Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,924
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. CKAN is the best way to install it. Log file, please. Also, are you running Mac or Linux?
  2. How would objects be found? Would they be classified as an anomoly? Something else? How would they be downloaded from the centralized caching server? I see this as being a two-fold development effort: One on the web server side, and one on the KSP Mod side. Both are rather significant
  3. @TheDog Are you still looking for someone to take over this mod?
  4. I don't understand what you are trying to say. Tater DID say:
  5. The war started in 1939, not 1941. so the quote may have been inaccurate, but my statement was not. P-38 was around before the war started, the P-51 wasn't until 1940, after the war started. And, some people consider that prior to the addition of the Merlin engine, the P-51 wasn't really the same plane.
  6. Ummm, sorry, please quote facts, and back them up. I just verified with Wikapedia: https://en.wikipedia.org/wiki/North_American_P-51_Mustang P-51 first flight: October, 1940 Introduced into service: January, 1942, in the RAF P-38 first flight: January, 1939 Introduced into service: July, 1941 and, quoting the Wikipedia page: Look at the book: Fork-Tailed Devil: The P-38 (https://www.amazon.com/Fork-Tailed-Devil-Military-History-Ibooks/dp/0743413180) for a very complete history of it.
  7. Reviving (with permission) of the old BAM by @marce, original thread here: http://forum.kerbalspaceprogram.com/index.php?/topic/92983-dev-halted090-blast-awesomeness-modifier-bam-v111-2015-01-01/ This little mod adjusts the explosion power (and effect) of each part based on its resources. With this mod a part with not a lot of explosive stuff will only create a few dust clouds and debris when destroyed. A small fuel tank will explode a little, a big one will explode a lot. Disclaimer: no new effects, we got nice new ones from SQUAD only recently! Download: https://spacedock.info/mod/1225/Blast Awesomeness Modifier (BAM) Source: https://github.com/linuxgurugamer/CIT License: CC-BY-NC-SA-4.0 https://www.patreon.com/linuxgurugamer This mod was featured on Modding Monday a few years ago: I selected some mostly random values for min, max, base (lower than stock) and the modifiers for some resources. Our realism team is welcome to send me reasonable values and everyone is invited to add more resources. However, the algorithm is a very dumb one (aka additions), so don't expect any fancy quadratic or whatever progression To keep performance impact as low as possible the recalculation based on the amounts is not performed every frame, but should be close enough not to be recognized. This is not meant very seriously so just enjoy if you want It is possible to define a fixed value for a part by adding a ModuleCustomBAM and setting a fixedValue. If you change dbg in the config file to true each part shows its current explosion potential and has an Explode action for instant kaboom. Please be aware, that the shared util dll (CIT Util) is required, and is bundled in this release (package also used for CKAN).
  8. P-38. Only fighter in production at the beginning of the war, still in production at the end Only fighter with the range to intercept & shoot down Yamoto in his plane Top two American aces flew the P-38 One survived a mid air, head on collision with a ME-109. And landed back at base. 1st American squadron to reach 100 kills flew it
  9. It's an interesting question. First, your acceleration would be increased by 1g for the duration. Second the fuel saved by not having to fight against gravity is what translates into that additional G. Depending on how long there is no gravity, it can be pretty significant. I'm assuming your story will have some sort of device that nullifies gravity for a short period of time.
  10. Had some nice people get me the BAM source, now Still looking for the Govfunding, and the latest course for Chopit. I heard from Marce, he has graciously given me permission to resurrect whitchever mods of his I want.
  11. Different software on each, can't really compare. Maybe someone saw one and decided to emulate it
  12. The video shows him using the mod, but not demonstrating what the toolbar buttons should be doing.
  13. Here is another build: https://www.dropbox.com/s/ge1beav5ehxk708/FMRS-1.2.0-Debug-Beta.zip?dl=0 No real changes, but the beta code is activated, and you can also click a button to mark a place in the log file as where a bug occurs. Also, I just pushed the code to Github: https://github.com/linuxgurugamer/FMRS
  14. I'm looking for the last release of CIT-BAM (last file was BAM-1.1.1.zip) If you have it, or even have it installed, could you get it to me please? thanks
  15. I have a request. Could someone load up an older game, and make a video showing the functioning of the mod? Specifically, I'd like to see how the toolbar buttons worked. The code is not at all clear, and I may just redo the button code, but would like to see how it used to work before I do anything there. Thanks
  16. ok, I see what you are talking about, but I don't consider this a big thing, at least right now. Crashes and nullrefs are more important. I will keep in mind the save at seperation delay, may make that configurable if I can, will have to see
  17. For someone who wants help, you are being rather obnoxious. I didn't write this. If you think that it should only do one revert, then be my guest and do your own debugging. When I see numbers like this in the file: 89% memory in use. 1940 MB physical memory [210 MB free]. 3855 MB paging file [205 MB free]. where both the physical memory and paging file are at about 90%, it doesn't take much to fill it up. The error in your file (attempting to access inaccessable memory) coupled with the minimal amount of memory available led me to the conclusion that in your case, it was most likely an out-of-memory situation. And then you mentioned, almost as an aside, that you are running RazerCortex, which may be affecting this? Please, give it a rest. You really have no idea what else is using memory in your system. I have (most likely) many more years of coding and experience than you do, that based on your own statements earlier. It is quite possible that there is something else going on, especially since my understanding of this mod is that it was never totally stable (I would appreciate clarification on this from people who have used it in the past). A lot changed under the hood between KSP releases. I'm working it as I can. Test, report, and wait, is what you can do. If you can look in the code, that's good as well, I'll be pushing my current changes to Github later this evening. So now some questions which you might be able to answer: What did the toolbar button do in the older version? How stable was FMRS in KSP 1.1.3 (or whichever version you were using) Assuming the old version had problems, can you give me some idea as to what they were?
  18. I just tried it, worked for me, so I think I need some more information. Can you detail the timeline, or, better yet, make a video? I'm sure that I'm not doing the the same as you , and it's probably affecting the outcome.
  19. I'm not sure what you are talking about in the first screenshot. Re. the GUI, I'm aware that it can't be turned off. I'm trying to understand what is the intended behaviour before I touch that code.
×
×
  • Create New...