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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Umm, those last two lines WERE in the KW 1.0.5 patch. Did you install the latest KW community patches? And FIY, for anyone interested, the latest patch for KW is now available via CKAN.
  2. For all interested, the latest patch is now available via CKAN
  3. Just released 0.5.1, which fixes the problem where the setting screen would only show in a single editor scene
  4. Crzyrndm, there is something strange going on. I'm the maintainer of WASDEditorCameraContinued. When I install WASD by itself, everything is fine. But, when I install FilterExtensions (with the default config) via CKAN, the WASD button goes white (ie: it can't be loaded for some reason). This image from another user shows the problem: http://www.dropbox.com/s/2t2gcyb6gt4w8qh/missicon.jpg?dl=0 I assume you have a number of ModuleManager configs, I can only assume that one of them is either overwriting or deleting my icon. Edit: After some testing, I narrowed it down to your dll. No idea what is going on
  5. Log file would be useful, as would a view of what's in the WASD directories In the meantime, I'll install the same into a new install and see what I get LGG - - - Updated - - - I duplicated the problem, but it's not WASD that's causing the problem. If you uninstall the FilterExtensions, the icon shows up I have no idea what's going on, I'll see if I can contact the FilterExtensions author
  6. You can use the Copy syntax instead of the edit syntax. I'm not worried about multiple models in the editor, it's a very minor annoyance which you will know immediately by the name and/or part itself
  7. I don't see it. I just installed the update via CKAN for 1.0.5, looks fine to me. Did you delete the old directory before installing the new one? I did notice a small bug, in that the settings window won't open up a second time once you've left one editor scene, but that is not what you are referring to. LGG
  8. People have been known to ask questions in this forum even if they have mods, so sorry for that question. Re. the graphics card. That's probably where the issue is, unless you have other things running which are using up memory. Try turning all the graphics settings down (or off, depending on the setting) and see if that worksl. If it does, then one at a time turn them back up/on. also, what version of Windows are you running?
  9. This is beyond what I can do, but it seems that it could be fixed with a simple ModuleManager patch to add it. Or, maybe another "silent update"?
  10. Providing the log would help. also, which verison of the patches are you running? Doyou have any other mods installed, and how did you install them?
  11. I just released the patch for 1.0.5 Re. the mm change, either works, so I'm just going to leave what I have in, it's a bit clearer to me what it's doing - - - Updated - - - I just checked the Swivel constraints, they are the same as the surfact ones. LGG
  12. Just an FYI, there is a new patch file which, when combined with the existing patch, adds 1.0.5 compatibility to KW. It's still being worked on, so the mod hasn't yet been updated. You can follow the discussion here, and there is a dropbox link with the new file: - - - Updated - - - Just released update for 1.0.5 compatibility, get it from kerbalstuff.com
  13. I've been doing some testing, and the only thing I've found so far is that the thermal animation wasn't working. I fixed it with this change to the patch: @PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL { @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle !ThermalAnim = GriffonEmissiveAnim animationName = GriffonEmissiveAnim %responseSpeed = 0.001 %dependOnEngineState = True %dependOnThrottle = True } I deleted ThermanAnim, and added animationName Dropbox link LGG
  14. responseSpeed seems to vary between 0.001 for all engines except the Vector. EDIT: SRBs appear to have 0.002. There are new CONSTRAINT nodes on ModuleTestSubject for some engines. I'm not sure why some have it and some don't. Possibly not worth worrying about. EDIT: NathanKell informs me that all parts with ModuleTestSubject need to have CONSTRAINT nodes. For rocket engines, copying the stock ones is probably fine. Just make sure we don't get contracts to test vacuum engines at sea level or SRBs/heavy lift engines in a vacuum Ok, I'm working on a new patch for 1.0.5 Here is my best guess of the KW engines by vacuum/SRB-hvy lift engine: SRB/Heavy lift KW1mengineMaverick1D KW1mengineVestaVR1 KW1mengineWildCatV KW2mengineGriffonG8D KW2mengineMaverickV KW3mengineGriffonXX KW5mengineTitanV KW5mengineGriffonC Vacuum KW2mengineSPS KW2mengineVestaVR9D KW3mengineTitanT1 KW3mengineWildcarXR So, unless someone can define these better, I'm going to set it up so that the vacuum engines will have a constraint similar to the LV-909 (or ion) engine, (suggestions are welcome), and the SRB/heavy lift engines similar to the Mainsail. Also, the patch is going to changeall ModuleAnimateEmissive to FXModuleAnimateThrottle, and add the following three lines to the FXModuleAnimateThrottle (formally ModuleAnimateEmissive ) module using this patch: @PART[KW*]:HAS[@MODULE[ModuleAnimateEmissive]]:FINAL { @MODULE[ModuleAnimateEmissive] { @name = FXModuleAnimateThrottle %responseSpeed = 0.001 %dependOnEngineState = True %dependOnThrottle = True } } This is the code I'll be adding for vacuum engines: @PART [KW2mengineSPS|KW2mengineVestaVR9D|KW3mengineTitanT1|KW3mengineWildcarXR]:FINAL { MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 112 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } } } and this is the code for surface engines: @PART[KW1mengineMaverick1D|KW1mengineVestaVR1|KW1mengineWildCatV|KW2mengineGriffonG8D|KW2mengineMaverickV|KW3mengineGriffonXX|KW5mengineTitanV|KW5mengineGriffonC]:FINAL { MODULE { name = ModuleTestSubject useStaging = True useEvent = True situationMask = 127 CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 8000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 2000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 4000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 1000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 2000 prestige = Exceptional } CONSTRAINT { type = ALTITUDE test = GT value = 0 // this just registers altitude as something to care about situationMask = 8 } CONSTRAINT { type = ALTITUDE test = LT value = 300000 situationMask = 16 body = _NotSun } CONSTRAINT { type = ALTITUDE test = LT value = 600000 situationMask = 32 body = _NotSun } CONSTRAINT { type = SPEED test = GT value = 0 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 600 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 300 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 1200 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 600 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = LT value = 200 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 100 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 100 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 50 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 50 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 20 prestige = Exceptional } } } I need to either finish this soon, or it will wait until the end of Nov., which is my timeline because I then am going away for another week. So, any help is greatly appreciated. I'll update this thread with any progress I make. Here is a link to the complete patch: KWPatch-1-0-5 I need other people to test this and verify that it is correct. Changes and suggestions are welcome. I'm hoping to add this to the Community Patches and upload on Sunday, if possible. This is dependent on reports from other people, since I don't have the time right now to do extensive testing. LinuxGuruGamer
  15. Ignoring the in-flight stuff (I never use that), does it still work in the Editor?
  16. Does this work in 1.0.5? Can you get CKAN updated for it? Thx LGG
  17. Hi, Can someone point me to what's needed to support 1.0.5? I'd like to get the community patch updated for 1.0.5 Thanks LGG
  18. I have not yet confirmed that yet. sorry, it's one of my favorite mods, so I will be looking at it
  19. oh, I see. It is asking me where to download the files to. That isn't clear at all And on my Mac, it is failing with a bunch of errors. I'll try again on my Win machine later
  20. Ok, I think I just figured it out. The Astronomer's Pack has an EVE config, which can be installed instead of the Hi/Lo EVE configs. If you look, you see that only one of them can be installed. The author needs to change the setting on Kerbalstuff to make this install on 1.0.5 LGG
  21. The CKAN people I was working with said they were needed. Are you saying they don't need the EnvironmentalVisualEnhancements mod? Easy enough to fix if that is true. Also, can you confirm if this works on 1.0.5? Thanks
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