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Svm420

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Everything posted by Svm420

  1. Would you consider, if you haven't already, adding fairings to you heatshields. So that a part underneath with have a smooth clean transition over the heatshield. Aesthetically its nice and everyone should be using Far now wants shapes to be smooth. I had another mod not have mod not include colliders on their fairing FAR was not amused lol.
  2. I love the sound of this. Maybe partial integration/build off of remoetech? Either way very interested
  3. I have a minor issue with quickstart again and a minor incompatibly regarding quickcontracts with CustomBarnKit by sarbian. Regarding quickstart I get this error in my log and it will not quick load this particular save. I was running win64 at the time quickstart was messing up. InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.Last[ProtoVessel] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Last[ProtoVessel] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at QuickStart.QuickStart.LastProtoVessel (.Game game) [0x00000] in <filename unknown>:0 at QuickStart.QuickStart+<QStart>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0 So if you want I will reload the save on 32 bit or linux. The issue with quickcontracts. With CBK I am able to increase the number of contacts able to be accepted even by the lvl 1 building. I have increased it to 6. When I use the shortcuts to accept or decline a contract the number displayed at the top of the list for max contract switches from 6 to stock 2. If I then exit and reenter MC the number is fixed and I can accept contracts again. I don't have this issue if I do not use the shortcut to accept or decline. I will say the mod by Dmagic Capcom that gives a "MC" outside the space center doesn't have this issue resting max accepted contract so check that if needed. Hope that helps! Thanks!
  4. I am getting this error trying to run latest version and dev FAR. This is on 1.0.2 so that maybe the reason. I thought though that nothing changed from 1.0.2>1.0.4 that would affect RealFuels since it was just an aerodynamic update. If this is the case I would hugely appricite the lock, if there is one, at least allowing back to 1.0.2. Thanks! Logs! Action 'Activate' already defined. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Action 'Shutdown' already defined. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Action 'Activate' already defined. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Action 'Shutdown' already defined. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) MissingFieldException: Field '.ModuleEngines.flowMultCap' not found. at RealFuels.ModuleEnginesRF.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) MissingFieldException: Field '.ModuleEngines.flowMultCap' not found. at SolverEngines.ModuleEnginesSolver.Start () [0x00000] in <filename unknown>:0 at RealFuels.ModuleEnginesRF.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  5. That does it. A question I have had for a long time is does the game use drag cubes at all if using far? I read that NFE has problems with conformal radiators being much smaller than the drag cube so they work better than intended. So I wanted to know if far does anything to alleviate this. Such as setting parts to use voxel models during thermodynamic calculations instead of the stock drag cube system. If that a dumb question so be it, but I wondered if the drag cube are used at all with far, and if far was using a better system that is more robust than stock drag cubes. Thanks!
  6. I am not using RO, but have ran into this still happening with any engine and using Pfairings fuselage sides with an interstage adapter.
  7. Don't forget the latest DOE please. THANK YOU so much for reviving this! I never got to use it before it all broke yet again lol.
  8. Just glad to have it resolved wouldn't the same without DR. Thanks again!
  9. MFI is at 1.1.1 now. That was without FAR with just MFI and DRE.
  10. Is this something only squad can change? I don't remember having these issues running DRE, but I was likely using bettertimewarp at the time and running lossless physics.
  11. I have this error when trying to run the latest released DR I think maybe the old DLL was included? IDK just a guess. Hope that helps! Logs! Non platform assembly: C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\DeadlyReentry\Plugins\DeadlyReentry.dll (this message is harmless) AssemblyLoader: Exception loading 'DeadlyReentry': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'DeadlyReentry.ModuleAeroReentry' from assembly 'DeadlyReentry, Version=7.1.0.0, Culture=neutral, PublicKeyToken=null'. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
  12. Awesome to hear that. I was going to post about it, but It was so minor I kept forgetting. Glad to hear it will be resolved though.
  13. Oh wow lol. I just had hoped for at least some guide lines or something a bit less arbitrary Guess I'll stick with what I have I just wanted to refine it, and learn something new. Thanks for the heads up very appreciated
  14. That or update your autopruner files. I use Pparts so I got rid of all my unused tanks.
  15. I do not think atmosphere scale directly to planet scale otherwise I have 700km atmosphere on 10x kerbin . RSS has an atmosphere height of 130Km. 64K was a height of around ~91Km and kerbin365 a 3.2x rescale has a height of ~80Km. I want to know what they used to adjust atmosphere. Except RSS I know they are shooting for real earth. Hope we can get a more definitive answer there... P.s. Kerbin atmosphere is so tall because it has a different scale height than earth atmosphere.
  16. I meant realistically. i know the code will work all the same in game, but shouldn't the formulas be different in reality? I mean I have no knowledge so this is all my feelings. Shouldn't rocky planets be necessarily more dense and therefore have different/higher mass in the same radius as a gas giant?
  17. Hello I was wondering what the method was to determine atmosphere height after up sizing kerbin. I see many system resizes do this, but don't really know how they come up wit the height for the atmosphere. Thanks!
  18. Does this formula work for gas giants the same as rocky planets? Gut feeling thought it shouldn't be the same for both. @Body [*] { @Properties:HAS[#geeASL[],~mass[]] { mass = #$radius$ @mass != 2 @mass *= #$geeASL$ @mass /= 6.67384e-11 @mass *= 9.81 } }
  19. Any chance of progress with procedural parts failures? I enjoy the mod, but end up missing out n any tank failures because I use Pparts. Same with entropy actually now that I think never had an srb fail and that must be why.
  20. A question I have is will this be able to render different scattering depending on solar light color? I ask because I have used kopernicus to switch Kerbal out for a blue main sequence star. I know many other things are being worked on and that the author Is quite busy, but I was curious if this would be possible as I wondered what the scattering from a blue star might look like. Thanks. The mod is super amazing.
  21. Plus 1 for tweak able. Maybe using interstellar fuel switch. I think that lets mess/textures be swapped without have a fuel type config like with fire spitter.
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