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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Any ideas re. the rotation problem with Hyperedit and KRASH? I'm hitting a brick wall.
  2. Kind of funny, because when you call my home phone, you get a message saying "Press 1 to prove you are a human". Totally eliminated robocalls.
  3. @Ezriilc@sarbian Sarbian, I included you because you wrote the Mechjeb code and understand how to do this. Ezriilc, becuase the Hyperedit code is his and I don't know if Ezriilc knows the vessel rotation stuff; Ezriilc, no offense meant. I'm happily using the Hyperedit code in KRASH, all is well, except.... When teleporting to a Landing, the ship seems to keep the same orientation to the universe as when it started. This can be very awkward for large ships in places like Eve (as an example). I'm trying to set the rotation, but can't seem to get the ship's original orientation before the teleportation. So, this is what I'm doing, in the FixedUpdate function of the lander code: // rotation code var newUp = FlightGlobals.getUpAxis(); // adjust vessel rotation based on how much the up direction changed var diff = Quaternion.FromToRotation(originalUp, newUp); vessel.SetRotation(diff * vessel.transform.rotation); // rotation code It's getting the originalUp which I'm having problems with. What I really want is originalUp to be the angle the ship is pointing. Any suggestions? BTW, this is a problem with HyperEdit as well, so once I get this working, I'll create a pull with just this new code in it for Hyperedit.
  4. Well, nice to know. You did push me to find the problem with the filters not working, so make sure you download the latest version of the patches to get that update. LGG
  5. I found your problem. You are running a VERY old version of ModuleManager (2.5.1). I replaced it with the dll from 2.6.20, and it worked. I'm guessing you aren't installing MM directly. I suggest you use CKAN to install the latest ModuleManager LGG
  6. ok. I put your directory in my install, and it worked, saw the Experimental Rocketry. So, can you please send me your save file? If you could zip up the whole game and send me the link in a private message, I'll download and test that. LGG
  7. yes it does, which is why I'm confused. This was a basic stock game, with only KWR added for parts (to test this). And I verified in the patch file that the node is there. If you want, zip up the KW community patches and put it somewhere, I'll take a look and see what's going on
  8. Ummm, I've been looking at this. I have a basic install, only with KW and a few other mods. The Experimental Rocketry IS already installed with the KWPatch.cfg file. The patch does NOT install it if either CommunityTechTree or B9 are installed, probably because they already install it. So you should be good to go
  9. I found what was needed, I'm working on this now Check in an hour or so
  10. Apparently the experimental rocketry node is needed, and is not set up properly in the current version of KW I'm waiting for someone to give me a patch, i have no idea what needs to be done for that. I took care of the issue about the parts not showing up when filtering by size. LGG
  11. I'm not asking for a new package, it's merely a matter of how it is packaged and setting up the Netkan files properly but I understand, I'm working on the same issue with KW Rocketry.
  12. I really like the treads, but feel the anti-gravity stuff should be optional. If you could put those parts into a separate folder, it would then be possible using CKAN to make that an optional installation.
  13. I understand, but it was missing from most of KW's parts. The patch I wrote simply adds the missing variable. I'm guessing it didn't exist when KW was first written, and no one ever backfilled it. I tested it both without my patch (nothing showed up from KW in any of the filter-by-cross-sections) and with it(they all showed up properly). Thanks.
  14. If you can get me a patch, I'll get it in asap. I just added in a new cfg file to add bulkheadProfiles to all the parts, needed for FilterExtensions
  15. Not argueing with that. But, regarding the socket, have you ever really upgraded just the CPU? When I build a computer, while I like the expandability, it doesn't bother me that a particular socket type is not the latest. First, that means it's a well-proven design, and most bugs have been worked out. Second, I don't expect to upgrade my cpu without doing the rest of the computer at the same time. About 6 months ago I actually did do a CPU upgrade, but this was a special case in that I was selling my old cpu to a friend and used the opportunity to get a faster one. But I really didn't need a faster cpu. More importantly, the GPU is in most cases (except for KSP) more important to performance than the CPU, and I do upgrade my video one or two times during my computer's lifetime
  16. Besides, there is ALWAYS something new coming soon. At some point you just have to do it.
  17. The glowing engines is fixed in the current community patches. It looks like you may not have it installed properly. The animation module needed to be changed. The glowing is merely a bad animation, shouldn't affect anything. I just installed KW via CKAN, and both the animation was ok, and by manually adding science, i was able to research science all the way, and the 5m engines DID show up. That being said, I did notice that when filtering by size, the 5m stuff did not show up. But if you go into the engine selection, filter by manufacturer KW, you will see the engines. BTW, filtering by size in stock only goes up to 3.75m parts. Using Filter Extensions, there is more and 5m is listed there, although nothing seems to show up. Also, the tech tree you show doesn't show any tech being researched.
  18. Ok, i understand what you are looking for. But it's quite a challenge. Don't hold your breath, but I'll look into it.
  19. would a way to configure things before starting the sim help? ie: You start the sim in the editor, it puts the craft where it is to start, and then pauses the game while you do your setup? I'm not sure if this is doable, but i can look into it if it would help
  20. Quickload can totally bypass simulation code. As of now, simulations start from the Editor. A future update will probably allow simulations starting in flight, which would probably do what you need/want.
  21. @magico13 Krash was updated, take a look at the change log and README4MODDERS file
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