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Svm420
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Everything posted by Svm420
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@malkuth Well after learning a bit about debugging while doing my own coding I went and compiled your plugin in debug mode so I can find exactly where my probblem lies with the reapir contracts. SO here is what I found. NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MCEContracts.RepairGoal.findVeselWithRepairPart () [0x00064] in /home/mcfadds2/Desktop/MissionController2-3d3ddab0f9ef1d59d6641d1319e7e8a1e457097d/MissionControllerEC/MCEContracts/RepairContracts.cs:39 at MissionControllerEC.MCEContracts.RepairGoal.Generate () [0x0008f] in /home/mcfadds2/Desktop/MissionController2-3d3ddab0f9ef1d59d6641d1319e7e8a1e457097d/MissionControllerEC/MCEContracts/RepairContracts.cs:146 at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 at DebugToolbar.ContractGenerate (System.Type cType, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 at DebugToolbar.ContractsAdd () [0x00000] in <filename unknown>:0 at DebugToolbar.WindowContracts () [0x00000] in <filename unknown>:0 at DebugToolbar.Window (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00076] in /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/GUILayout.cs:413 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x0005c] in /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/GUI.cs:1443 The first NRE comes happens on this line the second NRE line I know the line numbers in the NRE above aren't the same ones I linked, but I made sure that they are the correct lines from my copy of the project. So I hope that you will please actually solve my issue I have been reporting exact the same for so many months. I am not trying to offend I just feel my reports were not properly understood or acted on. As all the "fixes" you have made never have touched this part of the code, even though I reported the error with the NRE documented stating at least what part of the code it was just not down to the line.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
If you mean that square in the upper left by the clock that isn't what that is, it's radar related. Heat score is what you want to watch. Second the system doesn't actually need to see the part to detect heat it looks at game data that you can't really hide physically, so what you are doing there is pointless. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Svm420 replied to ferram4's topic in KSP1 Mod Releases
Well thank goodness for your post, so you hear that Ferram? Rik here is giving the go ahead for an update say it is still needed I know you were waiting on bated breath for the go ahead. Lol- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Svm420 replied to ferram4's topic in KSP1 Mod Releases
First thanks I was looking to quote that saved me some time. Next even if it wasn't no where does it say end users should ask there favorite modders to update so they can continue to play regularly. Go figure . I would also think modders are more than capable of deciding if they need end users to test their mod in the prerelease. So I don't see any need for anyone to ask any modder if they will update. I also think most modders are aware of the users who provide useful feedback and not just noise and seeing those noise generators asking for an update for the prerelease only further proves their not so subtle intentions.- 14,073 replies
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
Pretty sure it's a PD controller so no I. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Svm420 replied to martinezfg11's topic in KSP1 Mod Releases
Your parts reflect the quality, dedication and time you put in @martinezfg11. I love your parts and really appreciate the work it take so thanks as always! -
P.E.W (A BDArmory Addon)Reactivated Development
Svm420 replied to LORDPrometheus's topic in KSP1 Mod Development
@LORDPrometheus Looking really good! My Mig21 is looking forward to that R-60 -
I like yellow first then the white one
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Look forward to seeing what you make
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I would love to see a R-3R missile frequently used by Mig 21s against the f4. Really it a reverse engineered Aim-9B so I understand if you don't want to redo the sidewinder.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
Svm420 replied to martinezfg11's topic in KSP1 Mod Releases
Are you considering making any custom pages with that many MFDs? Since many RL data are not available with ASET or RPM MFDs stuff like dynamic pressure, Mach, flap/spoil state and thrust vs throttle. I don't know if its up your alley, but a nice screen like the old B9 APFD:ADI shown here. Otherwise I would really appreciate some gauges for info not available on a MFD page. IVA is looking great! I dream of the day someone integrates BDArmory radar stuff into a MFD page, but a plugin would have to be made for them to talk. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
I had it work as you stated with it set to all. I was using the millennium cannon and he'll fires. Though the millennium cannon was unable to shoot the missile down it sure tried, and then promptly shot my plane out of the the sky. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Svm420 replied to BahamutoD's topic in KSP1 Mod Development
@BahamutoD What is the significance of the variable heatThreshold for heatseeking missiles? Is that like the lowest detectable part temp that a seeker will chase? Been playing with variables and wasn't sure exactly the function of this one. Thanks! -
If you really think is doesn't know that then let me remind you... He is working on the prerelease for squad. He doesn't have extra time that he isn't already spending, not to mention pre release isn't for general play with mods. He likely knows what changes effect to KSP affect the mod, and putting a prerelease out for general player who don't even bug report the base game most likely won't benefit him in anyway. In fact it will probably cause more work. We all get it though. There are new toys are out and you want to have your cake and eat it too. Is 2 weeks really so/too long to wait for modders. God forbid they take anytime after the official release.
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[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Svm420 replied to tajampi's topic in KSP1 Mod Releases
I would love a version that works with RF for 1.0.5 as it may be some time before many of the realism mods are updated. I fully understand if you want to save your time/work for just one update for 1.1. I wanted to at least chime in to praise the mod, but I have missed it a lot since switching to RealFuels. -
[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
Svm420 replied to BahamutoD's topic in KSP1 Mod Releases
Anyone else have issues with procedural part and vessel spawning? I sometime have planes where the cylinders revert to the default size/diameter/dimensions instead of how I built them. I don't see an errors in my log, but wanted to mention it using 1.0.5 -
@Mallikas That looks great! Nice work! Please consider looking at RL cockpit layout when it comes time for ASET. Too many just throw props all over the place willy nilly. Placement is key to ease of use so please try to mimic a RL layout when you do ASET they can make a cockpit incredible when placed properly. I know that an IVA long ways down the road especially with ASET, but want to chime in early as well as admire that model. Seriously love that cockpit!
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@VITAS I am not a fan of the new layout. I don't and do not want to look at picture to find mods I am looking at titles and you have shrunk that down making it harder for me to find/identify mods. Thanks for the best mod hosting.site.
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Svm420 replied to Whitecat106's topic in KSP1 Mod Releases
If 1.1.0 will still be for 1.0.5 I would be very grateful! Thanks @Whitecat106 for continuing an awesome mod! -
Dang was hoping it maybe some math/conversions. I was able to get expected performance from the AJEJet module and it works great my harrier has never been more stable. My f-35 suffers from this issue though. If I set the throttle to full DTC properly balanced the jet thrust, but didn't seems to not do anything to the rotor throttle which is what led me to believe if I had it read the variable throttle controls for rotors I would be able to run the math to convert that to thrust for the mod to properly work. So close to a great VTOL system :/
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@blowfish I am working on making davon throttle control compatible with AJE specifically the rotor and jet engine modules. I am having some weird results when using it with rotors, and I am guess it has something to do with how things are done with ModuleEnginesAJERotor. Is the throttle linked to power with rotors as opposed to "thrust" with other engine modules? It just seems like DTC is not reading how much thrust a rotor will have a a set throttle level. Hope that make sense otherwise I am really lost as to why I don't get the expected behavior when using rotors.