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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 1.4.3.8. The Taniwha release Recreate the mk25Cockpit's hatch+ladder colliders. The colliders now use capsule colliders instead of mesh colliders (much more efficient), are oriented sensibly, and pulled out such that a kerbal on a ladder does not slide (might be a smidge far out, though).
  2. @flart I was getting nullrefs from this last night while streaming. Unfortunately, my game crashed and I had to restart it quickly because I was streaming, I think it was happening while in EVA, and getting into a command seat. This was on 1.4.5, if I get more info, I'll let you know
  3. That's the garbage collection happening. I don't remember it right now, but you can use Memgraph to add more memory, look at the forum page for more info
  4. I already donated one of my kidneys I'm sure it will. He did come out with a recent update for 1.4
  5. Not at my computer right now, but wanted to say this: TheTaskManager does not report all memory, just the memory being used. To see the total memory used by KSP, use the resource manager (the link is on the bottom of the Taskmanager, 2nd tab) Have you tried using MemGraph yet?
  6. Put the images on a file sharing site or an image sharing site, and then paste a link to the image here
  7. According to this, already there It is calculated from the nearest point of control per CommNet rules (i.e. taking into account relays, control sources, etc.). The speed of light can be adjusted in the settings.
  8. New release, 3.2.2.12 When checking for Unresearchable, added the word "Unresearcheable" since it's been used both by Squad and others Fixed issue which was causing various subcategories from not being shown. Issue was happening in games without MakingHistory, and was caused by the kerbalEVAVintage part not being initialized More additions to configs from @Gordon Dry and @Divstator I've rebuilt this for both 1.4.5 and 1.5.1. 1.5.1 is available via the normal channels, but the 1.4.5 is only at Github: https://github.com/linuxgurugamer/FilterExtension/releases/download/3.2.2.12/FilterExtension-1.4.5-3.2.2.12.zip And for those who like downloading by hand, here is the 1.5.1 version: https://github.com/linuxgurugamer/FilterExtension/releases/download/3.2.2.12/FilterExtension-3.2.2.12.zip
  9. I found the problem, it actually WAS an exception, but it was being caught. In the log file, you would see: [Filter Extensions 3.2.0.3]: Electrical: Object reference not set to an instance of an object Thanks to @Divstator for this, it saved me a lot of work. I found the problem, have it fixed locally: Working on a release now
  10. No, you are wrong. Squad has "Unresearcheable" hardcoded inside the code. You need to reverse it, as follows: @PART[*]:HAS[#TechRequired[Unresearchable]]:FINAL { @TechRequired = Unresearcheable }
  11. New release, 0.1.13.4 Moved code adding a module to the kerbalEVA into a MM script, This also fixes an issue with the new kerbals from the expansion pack not being able to use this
  12. @OhioBob I just opened an issue on Github for this: https://github.com/OhioBob/BetterSRBs/issues/1 The config sets the following: @TechRequired = Unresearchable But Squad uses the following word instead: Unresearcheable
  13. Just an FYI, in the TechRequired field, the word "Unresearchable" was being searched for, but Squad seemed to use the word "Unresearcheable" instead. I've added a check for this (not released), and I don't think it was affecting this issue
  14. @Gordon Dry @Divstator I just did some minor testing, both with and without MakingHistory, in a 1.5.1 install In both cases, the electrical icon showed up in the editor. I'm loath to include a patch if I can't replicate the error, and in this case, it doesn't make sense. FE doesn't do anything with the kerbal parts So, could either of you (or both) send me your GameData directory, zipped up, without the Squad or SquadExpansion so I can test the exact same install? Thanks
  15. @kubi This seems to fix it: New release, 1.9.5 Fixed bug where coming out of timewarp to get science would lock the maneuver
  16. Doing it the MM way also reduces the code size a little bit, since you don't need to have code which is adding modules at runtime
  17. Nothing jumps out at me, but I saw some odd messages like these: AssemblyLoader: Loading assembly at C:\Program Files (x86)\Kerbal Space Program\1.4.5\GameData\WorldStabilizer\Plugins\._MiniAVC.dll (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Failed to load assembly C:\Program Files (x86)\Kerbal Space Program\1.4.5\GameData\WorldStabilizer\Plugins\._MiniAVC.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 There were a LOT of messages referring to files beginning with a dot, and apparently a zero lenght, I don't know where they come from, but it's odd. You might want to look at that. Also, you have multiple versions of ModuleManager installed: ModuleManager.2.8.0 v2.8.0.0 ModuleManager v3.0.6.0 ModuleManager v3.0.7. Unnecessary, and may cause problems, delete the older ones. Also, delete these files: ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree sometimes this helps. More lines like this: Config in file 'C:\Program Files (x86)\Kerbal Space Program\1.4.5\GameData\KAX\Patches\._KAX_ModuleManager.cfg' contains no data Config in file 'C:\Program Files (x86)\Kerbal Space Program\1.4.5\GameData\KerbalEngineer\Parts\Engineer7500\._part.cfg' contains no data Config in file 'C:\Program Files (x86)\Kerbal Space Program\1.4.5\GameData\KerbalEngineer\Parts\EngineerChip\._EngineerChip.cfg' contains no data Frankly, there are so many errors, I'm not sure how the game is even loading. I didn't see anything obvious in the actual running of the game, to me it sounds like more memory issues than anything else.
  18. that isn't part of this mod, if you want it, use [x] Science! I have observed the issue of the dv not decreasing, will look into it I did notice that if you changed the node all, it then works
  19. My mistake, it has been updated. Working on too many things, I looked at the wrong file. Actually released a small bugfix for it last night
  20. change the code, so that instead of running at the main menu, run at the space center screen. That will hopefully avoid any other race conditions
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