for free in their own spare time and they are under no obligation to do any of it. So really it's kind of their prerogative if they want to bundle a CC to make their efforts a little easier on themselves. As an end user, I am not crazy about CC either, but I'd rather just use the mods on the modders terms then maybe not get support at all because of unhappy modders abandoning their work in frustration. Just something to consider.
  23. Thanks! But that wasn't it, actually. I figured it out. The Mk1 Pod's pods's built-in heatshield was the problem. I guess the configs don't update the pods. Adding a regular heat shield worked. The pod by itself is popcorn.
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