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ErrHead

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Everything posted by ErrHead

  1. Thank you for updating this essential mod!
  2. The ckan download for the RSS Remotetech config seems to be broken, it tries to download www.dropbox.com/s/ohqv9r9mwng2500/RemoteTech_RSS_Settings.zip?dl=1 which appears to be broken.
  3. I'd gladly use them with the rocket suspended up in the air, you're only on the pad for a moment but the usual or fasa launch clamps really bug me when I'm launching my soyuz. So I would use them as is, atleast
  4. same (presumably) false positive on the latest version: https://www.virustotal.com/en/file/95ea198e702c145ab21ad30e7e4e73a40bae4d86d87c5e03ef150cbf7b505f23/analysis/1430110242/
  5. I noticed a (I assume) false positive on one virus scanning engine when I sent the latest version of ckan through virus total: https://www.virustotal.com/en/file/fb3567155ae9d2f4d3b3cdd0aa2c5d37954e855e20c3897487b56dd9798c4f1a/analysis/1430092711/ Tencent shows a result matching the signature "Trojan.Win32.YY.Gen.18". Thought I'd report it so you could get it sorted out with the company that makes that virus scanning engine.
  6. This testing release fixed a stop at 0 kbps issue I had while trying to update Realism Overhaul, thanks. Linux * 3.2.0-4-amd64 #1 SMP Debian 3.2.65-1+deb7u2 x86_64 GNU/Linux Mono JIT compiler version 3.12.1 (tarball Fri Mar 6 19:12:47 UTC 2015)
  7. I'm not at least, I use sandbox mode. But I'm not sure my problem is the same as others.
  8. With the new version of KJR my rockets have every joint fail as soon as KJR initializes physics, resulting in every part falling down individually and exploding on the pad. I run realism overhaul on KSP 0.90 linux x64 (on debian wheezy). The rockets in question do happen to be very large, my goal is usually around 1000 metric tons to LEO per launch, but everything worked and works just fine with KJR v2.4.5 I tried reinstalling KJR manually instead of through CKAN, nothing changed. Output.log: https://www.dropbox.com/s/q72myl45gtclma8/Player.log.zip?dl=0 Here is another log with KJR's debug option turned on: https://www.dropbox.com/s/h64enuif1al45f3/Player.log2.zip?dl=0 Here is the same log, with debug on, but from version 2.4.5 where my rocket does not automatically disassemble. https://www.dropbox.com/s/my657v4mart6srs/Player.log2.4.5.zip?dl=0 Gamedata: GameData/ 000_Toolbar ActiveTextureManagement AIES_Aerospace AJE AmbientLightAdjustment blackheart BobCatind Chatterer CollisionFX CrossFeedEnabler CustomBiomes DDSLoader DeadlyReentry DistantObject DMagic Orbital Science EditorExtensions EngineGroupContoller EnvironmentalVisualEnhancements FASA FerramAerospaceResearch Firespitter FreedomTex ImprovedChaseCamera JSI KAS KerbalJointReinforcement Klockheed_Martian Klockheed_Martian_SmartParts KSP-AVC MechJeb2 ModuleRCSFX NASAmission NavyFish NearFutureConstruction NearFutureSolar NEBULA NothkeSerCom PlanetShine ProceduralFairings ProceduralParts RCSBuildAid RealChute RealFuels RealismOverhaul RealSolarSystem RemoteTech RLA_Stockalike RN_R7 RN_Soviet_Probes RSSTextures RVE SCANsat SmokeScreen Space Factory Squad StretchySNTextures TextureReplacer ThunderAerospace TriggerTech TweakScale VNG 61 directories AVC Output: KSP: 0.90 (Unix) - Unity: 4.5.5f1 - OS: Linux 3.2 Debian 7.7 64bit Ambient Light Adjustment - 1.3.1.1 Chatterer - 0.8.0.86 DMagic Orbital Science - 0.9.1 Editor Extensions - 2.5 Ferram Aerospace Research - 0.14.6 RasterPropMonitor - 0.18.3 KSP-AVC Plugin - 1.1.5 Kerbal Joint Reinforcement - 2.4.5 PlanetShine - 0.2.2.1 Procedural Parts - 0.9.21 RCS Build Aid - 0.5.4 RealChute - 1.2.6.3 RealSolarSystem - 8.5 RealismOverhaul - 7.0.4 RemoteTech - 1.5.2 SCANsat - 1.0.8.1 TextureReplacer - 2.1.2 TAC Life Support - 0.10.1.1320 Transfer Window Planner - 1.2.2 Screenshot of the rocket featured in my logs (in version 2.4.5): Repro steps: Install KJR 3 or 3.0.1 Load my save Go to this rocket on the pad Watch everything explode Reinstall KJR 2.4.5 Load save Go to this rocket on the pad Nothing happens
  9. I just spent half a day on-and-off trying to achieve this via celestia scripting (.celx, which is in lua). Unfortunately, it took several hours of hitting my head against a brick wall before I realized that although you can set the viewpoint's reference frame you cannot set the lua functions reference frame, which is always universal. Once I figured that out it was a simply case of converting my desired view start/end points from body-centric to universal. There is a catch though, in that when you set your view with two points you need an up-vector which is also always universal, and I don't know how to convert that from one frame to another. So I just got it semi-close to correct by trial and error. If anyone knows how to take a vector pointing north from the center of the earth and turn it into celestia's universal vector, you could get the images to line up perfectly. Then, finally, I had to flip negative/positive x/z, and convert it from png to dds as well. Here is my script: celestia:setwindowbordersvisible(false)celestia:settimescale(0) celestia:setrenderflags{nightmaps = false, planets = false, automag = false, atmospheres = false, nebulae = true, globulars = true, galaxies = true, stars = true} celestia:setambient(0.0) celestia:setfaintestvisible(8.0) celestia:setstarstyle("point") obs = celestia:getobserver() rotationangle90 = math.rad(90) -- 90 degrees in radians obs:setfov(rotationangle90) now = celestia:gettime() earth = celestia:find("Sol/Earth") -- find Earth obs:setframe(celestia:newframe("universal")) -- reset to universal frame celestia:select(earth) e_eqf = celestia:newframe("bodyfixed", earth) -- if only this applied to the rest of my script... obs:setframe(e_eqf) -- ditto poszero = e_eqf:from(celestia:newposition(0.0000001,0.0000001,0.0000001)) -- convert slightly off the center of earth to universal obs:setposition(poszero) -- move there poszplus = e_eqf:from(celestia:newposition(0, 0, 1 )) -- aim out the z axis posznegative = e_eqf:from(celestia:newposition(0, 0, -1 )) -- reverse posxplus = e_eqf:from(celestia:newposition(1, 0, 0 )) -- x axis posxnegative = e_eqf:from(celestia:newposition(-1, 0, 0 )) -- you get the idea posyplus = e_eqf:from(celestia:newposition(0, 1, 0 )) -- y axis posynegative = e_eqf:from(celestia:newposition(0, -1, 0 )) wait(2.0) obs:lookat(poszero, poszplus, celestia:newvector(-0.245,1,-0.245)) -- look from universal center of earth to universal equivalent of earths z axis, also a trial and error north pole to universal up axis screenshot = celestia:takescreenshot("png", "zpos") wait(2.0) obs:lookat(poszero, posznegative, celestia:newvector(-0.2425,1,-0.2425)) -- why are the up axes different, I don't understand vectors or 3 dimensional space! screenshot = celestia:takescreenshot("png", "zneg") wait(2.0) obs:lookat(poszero, posxplus, celestia:newvector(0.69,0.8,0.69)) screenshot = celestia:takescreenshot("png", "xpos") wait(2.0) obs:lookat(poszero, posxnegative, celestia:newvector(0.69,0.8,0.69)) screenshot = celestia:takescreenshot("png", "xneg") wait(3.0) obs:lookat(poszero, posyplus, celestia:newvector(1,0.25,1)) screenshot = celestia:takescreenshot("png", "ypos") wait(3.0) obs:lookat(poszero, posynegative, celestia:newvector(1,0.2,1)) screenshot = celestia:takescreenshot("png", "yneg") Do scripts need licenses? If so, I guess I release this under whatever license celestia is under. Edit: Oh no. No. The up vector you need changes based on your celestia window size!!!
  10. Now I am confused. I am, or atleast I think I am, running x64 KSP on x64 Linux. That is, I do not use 32 bit. Am I wording this poorly? Also, the cache size is 2.9 MB (ModuleManager.ConfigCache). Do you need any other information?
  11. I'm not, what I meant was it shouldn't run out of memory even if ​I were running that.
  12. For some reason module manager has started to semi-consistently freeze at FINAL on the loading screen, with this in player.log: I don't understand this as it only happens every 2 out of 3 tries, seems to have something to do with the cache, and I am running KSP on x64 Linux. Even if I were running it on 32 bit, it still never gets above 3 gigs allocated! I tried deleting most of my mods, which brought the number of loaded patches down from ~5000 to ~3000, but it doesn't seem to have had any effect. I am running MM 2.5.3, and I checked to make sure I only had one MM dll.
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