Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,934
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Well, if you had permission, in writing from him, then it was an empty threat. That being said, it was still not a nice thing to do. And as a result of mod author input last summer, CKAN does not allow mods to be added without the authors explicit permission. It used to, but enough people made a fuss that it was changed.
  2. Just a gentle hint: I have a Patreon page, if you are in such dire need, why not consider making a contribution: https://www.patreon.com/linuxgurugamer
  3. No, hitting it above impact tolerance will simply do the normal KSP thing. I'll look into the issue about the countdown timer, thanks
  4. At the moment it happened, did you happen to hit any keys? Question for all other readers: Has anyone else experienced this issue? Please watch the video to see what happens. I'd like you to do another test, please. First, make a full copy of your game directory. Then, see the list of errors below, and fix what you can. Specifically, please remove RasterPropManager, Scatterer and ContractConfigurator, these three have lots of errors which are cluttering up the log For this test, please do the following (going to be two tests here) First, do the same thing, no changes. This is to eliminate the possibility that the three mods you removed have anything to do with it. Second test, repeat the same, although after you undock, use Hyperedit to put the crew capsule into a safe orbit before jumping to the booster stage. I'd like to see if there is any differernce. No need for a video, just the log. I'm wondering if it may be related to the length of time; I've done plenty of tests where the crew capsule crashed and the crew died, but I'm not using a powered landing in my tests, I'm using parachutes. But I've never lost control the way you did. Errors and Updates needed Update BetterTimeWarp, you are running an old version which is throwing nullrefs in orbit. Latest version is 2.3.6.1, you are running 2.3.5.4 I see a number of Exceptions in the log, long before the error you showed: You have at least one bad contract in ContractConfigurator, it's throwing many exceptions. I can point to the following: SAB_InnerPlanetMoon_Relay_Tier1,SAB_InnerPlanet_Relay_Tier2, SAB_OuterPlanetMoon_Relay_Tier1, etc. Scatterer has some exceptions FAR has lots of exceptions JSI has exceptions (RPM) (many more than FAR) Then there are some errors from FinePrint, ExtraplanetaryLaunchpads, ProceduralParts,KSPTOTConnect. All of these occurred long before the bug showed up.
  5. Is this still happening? If so, could you do a short video and send me the video and log file? thanks
  6. Question for everybody about the funding periods: State Funding currently works in quarters, in other words, you get your budget 4x/year. I'm working on making that flexible. The easiest for me would be to have the funding periods tied to each government, so that some governments will fund every month, some will fund quarterly, some yearly, etc. Does this make sense, or would you prefer to have a way to specify the funding periods independent of the governments?
  7. yes, and it's not too difficult, I just need to fully understand the time code, it is somewhat of a mess with no comments
  8. @linuxgurugamer anything on this? Not right away. I'm busy with FMRS right now, haven't had time to look at this
  9. New release, 0.5.4: Enabled checklists in flight scene Parachutes have special check in flight, they must be STOWED to be counted
  10. I'd use SmartParts and have parachutes autodeploy immediately after dropping. But it is a valid use case, and I'm looking into it.
  11. Ok. This may be unsolvable right now. It never worked this way in the old version, so it is an existing bug. This mod wasn't designed for this sort of science gathering. It is a stage recovery mod. When you do new science on a detached stage, and then return to the main flight without recovering, returning to the main flight essentially undoes some internal data creation in KSP. Now, when the mod does the auto recovery, it goes in and takes care of this, because it knows about the missing data. But KSP doesn't, so when you recover using KSP, you are bypassing the mod and KSP runs into data it isn't expecting. I have some ideas, but since this is a pre-existing problem, I'm not going to hold up the release for it
  12. Ah. A picture is worth a thousand words. The missing data was that you ran the experiment AFTER staging, not before.
  13. Well, i can't reproduce this. I launched a vessel, had science gathered in the first stage. I landed it, went back to main, landed that, went to space center and recovered the first stage, and got my science. Please do a video showing this
  14. Because I was tired when I did it. Thanks, I'm add this now. I'm ignoring non-stock science right now, but I'm going to be testing using your steps. If I can reproduce it, i can fix it @Hacki Can you post your probe vessel for me to look at?
  15. If you could, a video would be helpful, along with the log file from that run. thanks
  16. I see what you are talking about. No idea, I'll look into it.
  17. I think we are agreeing here. No one objects to a list of mods, whether it be a CKAn list or a manual list. The whole thing here is about the packing.
  18. What you are proposing isn't a modpack, it's a list of mods, or a "collection". A Modpack is when someone packs them all together for a single download. And, what you are proposing is fine, IMHO. It's just like a CKAN list, only manual
  19. When testing and debugging, I regularly ask for and get the .ckan file for an install. In almost all cases, I import that file into ckan and it installs all the mods listed without and problem. So yes, it does work
  20. @dlrk thanks, that was a stupid mistake New release, 1.2.0.6-rc Replaced lost line which was causing the greyed out buttons (I shouldn't do dev when tired and having a migraine) https://github.com/linuxgurugamer/FMRS/releases/tag/1.2.0.6-rc
  21. Unfortunately, we still can't embed imgur albums.
  22. Turns out that adapting the mod to work in the flight scene is more work than I expected. I'm still working on it.
×
×
  • Create New...