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Advacar

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Everything posted by Advacar

  1. I can't boot the game any more. Reverting to KSP-AVC 1.1.2 fixed it. Here's the end of my log: http://pastebin.com/5Hz5q0P4
  2. Ooh, the update checker gave me a download link. Nice.
  3. Yeah, that seems to work. Oh well, thanks for taking a look at the log and giving me such a well written response
  4. I'm getting a crash while loading my save in a heavily modded file. The last thing I did was to put a ScanSat (v7.something) into orbit, but I'm getting a null reference exception to something in MC2. I've uploaded the end of the output log here: http://pastebin.com/MqwM2S9t Thanks for any support you can give!
  5. It's not a contract to test the part, it's a contract to use it. That's why you don't get temporary access to it.
  6. There's a Science Library mod somewhere. Perhaps that's what you're looking for?
  7. Ok, cool, glad I know what's causing it. Could I suggest an ingame warning about this? I was worried that something was really wrong. Also, I'd appreciate an option in the drop down menu for ships and science to warp to the completion of that ship/science, rather than warping through my list of queued science until I got to the one. But that's just a nice to have. I really appreciate the work you did to get it working this weekend
  8. If one of your download links doesn't point to the current version then you shouldn't list it as an alternate download location. Also, if you're not going to keep the changlog here up to date then can you at least mention in the original post where you can find it?
  9. I like the idea, but it wouldn't play well with mods like KCT. Maybe you pay salaries only while they're in flight?
  10. Uh, is time supposed to stop when I hover of the KCT build list window? It's really weird. I'll hit warp to complete and my EVE clouds will fly by but the clock won't change and the sun won't move. If I move the mouse off the KCT build list it works. Same thing if I manually warp time. This may have just started happening, I didn't notice a problem with the first few ships I built, but I might have moved the mouse too. Either way, it still happened after I rebooted the game.
  11. Am I reading that right? US breaks TAC? I thought it just didn't have containers for TAC.
  12. Usually you just put DLLs in GameData. Mods generally shouldn't touch folders other than that and Ships.
  13. I'm having a hard time parsing that, let me see if I got it right. You're saying the mod triggers when a part has been auto-destroyed by being too low in the atmosphere, right? And it can tell what the periapsis was when the part was destroyed? And if so, it gives you credit if the part's periapsis at the time of auto-destruction was negative (meaning it would have hit the ground) and assume that if the periapsis was above the ground that the part was going too fast to survive re-entry. I suppose that's fine, and it'll hold me over until I get around to extending the physics distance and adding some kOS scripts to land and recover them manually.
  14. So how does it deal with re-entry? Will a tank dropped while sub-orbital in space burn up? Because I'd like that to be a thing, at least if DRE is installed. Looks awesome otherwise, and I can't wait for KCT to be updated.
  15. Shouldn't you leave that to the mod's creator to decide?
  16. Glad to hear you'll be doing FAR compatibility sooner than later. I know a lot of people who treat FAR as if it were part of the stock game.
  17. I'm getting pretty ridiculous lag with FAR enabled with a specific ship. It didn't seem to start until I tried that ship, though I have been adding mods as I see them get updated. The lag goes away as soon as I leave atmosphere and I can launch fine if I close the game and uninstall FAR first. Here's the ship: https://dl.dropboxusercontent.com/u/5740306/Kerbitor%202.craft And here's my installed mods: Mechjeb, AVC, and kOS are not installed at the moment. The astronomer pack for EVE is. And, thanks for everything you've done, Ferram. It's good to see that you're still working on things. Edit: The ship's stock, with procedural fairings and an S6 compartment. Edit2: Here's the log file: https://dl.dropboxusercontent.com/u/5740306/KSP.log I'm getting tons of NullReferenceExceptions scattered among FAR errors.
  18. Worked for me too, it's going to be very helpful for testing some of these parts Wouldn't mind a recompile, though. Just in case there's some corner case somewhere.
  19. True. Yeah, a normal semi-colon would have been nice. Oh well, I'm still looking forward to using it.
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