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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New release, 0.1.6 Fixed nullref when switching to a scansat
  2. In that very message which you quoted, I did post a link with the full package: To make it easier to install, delete the ENTIRE FMRS directory in your game, then use the following link to download a complete beta release: https://www.dropbox.com/s/flzr38g8xi9k6f7/FMRS-1.0.3-beta.zip?dl=0 Open it up, find the FMRS directory and copy the entire directory to your GameData directory You can't really compare previous version of KSP to the current, when it comes to memory. And, regarding what you just said about a dozen reverts, that is kind of what FMRS is doing internally. Based on the files you posted, I can pretty much say that you ran out of memory
  3. The only thing there is the navball, I'll add a check and get out an update this evening
  4. When you switch to the scansat, is there a NavBall visible?
  5. Hate to say it, but it looks like you just ran out of memory. The clues are in the error.log: 89% memory in use. 1940 MB physical memory [210 MB free]. 3855 MB paging file [205 MB free]. Looks like you have 2 gig of memory. Not much free, and your paging file is also full. Are you perhaps running on a laptop? You also don't have a lot of video memory. Regarding the window, the problems I've seen are the following: Toolbar button doesn't do anything Window flickers when dragging I've fixed the flickering, but haven't yet looked at the toolbar. I did try testing with the Blizzy toolbar, and when it's there, I will see the toolbar button in both places, and both are useless. Finally, you are NOT USING THE DLL I POSTED! Therefore you are wasting my time. I can tell because the KSP writes the mod version to the log file, and you have the wrong one. Using that old dll with the new version of the game is guaranteed to fail, in strange and unusual ways. I'm going to assume that you sent the wrong files, so I'm just going to ignore these files and this error report until I get a valid test. To make it easier to install, delete the ENTIRE FMRS directory in your game, then use the following link to download a complete beta release: https://www.dropbox.com/s/flzr38g8xi9k6f7/FMRS-1.0.3-beta.zip?dl=0 Open it up, find the FMRS directory and copy the entire directory to your GameData directory
  6. Here is a new beta, window is more stable, and it's working for me. https://www.dropbox.com/s/ibgegzoc42m2pwk/fmrs-beta2.zip?dl=0 Just replace the dll in your install with this one
  7. New release, 1.5.5.1 Reenabled ability to be a root part, thanks to @pellinor
  8. Thank you. I've been banging my head against this for a while now. all I need to do now is figure out the name of the model. Edit: Duh! it's called "model", and this fixes the bug. Thanks @pellinor New release in an hour or so. Without knowing what's in the log file, I can't say. But it doesn't get large for me.
  9. New release: 1.5.5 Added undo ability Fixed node size for sizes < 3.75 If there are any modelers who would be interested in making an in-line version of NRAP, please contact me. All the blender model files are available I just realized that this was a bug, which was the same but fixed in the 1.5.5 release, so once I finish testing, I'll release a minor update, 1.5.5.1 which will reenable to root part ability Edit: Testing shows the problem is still there, so no new release for that right now
  10. NRAP has the bottom node offset from the center, and recalculates it when the height of the part is changed. This works fine in the editor, and when launching from the editor. However, the following problem exists, when doing an undo, when loading from a saved craft, and when going to an existing vessel in flight: If the height is changed, the part is misplaced. If the height is less than the default, the part will be recessed into the part it is attached to. If the height is greater than the default, the part will be in the air above the part it is attached to. The height is checked in the OnStart(), but I'm guessing that it's too late at that point. I tried doing something in the OnLoad(), but the part doesn't exist at that time, so it's height can't be adjusted. Any ideas? Thanks in advance Edit: More investigation, appears that in the save file, the "pos" is being saved with a wrong value. When I set the value to the original value, it loads correctly in the editor, yet when I load the same vessel on the launchpad, it's now floating in the air. If I build a ship, go to the launchpad and then save the game and reload, it's still positioned correctly. so the problem is only in the editor for some reason when it loads from a save file Problem fixed, I had accidently disabled a check for initialization from the original mod
  11. Yes, bug fix forthcoming New release, 0.1.5: Fixed nullref in the onCrewOnEva when resource didn't exist
  12. I just ran an initial test, and it seems to be working. The window is a bit wonky, though, I'll need to work on that
  13. @sal_vager Can you send me details on what EEX breaks? This is the first I've heard about it.
  14. I found from the Scatterer code that it's the Camera 00 I need to use
  15. Ok, so it's a camera issue, I did a quick test and saw that there are 10 different cameras being used in the scene. And rereading what @blackrack said earlier, I'm beginning to understand. Is there any place which describes which cameras are used for what? GalaxyCamera ScaledSpace Camera 01 Camera 00 UIMainCamera UIVectorCamera kerbalCam KASCamItem4 KASCamItem6 KASCamItem8 KASCamItem10 I found the KASCam* in KerbalInventorySystem, so I'll ignore those.
  16. So in the editor, only a single camera is being used, but in flight vthete are multiple cameras?
  17. That is clearer, thanks. I don't know the Unity stuff, but deal with enough coding to take care of bugs. So for the update you mentioned, i would need someone else to step up and help. But the mod itself won't be a problem. I'll see, rather busy right now with 4 other mods
  18. The problem is that those crash logs are for a DLL which was compiled against an old version of the game, which makes them useless for the current version
  19. Thanks, was a good vid I need you to do the test with my dll, otherwise it's useless.
  20. Is this stable for 1.2? Would anyone be interested in a real release, something like a CE edition? Also, I'm not sure what the install process is. This post was somewhat confusing. The Meciafire link seems to have everything there, except for the updated settings.cfg @Alshain Please let me know if you are going to continue with this, I don't want to step on your toes
  21. Editor extensions, WASD editor camera Any pure visual modsd
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