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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. It has been confirmed in the past that the answer is no.
  2. I have no idea what Space Dust is ( looks like a new mod in development). I'd be happy to integrate patches like these in the adopted version I'm working on. I’ll write them myself if no one sends me any. My list of fixes has gotten longer, I just fixed a nullref in the CactEyeAsteroidSpawner. Also updated most of the parts with various missing things. I hope to get a beta out this weekend for you all to try to break :-)
  3. I have a working copy, will be testing over the next few days.
  4. New release, 0.0.1.2 Fixed error caused by kerbalEVA parts Added code to prevent filenames of ".csv" It was the kerbalEVA parts which were causing the problems I'll add it to a feature request. But I want to wait a bit to be sure the current code is stable before adding that
  5. For curiosity's sake, can you try a different mod? Also try without the parts attributes, would like to see what happens Edit: No need for that, it's the kerbalEVA parts causing the problem
  6. Can you tell me what you are selecting for export? It's a new error, happening in a different spot
  7. Nuts. Looks like I cleaned up a little too much. I'll get it fixed later this morning New release, 0.0.1.1 Fixed nullref during export due to not exporting all the partattrs
  8. Yes. This link in my signature is helpful: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ Install the ZeroMiniAVC mod: https://spacedock.info/mod/1614/ZeroMiniAVC
  9. It's getting the data from the GameDatabase, which is what the game uses
  10. Having needed to get data from lots of parts for balancing purposes over the years, I finally wrote and finished this little mod which will allow you to select mods and part modules inside the mod, and export the data to one or more CSV files Availability Download: https://spacedock.info/mod/2566/KSP DataDump/download Source: https://github.com/linuxgurugamer/KSP_DataDump License: ARR Available via CKAN The following is the first dialog to be shown. The first button toggles between two values: Selected Modules Applies to all Parts A module and any properties selected will be applied to all mods, not just the mod you selected it in Selected Modules Only Selections apply only to the mod they were selected in Part Attributes are values common to all parts. A small selection are available to export, as shown in the following: Once a mod has been selected in the first window, the Part Module Selection window will open up and show all the part modules that are used in the mod: Finally, after selecting a part module, you can then select various properties which are specific to that part module: When done, click the Export button
  11. According to what I dump to the log file, the asset names are: DockingCameraKURS: assetName: assets/dockingcamera-crt.shader DockingCameraKURS: assetName: assets/dockingcamera-grayscale.shader DockingCameraKURS: assetName: assets/dockingcamera-nightvision.shader DockingCameraKURS: assetName: assets/dockingcamera-nightvisionclear.shader DockingCameraKURS: assetName: assets/dockingcamera-none.shader DockingCameraKURS: assetName: assets/dockingcamera-thermalvision.shader DockingCameraKURS: assetName: assets/dockingcameratextures/dockingcam.png DockingCameraKURS: assetName: assets/dockingcameratextures/image6.png DockingCameraKURS: assetName: assets/dockingcameratextures/lampoff.png DockingCameraKURS: assetName: assets/dockingcameratextures/lampon.png DockingCameraKURS: assetName: assets/dockingcameratextures/selfrot.png DockingCameraKURS: assetName: assets/dockingcameratextures/targetpoint.png DockingCameraKURS: assetName: assets/dockingcameratextures/targetrot.png I've committed my changes, and am holding off to see what you can come up with, you seem to know more about the cameras than I do
  12. Looks like I may not have pushed the last set of changes. Just did that, please reload. Current version (unreleased) fixes the asset name for targetpoint UIMainCamera was a change made this evening, I reverted it to be sure you had the correct latest. Removing it didn't seem to do anything
  13. Case problem, the code was looking for "targetPoint", but the actual name of the asset is "targetpoint"
  14. I don't know what source you are looking at, but this was done a while ago. Based on your comment I did remove the UIMainCamera from that line, but camera01 was removed a while ago
  15. It's always bothered me that animations didn't use any power. This addresses that issue. This is a little mod which will make animations (stock parts for now) use EC. Availability Download: https://spacedock.info/mod/2565/Realistic Power Draw Source:https://github.com/linuxgurugamer/RealisticPowerDraw License: GPLv2 Dependencies Module Animate Generic Resource Usage CKAN soon
  16. Start with the current file: https://github.com/linuxgurugamer/LLL-Continued/releases/tag/1.3.0.1 this has @hypodronic's changes
  17. It has both ram intakes and precoolers. The ram intakes have the highest temperature tolerances in the game. Also, KSP doesn't require that they be paired, as long as there is enough air in all the intakes, it's happy
  18. This is a known bug if the KURS Docking Camera , if its installed at all.
  19. Here is a series of pictures. The last two show the speed. The plane is called the Mach V, and is built entirely of stock parts. Conformal Decals were used for the decorations
  20. @sarbianI've been doing some digging into this. I found the code which seems to be triggering this issue. using KSP_Log; // From the SpaceTuxLibrary namespace AnimateWithResources { public class ModuleSciExpResourceUsage : ModuleScienceExperiment { Log Logg; // Log is from KSP_Log } } If I remove the Log line, it's fine. I can remove it for now, but there is something wrong. I'm using this exact same code in a number of other mods without any problem like this (that I've seen)
  21. The limiting factor to speed is ultimately temperature. Most if not all command pods/cockpits exploge if the get over 1500 degrees. The trick is figuring out how to keep the temperature down further duration of the flight.
  22. It has a Mk 2 fuselage, wings made out of wing stakes, andc10 Rapiers. No oxidizer, liquid fuel only. It gets around Kerbin in about 38 minutes, and if it stayes at that speed one more minute parts would start exploding. I'll get a pic in here later.
  23. I have a jet which maintains 1750 m/sec for about 40 minutes. Details can be provided, if requested. This is for another challenge I'm working on
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