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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. It's something in the model which is causing the problem. Not sure what yet, it is weird
  2. it increases the warp rate while physics calculations on all parts are performed, as compared to normal warp which doesn't do the calculations on the parts
  3. Believe it or not, I've never used it, other than the testing needed to update. I might be looking at it this evening during my coding stream
  4. Good job on looking at the log file. Dependencies are tricky sometimes, you probably had too old a version. Also, a few DLL names have changed over the years Not sure if I asked originally, but how did you install all your mods? Would be nice to know what the issue was. Anyway, congrats on fixing it yourself
  5. It's not a trivial task to do, but I'll take a look later
  6. Get 2.0.2.1, that was a bug that I fixed last night after I released 2.0.2. Only appears in some installations. If it's still happening with 2.0.2.1, please get me a log file
  7. New release, 2.0.2.1 Fixed error on some installs where mod would generate nullrefs and not work
  8. New release, 1.6.3.4 Thanks to github user @vandest1 for this: Fixed some small issues with the emitters Remade config of solid fuel boosters to make emissive adjusted to match with nozzle
  9. Log file, please Not quite. All this mod does is change the rate, it doesn't change the calculations at all. Physics warp is always a problem, time warping using lossless essentially increases the roundoff error. I strongly suggest that you do NOT use it while doing an ascent
  10. New release, 2.0.2 Fixed display of resource name to the display name Fixed incorrect skin being displayed Added code to right-justify the data Added transparency option
  11. Means that this isn't a release, will just be something for you to work with. I'll send it to you via PM in the next day or so
  12. Going to be hard to convert all these engines to ModuleEnginesFX, there aren't correct stock effects for them What I suggest is this: I'll get you a working copy with the parts temporarily converted so you can do the Waterfall stuff and then send that back to me, then I'll update the patches for those to replace the ModuleEngines with ModuleEnginesFX as part of the patch. @mark7 Let me know if this works for you
  13. Yes, a sim is needed, but the GetConnectedResourceTotals will also do what I need, thanks for that
  14. I didn't realize you were on a Mac. All I can suggest is to install the latest sdl2, and then symlink the library to a link with the name of 2.0.14 instead of the 2.0.20 (or whatever)
  15. I have the following statement: usedInputResource[i] = converter.part.RequestResource(converter.inputList[i].rr.ResourceName, inputResource[i], ResourceFlowMode.STAGE_PRIORITY_FLOW, true); There are two resources which this isn't working for, one of which is Ore I added a test statement (2 tests), each of which looked like this: var r = converter.part.RequestResource("Ore", 10, ResourceFlowMode.STAGE_PRIORITY_FLOW, true); var r = converter.part.RequestResource("Ore", 10, true); and in both cases, 0 was returned to r. The vessel has an ore tank which is full (1500). As part of the test, I added an ISRU and an empty tank, and that was able to work properly. Additional information: Community Tech Tree is installed. The other resource which isn't working is LiquidOxygen, defined in the mod, def follows: RESOURCE_DEFINITION { name = LiquidOxygen displayName = Liquid Oxygen abbreviation = LqdOxy density = 0.001141 unitCost = 0.04564 hsp = 918 // specific heat capacity (kJ/tonne-K as units) // recalc, mols are for O2 on wiki vsp = 213000 // heat of vapourization (KJ/tonne as units) flowMode = ALL_VESSEL transfer = DIRECT isTweakable = true isVisible = true } The following are the definitions of the resource which is working: RESOURCE_DEFINITION { name = Sludge displayName = Sludge density = 0.0045 unitCost = 40 flowMode = ALL_VESSEL transfer = DIRECT volume = 1 isTweakable = true } The last resource which is working is ElectricCharge The part itself doesn't have any holding capacity for any of the resources. Any idea what might be wrong here? Thanks in advance
  16. No, it's always generated. From your home directory, you can try using this to find the file: find . -iname Player.log -print
  17. Ok, as soon as I finish converting the engines to ModuleEnginesFX, I'll merge and release
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