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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Usually no problems, they are just warnings. I'm pretty sure it may be Tweakscale, try contacting the current maintainer, depends on which versoin of tweakscale you are using. But I think the current one is @Lisias
  2. Probably not, but I'll try to look into the issue when I work on it
  3. This looks like a game that's been upgraded through several versions. You have lots of mods which aren't there anymore, but the modules are still in the save file, so those are not active, but messages get printed However, it's at line 15765 which shows the problem [EXC 18:32:08.050] NullReferenceException: Object reference not set to an instance of an object PartJoint.SetupJoint (Vector3 jointPos, Vector3 jointOrt, Vector3 jointOrt2, Int32 size, .AttachNode nodeToParent, .AttachNode nodeFromParent) And I'm going to guess this is either one of the following: Tweakscale, KJR or InfernalRobotics; whichever has PartJoint
  4. Actually, I would thing that the api has changed. Are you using a version compiled for the version of KSP you are using? And I didn't realize that this was a dead mod. I'll think about it LOL
  5. Yes and no, would be nice to have it as one, but I don't see it really adding value to what's already there, at least not without a lot of work
  6. Is it only the trim tabs which aren't showing? and do you remember when they stopped?
  7. If you ever decide to stop supporting this please let me know. I consider this to be one of the very few things I would say should be in stock.
  8. Ummm, I disagree. think about it, if you had something at the centerpoint. There would be 85 tons in each direction. Adding those together would be 170 tons total. each vessel would be exerting 85 tons to the imaginary axle in the center The giant hand isn't also moving and generating additional centrifugal force in the opposite direction Here is another example. You have a vertical axis. Attached to it is a balance scale, and then your 1 ton weight. The axis spins at a speed so that the weight pulls outward with a force of 1 ton. Now, add another weight on the other side. Now when they spin, each pulls outward with a force of 1 ton, the combined force on the center axis is 2 tons.
  9. KSP has trim controls, but there is currently no way to know what they are set to. I'd like to see a red line on the current control display for each axis, the red line would show where the trim is. Would be even nicer if it could be adjusted with the mouse I don't have time to do this, is anyone up to the challenge? This is based on a comment made by streamer red_munchkin_gaming
  10. The suggested use was a crew ship and a supply ship. Big difference in design, mass, etc. Really? Has anyone ever tried to do either of these, or is it still just a talking point?
  11. I have over 180 mods, and frankly strongly recommend using CKAN to install any/all of my mods, which keeps things straight. I'm also in the middle of 1.7.2 updates
  12. Let me see if I have this right. Let's assume that each vessel weighs about the same as Slylab. That's about 85 tons in each vessel. Total of 170 tons at 1g. So you now need a cable capable not only of supporting 170 tons, but being able to do thai in space, experiencing extreme high and low temperatures. You also want to be an able to wind it up which will require spools at each end in order to keep the masses even. Now you have to be able to distribute that 170 tons of force evenly on each end. I could go on. But it's not as simple as string a cable
  13. Update to the latest versions of the ToolbarController, ClickThroughBlocker and UnBlur
  14. Well, to start, the stresses may not be the same. Then you have the issue of spinning up and back down. Midcourse corrections will be difficult. To say the least. Finally, if the cable breaks. The tanker and ship will be on diverging courses, both of which will be sure to miss the target.
  15. If using globals, it's a good idea to make sure the name isn't reused, usually by having a prefix of some kind. Many people use an underscore in c#, I'm not familiar enough with python coding to make any suggestions beyond this
  16. @Thomas P. I have a mod called the Resonant Orbit Calculator. It's been working fine, but am now getting some strange results with the current (1.7.1) version. The mod pregenerates thumbnails of each planet, originally at the main menu, but now at the space center. In order to do that, if Kopernicus is detected it disables the precaching with a small mm script before a restart of the game. The script sets the following settings as a FINAL step: %useOnDemand = False %useManualMemoryManagement = False The results are the same if the options are set manually. The results are not good at all anymore, seems that something changed with how the planets are created. The mod uses some which either came from or was based on Kittopia. See this post for examples of what is happening with the JNSQ mod: I'm guessing that I'll have to implement the same ondemand loading as Kittopia, that has been reported to me as working. If this is true, can you point me to that code? I haven't had time to look at Kittopia, this was reported to me while streaming last night. Thanks in advance
  17. Off hand, he could have purchased it from the store. [snip]
  18. I finished it very late last night, had some control problems which turned out to be that the trim was set when I wasn't aware. I also had the fun issue of sending a Kerbal on EVA, and then when I hit R to use the thrusters, the universie exploded! I'll be posting the edited videos in the next day or so, have to get out to a dr. appt. Please note that I use a heavily edited install. The shuttle is somewhere around 22,000 kT at launch, it is using the Mk 2.5 Spaceplane Parts tweakscaled up to 5m. It's a beast.
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