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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. It's happening because USI-LS is changing the icon, and that's the only thing that JC can use. i'll see what I can do, but for now will recommend that the USI-LS be left alone One more thing. Are you hiding the USI-LS, or just putting it into a folder. If hiding, are you hiding it on all screens or just a specific screen?
  2. I meant, that if you don't touch the USI-LS, you aren't haveing any problems with JC?
  3. the message: Button not found in dictionary message is for me. It means that it couldn't find the button in an internal list it keeps. The exceptions you have with USI-LS may be affecting Janitor's Closet, i'll have to do some testing So, once you didn't touch the USI-LS button, you are ok?
  4. I don't understand what is the problem. Are the filters and effects not working? Will really need a log file to see what's going on
  5. First, please make sure you have the latest version. Then, my usual, please post a link to a log file and thanks
  6. So here is the error: [LOG 07:28:06.821] PartLoader: Compiling Part 'SarnusVParts/Parts/Engines/part/Size3EngineCluster2' [LOG 07:28:06.866] EffectList: Created 14 effect types [ERR 07:28:06.879] PartLoader: Encountered exception during compilation. System.FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 [ERR 07:28:06.880] PartCompiler: Cannot compile part The error System.Int32.Parse indicates you have a field which is expecting an int, but found something other than a number, possibly you have a decimal point Ok, I've compared your config to th SSME config. Following comments, which may or may not be relevent: ModuleGimbal Missing following fields: gimbalResponseSpeed = 8 useGimbalResponseSpeed = true Missing following module, only necessary if you want an animation (such has heat glow) associated with the throttle: FXModuleAnimateThrottle I didn't see anything which was obvious which was wrong (ie: char in numeric field), but, you have too many modules here. Do the following: Delete everything from the EFFECTS on to the end (leave the trailing brace), and see if that works. Look in the log for the name of the engine (Size3EngineCluster2). If it works, add back one or two sections at a time until you get the error. Then you will know where the error is, and will be able to find it easier. When you do find the bad section, compare it line by line to whereever you copied it from. Oh, and the: mesh = model.mu is fine, it looks in the same directory as the part file for the model.mu file Edit: I think I found the problem. The node_stack_top has seven number, the last one should be an integer (or just remove it), make it like this: node_stack_top = 0.0,0.0,0.0 , 0.0, 0.0, 0.0 That seventh field is to indicate the size of the node, starting with 0, etc.
  7. New release: 0.1.8 Added more data to FTL Analysis window Fixed problem with multiple drives not being combined properly
  8. It's not Emacs specific. It's fairly common on Unix and Linux systems. I use ViM, which creates those files.
  9. Ok, so here is what's happening (you are going to kick yourself) Even though you changed the value in the part, the value is NOT changed in any vessels that are either saved or in flight. Those values are stored in the vessel. This is why, when you changed the part value, it wasn't appearing in the vesse. I did find a bug which was only significant if you had multiple drive modules, it had no effect in your case since you only had a single drive module. I've also added the charge time and combined generator force to the analysis report to better identify this in the future. look for an update later this evening
  10. Craft file is a 404, meaning it's not there Edit: I was able to find it on KerbalX
  11. The one on the Apple ][ Amazing for the time, graphics sucked
  12. I meant to say, would it only detect heat from any parts it's attached to, or radiated, such as another ship. Keep in mind that thermocouples don't generate a lot of electricity, I wonder if it would be worth it.
  13. Look in the log file for errors Sounds like a bad path somewhere
  14. Or, did you update any mods?
  15. What I mean is, will it need to be attached, or will it need to detect radiated heat, etc
  16. I can help. Basically, your friend is making a thermocouple. Easy enough to do. Pm me so I know what you want, I could probably get this done this evening if it isn't too complicated. Actually, depending on what needs to be detected, it might be a bit more complicated. But I can still do it.
  17. I meant that I may not have given you the correct location of the correct log file. But the craft file will be useful, I can now test
  18. Ok. It's still not the whole log, the data I linked with that may be missing some info. But, what you provided is useful. I'll try the same tomorrow morning and see what results I get I'll need copies of the craft file also, please There are a number of things impacting the success probability. The Force Required is what's required to do the jump, not what can be generated
  19. Ok. First, the trailing tilde: These lock files let other programs know that the file in question is being modified right now by another program, and that it may not be safe to change it. When software that respects lock files, such as CKAN, sees the lock files while trying to perfo rm an operation it throws an error. Many text editors will automatically create lock files of files you open in them. They're supposed to get cleaned up when you're done working with the file, but sometimes they stick around due to buggy software or cr ashes.` They aren't lock files. The CKAN developers have been looking into this, and no one has been able to replicate the problem, even when they used the sa me file that had the trailing tildes in them. It appears to be a system-specific issue. So, @GFX5000i, @hawkwing, @Skalou, and anyone else who gets these errors, please report them to the CKAN thread. Among other things, we will need to know the OS you are on, where the game is installed, etc.
  20. well, the log on pastebin is only 70k, and is only about 1500 lines long. It definitely isn't a complete log. Could you use Dropbox or Google Drive instead? Oh, and HyperEdit is very good for testing this :-)
  21. New Release: 0.1.7 Added FTL Analysis window, when you right-click the drive module For anyone who is having problem such as @slontone, before you contact me, please get an FTL Analysis report and post the data.
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