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Svm420

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Everything posted by Svm420

  1. IMO post like these are kind of bad too. I would feel quite a bit more pressure to have people standing over my shoulder watching me waiting for my work. Let the guy have some peace another week of waiting won't kill you jeez. Nothing toward you Thorn. Just want to put in my 2c. He may not even feel this way again just IMO
  2. Well I tried 3 different times to edit that post on mobile and had it lockup my browser . So it still happens with the latest RT.
  3. Not updated yet. Unless you can compile from source yourself. still better to wait though as NathanKell committed some more changes today, so unless you know the code it is tough to say if it is fixed for sure or not. Waiting for an officially published update from the author is always safer for your saves.
  4. uuuugh, the mod is not updated for the latest version of KSP. thanks
  5. @Papa_Joe I am experiencing a strange NRE. The mods I used to cause the NRE are the latest dev version of FAR and latest MFI, almost lastest RemoteTech (will be verifying with the latest as well, but am currently assuming the NRE is still present), latest Connected Living Space and latest MM. It seems when placing certain antenna on a vessel connected living space somehow triggers FAR to keep running its update cycle and never finishing it. The strangest part is only some antenna trigger the constant update cycle, but all of them cause the NRE to be thrown. The NRE happens when selecting an antenna from the part list, and the constant updates are triggered after placing the antenna on the vessel. Nothing in my cache/part.cfgs correlates with which antenna trigger the constant updates. I found it easiest to trigger with antennas from the mod BlueDog Design Bureau. I do not expect you to DL part mods to test, but I want to give all relevant details from my testing. I will edit this post when I have tested with the latest RT. If you need more info or me to test dlls LMK. Thank you! Below is the NRE in question and a demo of the updates triggered after snipped for brevity.
  6. Yeah meant tree toppler by magico only mod I had the error with. I am using toolbar just fine in 1.1.2 FWIW.
  7. Wow just wow! very nice work!
  8. I don't know if you have considered it or done it yet, but I recommend posting about this to the plugin development help sub forum. It many garner a wider audience, and possibly with more expertise. Good luck and thanks for maintaining the mod!
  9. @ferram4 @pellinor Thank you both very much. Especially for working it out so fast.
  10. @ferram4 I believe I am running into a similar issue now with B9 Pwings, RealFuels and FAR. It seems RealFuels is somehow getting a negative mass in the editor for Pwings when made small. I have to set the mass slider to 4 to even get positive mass for the size of the wing I tested. This likely needs fixing on RFs side more than FAR, but wanted to mention it here just in case. Part.cfg from my cache below @NathanKell tagging you so you can check to see if changes need to be made to RealFuels.
  11. If anyone would be able to step in an update this mod I would be very grateful. Steavehead has expressed in his other thread he doesn't have much free time for modding. So if anyone out there has some time they could spare to update this wonderful mod it would be great. Thanks to Stevehead and anyone who helps with this mod.
  12. I thought I was the only one. I need to mention that to m4v to about RCSBuildAid and its setting.cfg
  13. Are x-axis dashes or units possible @sarbian? Thanks!
  14. Would anyone be able to help with a patch? I had this patch in 1.0.5 before MM 2.6.20+ that I used to duplicate the top node of every engine without a second top nod already. Now since the changes to MM the patch just doesn't work. I was wondering how else I can write this simply to get the result I want. Thanks in advance! @PART[*]:HAS[~node_stack_top2[],@MODULE[ModuleEngines*]:HAS[!PROPELLANT[IntakeA*]]]:FINAL { %node_stack_top2 = #$node_stack_top$ }
  15. Just needs to switch from factor.absolute.cubic to factor.absolute.quadratic if the rest of the code is right. Well I tried recompiling with that change no difference in triggering it. Better than nothing though.
  16. @ferram4 In that case maybe because the tweakscale modules applied to wings uses 2 as the exponent for mass scaling. I think it is assumed since wings are thin the mass would be based on surface area not volume. Would changing the exponent to 2 "fix" this? Maybe your method was over estimating the reduction in mass?
  17. @Razorfang You were right I was too quick to reply. It seem FAR runs into the issue with allowing scaling of mass after tweakscaling a part. The interaction as you said leads to negative part mass. I am no programmer, but I think it maybe a tweakscale issue to fix at this point, but again I dont know. No matter what other parts is scaled as small as they would go I didn't get negative mass. I hope Pellinor will see this tomorrow and help sort this out.
  18. @ferram4 Quick repeat of my posted test scenario and everything works as intended. So it appears your fix was successful. I will continue to monitor for any other abnormalities. Thank you for your time. Well razorfang was correct it worked until I changed the wing str/mass ratio from 1 to .4. Testing it seem .4 and below triggers it for the wing I tested. Darn long edit
  19. While I absolutely respect your right to do so, I hope and pray it won't come to that. I just wanted to make the issue known as it is the least i can do as a user. I do hope my lack of logs isn't a problem if they are need I can get them it will just take some time, and I wanted to post about this ASAP. Thanks!
  20. The mod is called realistic atmospheres for a reason The mod scatterer and EVE do help with this though.
  21. Why don't you run my test before making assumptions? You know what they say.
  22. @ferram4,@pellinor I am getting a strange glitch when using the mod with TweakScale. Test using latest MFI, FAR, ModuleManger 2.6.24 and Tweakscale on KSP 1.1.2 win64 1. Go into VAB and place mk1 pod 2. Attach basic fins and scale to non default scale. 3 Attach a clamp to the pod so it will start above the launchpad. 4 Launch and stage the clamp.. Result pod hangs in the air seeming to rotate around the attachment point of the fins. While I have not provided logs there is no NREs present before, during or after the glitch. So the logs are irrelevant to seeing the issue. Though I know they are also used to verify game/mod versions. I have made certain I was using the latest files. @ThorBeorn Can not be patched. Mod maker needs to fix the model.
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