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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Not sure what you meant by “formatted the game” means. Are you running a sandbox, science or career game? log files would help, see my sig for info on how to find them and make them available
  2. I was just trying this, what I saw was that at extremely high warp, the amount of EC used in a single tic was more than the vessel had in total. Even though the vessel had more then enough charging capability, it was running out of ec in that single tic, and therefore thought the propellant was depleted.
  3. XMP is overclocking, try not using that. Also possible you have some bad memory
  4. New BETA release, 4.0.0.4 Fixed difficulty setting "normal" changing the sliders Fixed PAW display of LS available Changed display frequency range to 15-300 Added toggle to hide unmanned vessels in status window Hopefully getting close to a full release. Still looking for some new models for CircularIntake and CryogenicAirSeperator, but not going to hold up the release for that
  5. Experiments Take Time A simple mod to make experiments which us the ModuleScienceExperiment module take time. The following are the default values for the various stock experiments: Part name Experiment timeToRun maxTimeToRun delayBeforeAbort InfraredTelescope infraredTelescope 1 day 30 days 15 secs sensorAtmosphere atmosphereAnalysis 1 hour 15 secs GooExperiment mysteryGoo 1 hour 1 day 15 secs Magnetometer magnetometer 1 hour 1 day 15 secs science_module mobileMaterialsLab 1 day 15 secs sensorAccelerometer seismicScan 1 day 15 secs sensorBarometer barometerScan 1 day 15 secs sensorGravimeter gravityScan 1 day 15 secs sensorThermometer temperatureScan 15 secs 15 secs crewReport Instantaneous 15 secs All unlisted parts with experiments (other than crew reports) 10 minutes While an experiment is running, the amount of time left before completion is show in the PAW An experiment can only be started if the situation allows. While in physics range, the situation is checked every second. If a disallowed situation occurs for more than the delayBeforeAbort value, the research is terminated and will have to be restarted When the research time is done the situation is checked to determine which situation the experiment/research will apply to. So, if you have an experiment such as Mystery Goo, which can be run both in low and high orbit, and you start it in low orbit and then move to a high orbit, the high orbit situation will be the one to be completed. Note that checks are not done on unloaded vessels As of now, there are no displays to show any active experiments which are on unloaded vessels Dependencies SpaceTuxLibrary ModuleManager ToolbarController ClickThroughBlocker Availability Source code: https://github.com/linuxgurugamer/ExperimentsTakeTime Download: https://spacedock.info/mod/3033/ExperimentsTakeTime License: GPLv3 To add custom configs, you need a patch which will look like this: @PART[partName]:HAS[@MODULE[ModuleScienceExperiment]] { @MODULE[ModuleScienceExperiment] { @name = ModuleTimedScienceExperiment timeToRun = 1d // 1 day delayBeforeAbort = 15 // How many seconds the vessel can leave the defined situations maxTimeToRun = 30d // optional, 1 month of 6 hour days } } Replace the "partName" with the name of the part being changed. Note that the timeToRun, delayBeforeAbort and maxTimeToRun can have an optional suffix of one the following: s seconds (optional, if no suffix specified, will assume seconds) m minutes h hours d days If maxTimeToRun is specified, then when the experiment is started, a random time will be calculated to be between the timeToRun and maxTimeToRun delayBeforeAbort specifies how many seconds the vessel can leave the allowable situations before the experiment is canceled There is a commented out section for the Crew Reports, to enable them, just remove the double slashes at the beginning of the line
  6. A number of mods store log files in a directory called Logs in the KSP directory
  7. Ummm, not Patch Manager, maybe some other mod is telling you that. ModuleManager, possibly? Latest version of Hanger Extender (installed via CKAN) is 3.6.0.2 And I just verified that the correct version is uploaded to both Spacedock and Github
  8. The KSP log(generated by KSP itself) in ththose directories get rotated. Specifically the following happens when the game starts: Player-prev.log (if it exists) gets deleted Player.log (if it exists) gets renamed to Player-prev.log New Player.log gets written
  9. Ah, _those_ logs. Yes, you can (and should) delete them occasionally
  10. They get deleted next time game is run, but yes, you can delete the log files if not needed
  11. Did you install the dependencies? Click Through Blocker ToolbarController SpaceTuxLibrary B9 Part Switch
  12. Turned out to be the same bug, I've fixed it, will be in next release
  13. When initially setting up a new game, or while in a game? Makes a difference in the code Thanks, found and fixed, was a left-over variable not being used correctly
  14. New beta, 4.0.0.3 Fixed issue when setting up new game, the difficulty buttons weren't working properly Fixed Mode Selection window to make sure that at least one of each option is specified (needed for when adding to existing game) Updated Display Update Frequency settings to have a min of 5, and set the default to 15. Existing games will need to go into the settings to update it Fixed Life Support Estimate window to show available LS, not max https://github.com/linuxgurugamer/IFI-Life-Support/releases/tag/4.0.0.3
  15. No logs, no support See my sig on how to get log files, you probably have something else going on New BETA release, 1.4.0.2 Thanks to @hypodronic for this: Added entryCost to many parts, tweaked some TechRequired and part costs https://github.com/linuxgurugamer/LLL-Continued/releases/tag/1.4.0.2
  16. Not a problem, as long as they are the same Not at the present time, 20 gig loaded means you are running a heavily modded game, and at that point, all bets are off
  17. If you are referring to CKAN, that will get updated soon during the next release
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