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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Start with the current file: https://github.com/linuxgurugamer/LLL-Continued/releases/tag/1.3.0.1 this has @hypodronic's changes
  2. 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
  3. This is a known bug if the KURS Docking Camera , if its installed at all.
  4. 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
  5. @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)
  6. 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.
  7. 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.
  8. 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
  9. oops. For anyone else, I'm running MechJeb 2.11.0 (latest installed via CKAN) @Stone BlueWhat's wrong with KURS?
  10. @pizzaoverhead Could you get an updated release out for this, if you get some time? If not, then I'll just rebuild it for myself (for now) Thanks LGG
  11. I don't think that is possible. Maybe make a feature request in the thread, it does make sense to have it as an option
  12. I used the latest installed by CKAN, according to CKAN, it is 4.1.4
  13. This appears to be something wrong in Mechjeb, I've posted a complete description along with logs in the Mechjeb thread. For now, try using an older version of Mechjeb, when I get some more time later on I'll do those tests as well. Sorry I couldn't be more helpful, but you have been a great user, doing exactly what I asked and then even more without complaining.
  14. @sarbianGot a weird bug here. I've been going back&forth with @KSPrynk over in my thread: https://forum.kerbalspaceprogram.com/index.php?/topic/196204-18x-19x-110x-moduleanimgenericresourceusage/ Log of logs are there for analysis, but the short story is that with with the following scenario, the game crashes (endless idle loop): Game: 1.10.1 plain MechJeb 2 v2.11.0.0 installed via CKAN ModuleManager 4.1.4 installed via CKAN Module Anim Generic Resource Usage installed by hand (not yet in CKAN) from repo: https://github.com/linuxgurugamer/ModuleAnimGenericResourceUsage/releases/tag/0.0.0.4 I thought it may have been a bad build on my jenkins server, so I built it by hand using Visual Studio, compiling against the specific game install. Mod is configured with a target framework of .Net Framework 4.5. I also tested changing the target framework to 4.7.2, no difference. The actual error at the end of the log file is: Uploading Crash Report ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () [0x00039] in <c1858a3f77504bd1aaa946fdccf84670>:0 at Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () [0x00000] in <c1858a3f77504bd1aaa946fdccf84670>:0 at Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () [0x00181] in <c1858a3f77504bd1aaa946fdccf84670>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0) [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: ModuleAnimGenericResourceUsage 0.0.0.4 GameData\ModuleAnimGenericResourceUsage\Plugins\ModuleAnimGenericResourceUsage.dll All logs & MM files are here: https://www.dropbox.com/s/fdgpqwehx3xydr5/MAGRU_Mechjeb_Errors.zip?dl=0 Removing Mechjeb lets the game proceed normally without any errors. The zip includes all logs (except for KSP.log) for both a failed start and a success when I removed Mechjeb
  15. Hmm. I didn't realize I hadn't yet done a full release on this, so it's only available via manual download. Will have to fix that, but not relevant to the issue Ok, just ran my test, and it seems to have hung on me. Good, so I can now find and fix it
  16. I am using Tetrix and loving it. I've used the ETT andvit was also a good experience
  17. @maja I had an odd situation today. I had ParkingBrake enabled on a landed vessel on Minmus, then I took off and landed elsewhere. Somehow it let me take off (was on the Minmus Flats), when I landed on a slope, it literally froze the vessel with one leg touching. Do you think you could put in a check that if a vessel is flying, that it should be automatically disabled?
  18. Nothing to apologize for. You've been providing what I've asked for. It's just weird, I'll try to replicate the exact scenario tomorrow (1:30 am here)
  19. I may have missed this, but have you tried it without any of the DLC? Also, how did you install the mods?
  20. No, so I'm now stumped. One thing, try deleting the ModuleManager.ConfigCache and reloading, sometimes that helps
  21. Did you do an ALT-F12 to open the window, click the Debugging tab (on the left) and then enable the line "Immediately Flush Log File to Disk" (third from the top)? If you didn't, then that would explain the missing lines from the log file. Once it stalls, that's the end of anything happening. So as soon as the game starts to load, try the ALT-F12 as I described above The only odd thing I can see is at the very beginning, you have the following line: XInput1_3.dll not found. Trying XInput9_1_0.dll instead... while when I checked my logs, that line isn't there at all
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