Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,924
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. Ok. What's happening is that the autocorrect code can't adjust for the low level of the thrusters. If you simply go out of precision mode when done for a few seconds, it will work properly. I don't think I can do anything about that, but I am going to look into seeing if I can disable that totally, especially when in precision mode. Try increasing the Default Precision Jetpack Power to 50%, the 10% seems to be too low for the self-correcting code to deal with. It worked for me at 50%
  2. Glad I saw this, thanks. I'll change the cfgs to AFTER and it screwed up the two mods :-( I reverted the change, will ignore this for now, it seems to be ok Thanks
  3. Need a little help here, please: I have a part, which has a ModuleEngines, and in that is a PROPELLANT for FSCoolant. FSCoolant comes from FireSpitter, but apparently the FSCoolant isn't always installed, so this module generates a mostly harmless message: MODULE { // unnecessary lines deleted for clarity PROPELLANT { name = FSCoolant ratio = 0.01 } } How can I write this so that if FSCoolant is only there IF it's available? FSCoolant is in the directory: Firespitter/Resources/Firespitter.cfg thanks in advance
  4. The log file you sent me is filled with NullReferenceExceptions, from many different mods. You have more than 156 mods installed: The only dll in SXT is the bounce dll, everything else is standard parts. Also, please do NOT paste an entire log file in either the email here or on the forums. It's huge, wastes resources, and is essentially unreadable. Please put the file in a Dropbox, Google Drive or some other file sharing site and send the link, it's much easier. Regarding your problem, you are going to have to copy the entire installation to a new location and start deleting mods; I suggest looking at the log file and delete those which generate null refs first. You can ignore this: [LOG 19:26:55.542] FSCoolant not found in resource database. Propellant Setup has failed. [ERR 19:26:55.543] Module ModuleEngines threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 While I see that you have Firespitter installed, it doesn't appear that you have the Firespitter resources installed, which is where FSCoolant is defined. It's an error which can be ignore, although I am trying to fix it to avoid errors in the future.
  5. The "dummies" doc was written by another interested player. that being said, if you think you can rewrite the current instructions in a better format, please do so. Re. the pdf, that was intentional, everyone has a pdf reader. MM is bundled, for those who want an all in one package. If you ave suggestions about the directory layout and arrangement, please feel free to let me know, either here or via Pm. keep in mind that I make two files, one for CKAN support and one for a standard, manual install.
  6. I'm at work right now, so this will help when I get home
  7. Fails, as in it isn't applied, or it goes wonky, or what?
  8. You are absolutely correct. It's not really important, I'll get it fixed for the next release, but not going to do a release just for this.
  9. Oh, that makes more sense. But it wouldn't really need a new part, just additional range depending on the level of the tech tree. I've added this to the issues on github nice. Added to issues on github. Anyone up to making a part for this?
  10. Ummm, you need to be able to do 3D modeling to change the textures properly Can't do the radio controller I think more range. that would put the craft out of Physics range
  11. Hee hee. If someone comes up with an idea for a new smart part, I'd be happy to do the coding. But I can't do 3D modeling to save my life, so I would need someone else to make the model, like the last one I added. That being said, I'd love for there to be more of these. They just need to make sense.
  12. Keep in mind that the current SXT Continued is only for 1.2+, it is NOT for anything earlier
  13. Early space vehicles didn't have an altimeter. In fact, early planes didn't have one either. So, I would say that the altimeter should be low but not immediate, proximity sensor should be higher Once I see a number of choices, I'll set up a poll. Right now I more in the "let's get some different ideas" phase
  14. Strange, it worked fine for me. Please delete the sXT directory and reinstall, see if it still happens. Make sure you have the lattest version Thanks
  15. I like it, please let me know when it's ready to incorporate. Once this is available, I'll probably make the first part available immediately, and this part a bit higher
  16. Windows: Kerbal Space Program\KSP_x64_Data\output_log.txt OSX: Kerbal Space Program/KSP_x64_Data/output_log.txt /home/(username)/.config/unity3d/Squad/Kerbal Space Program/Player.log Linux: /home/user/.config/unity3d/Squad/Kerbal Space Program/Player.log
  17. This is the sort of feedback I like. Looking for other comments before I do anything. @Smart Parts Wanter, (like the handle), if there are significant changes to your post, please PM me with it. Thanks
  18. Not sure what you mean? You mean earlier in the tree? and, since you seem to want some excitement, why not make a specific suggestion as to what goes where?
  19. Next update will have the parts moved from the Utility to the Control category
  20. I'm looking to see the general feeling on this. Right now the two mods don't play well together. And I'm wondering if PAD does a better job than EEX.
  21. Either way works. for the log, just run the game and get it to fail the way you describe, then send me the entire output_log.txt file
  22. @Padishar An incompatibility between PAD and Editor Extensions has been reported: EER and PAD causes parts to rotate at offset angles and tilts the parts when rotating. Almost looks like the part is rotating around an invisible sphere instead of the surface of the part. Uninstalled PAD and rotation went back to normal. Not a big deal for me as I don't use PAD much. Might cause other issues though with editor, i only tried with rotation. on the EER thread. Please contact me to discuss LGG
×
×
  • Create New...