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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. You need to be comfortable with compiling code. If you arent, then dont try it, just use it as is
  2. Nothing lasts forever. Once you start having one part which loses efficiency over time, where do you stop? Drills get dull. Motors wear out. Generators (of all types) lose efficiency. Might be nice to expand the Dimishing RTG mod to cover other parts as well (well, technically part modules). And, Squad might very well decide to add the functionality. I speak from experience, having had a mod that I wrote totally replaced by stock, and another mod which I was maintain8ng has also been superceded by stock functionality. Also, bear in mind that every time you add something else for the game to keep track of, the game gets just a bit slower. Sure, it might only be a hundredth of a second , but keep adding new stuff and you will end up with a dog
  3. New beta release, 1.2.7.2 Recipe changes: Added ModuleEngines to the MM_Workshop.cfg, same as ModuleEnginesFX Added ModuleAlternator & ModuleDataTransmitter, 1 MaterialKits & 1 ExoticMinerals ModuleLight:1 Rare metals ModuleDeployableSolarPanel: 1 RareMetals & 1 ExoticMinerals Removed unnecessary :FOR from the MM cfg files In KISWrapper removed ALL Reflection code Current release has the KIS code which removes items from inventory disabled due to a bug in KIS https://github.com/linuxgurugamer/Workshop/releases/tag/1.2.7.2
  4. Yes, it is exactly that. I just sent a message to @IgorZ with detailed info, hope it helps. For now, I'll disable the call which is triggering it. Items will NOT be removed from inventory after recycling, but everything else should be ok. New beta soon
  5. Testing revealed A rather severe problem with the recycler; it crashes to the desktop after a few seconds. I’ve isolated it to the interaction with KIS, but it happens randomly. so no new beta tonite, I’m afraid. Maybe tomorrow
  6. If you look at your log file, you will see it being spammed with NullRef exceptions. I'll try to get the next beta out tonite, I just need to do some testing
  7. I've always worked on the belief that the size of the node was related to it's strength.
  8. And that was very helpful. I found a few more things which changed very recently in KIS (ie: January) which is causing problems (ie: NullRefs). I think I fixed it, but not in time to push out a new beta. I'm also adding in a way to make the build and recycle times longer using the stock settings page. They will be tied into the difficulty, so as you go into more difficult settings, the times will increase. As usual, whatever the default values are will be overridable.
  9. So, I'm proposing the following recipe additions: ModuleEngines: Same as ModuleEnginesFX ModuleAlternator & ModuleDataTransmitter: 1 MaterialKits & 1 ExoticMinerals ModuleLight:1 Rare metals ModuleDeployableSolarPanel: 1 RareMetals & 1 ExoticMinerals Comments are welcome I've decided that the others I listed don't need anything special
  10. From some limited testing, it looks like it does build in the background. I added the 10m heat shield to the queue, which needs 12 minutes to build. Went to the space center, timewarped 12 minutes, came back and it was completed
  11. @westamastaflash how is it going, any updates since November? @westamastaflashI'm working on reviving the OSE Workshop. I'd like to adjust the build time to be more closely aligned with KCT. Can you point me to the right place in the code of KCT which calculates the build time for KCT? Thanks
  12. New release of QuickSearch, 3.2.3 Added the feature that if you Right Click in the Search Bar, it erases the current search
  13. KEI only looks at ExperimentSituations.SrfLanded Anything flying has to be done in person
  14. I'm actually thinking about both lines together. First, I think it is way too fast to build small parts. I haven't yet compared it to KCT, but I'm pretty sure it's much faster than KCT. And the justification for the no-recycling on the runway/launchpad would be because it is packed up ready to launch. The other possibility would be to make these options configurable, so that in a basic mode the current behaviour is maintained, and have settings which would control both of these.
  15. Two thoughts on this: Increase the build time, and dramatically increase the recycle time Don't allow recycling on the runway/launchpad etc. i'm thinking along the lines of KCT in terms of build time, which would be a plus for KCT compatibility
  16. Interesting point, I'll keep my eye on that. I would have expected to see issues with the MiniAVC and the xml files, but not actual mod DLLs Thanks
  17. No, and it's random. Sometimes those dlls, sometimes nothing, sometimes other dlls. My best guess is that there is a race condition between the MM thread and the main KSP thread. My concern is what would happen if the error happens to the main thread; I think in that case that the dll wouldn't be available for the game, which could be a bad thing
  18. Please run your tests again using the new beta. There were definite issues which have been fixed, not sure if related to these
  19. Then I suggest that you downgrade those three, verify it works, then update one at a time. Let me know which one causes the problem. Also, while seeing the error is nice, it's mostly useless without the rest of the log file
  20. If you think this is a problem, please report it in the KEI thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/169690-ksp-151-kei-kerbin-environmental-institute-now-requires-toolbarcontroller/&page=4
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