Jump to content

hendrack

Members
  • Posts

    305
  • Joined

  • Last visited

Everything posted by hendrack

  1. Stop it already with your awesome mods. *looks at GameData folder with 200 directories* There comes a moment.. *whooooshh*
  2. With 0.1.0.6 I lose somewhat between 1k-10k from recovery, just call that maintenance
  3. Hiho, I get some exceptions on 1.11.2: AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:51:41.387] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 09:51:41.404] ScaleModList: listSize 1271 maxListSize 797 [LOG 09:51:41.404] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 09:51:41.421] ScaleModList: listSize 1271 maxListSize 756 [EXC 09:51:41.541] NullReferenceException: Object reference not set to an instance of an object AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:51:41.541] [ResourceDisplay] OnAppStarted(): id: -7499106 [LOG 09:51:41.543] [GenericAppFrame] Reposition 0.18 338188 [LOG 09:51:41.546] [ResourceDisplay] OnAppStarted(): id: 369176 [LOG 09:51:41.546] ResourceDisplay already exist, destroying this instance [LOG 09:51:41.546] [UIApp] OnDestroy: ResourceDisplay [LOG 09:51:41.547] ScaleModList: listSize 1271 maxListSize 756 [EXC 09:51:41.801] NullReferenceException: Object reference not set to an instance of an object AdjustableModPanel.ModPanelComponent.Update () (at <0214e9a7a4e347948fb86dd0138856d1>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 09:51:41.802] [UIApp] Adding ActionGroupsApp to Application Launcher KSP log: https://disk.yandex.com/d/WeLu-p7JZQbz-g
  4. Some debugging for you to chew on, 3 crafts with screenshots and KSP log: recall 1.0.4-debug: https://disk.yandex.com/d/mOY3aS4t2q4lzQ?w=1 recall 1.05-debug: https://disk.yandex.com/d/zvWNiJOVAUF4GA?w=1 Lots of custom resources (CRP, Rational resources, TAC-LS, WildBlueTools stuff).
  5. So, what exactly is this? Nicer clouds for Kerbin, whole stock system overhaul?
  6. For some reason, AmpYear thinks the MOLE solar battery module does not generate electricity. Now AmpYear throws me out of timewarp because it thinks the station's power is depleting. Any ideas? Backup solar panel does show up ok. KSP log: https://disk.yandex.com/d/bkFD-Sowz7YJjw Perhaps anything wrong with the module config @JPLRepo ? Awesome mod anyways! Thanks guys. PART { name = WBI_SolarBatteryModule module = Part author = Angel-125 rescaleFactor = 1 MODEL { model = WildBlueIndustries/MOLE/Assets/SolarBatteryModule } CrewCapacity = 0 node_stack_top = 0.0, 0.1752468, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.1752468, 0.0, 0.0, -1.0, 0.0, 2 TechRequired = advElectrics entryCost = 8400 cost = 12000 category = Electrical subcategory = 0 title = Solar Battery Module manufacturer = Wild Blue Industries description = This advanced module combines the electrical storage capacity of the Battery Module with a dual-axis solar array that tracks the sun in two dimensions. Imperial fighter pilot not included. attachRules = 1,0,1,1,0 mass = 0.45 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 1.5 crashTolerance = 12 breakingForce = 1250 breakingTorque = 1250 maxTemp = 1800 // = 1200 bulkheadProfiles = size1p5 //Y-axis of SARJ is the pivot //Z-axis of suncatcher2 points to the sun. MODULE { name = ModuleDeployableSolarPanel animationName = empty resourceName = ElectricCharge chargeRate = 0 isBreakable = false pivotName = SARJ raycastTransformName = suncatcher2 windResistance = 5 trackingSpeed = 0.25 } //Y-axis of SolarArrayPivot is the pivot //Z-axis of suncatcher points to the sun. MODULE { name = WBIDualAxisSolarArray rotationModuleIndex = 0 animationName = Deploy resourceName = ElectricCharge chargeRate = 24.0 retractable = true isBreakable = true pivotName = SolarArrayPivot raycastTransformName = suncatcher windResistance = 5 trackingSpeed = 0.25 } MODULE { name = WBIMeshHelper objects = OuterShell;OuterShellWhite guiNames = Theme: Black and White;Theme: MOLE White editorOnly = true showGui = true showPrev = false } RESOURCE { name = ElectricCharge amount = 2500 maxAmount = 2500 } }
  7. KerbalFoundries has some nice stuff for hovercraft, my little probe was speeding at comfortable 40 m/s. Brakes not included. https://forum.kerbalspaceprogram.com/index.php?/topic/27292-what-did-you-do-in-ksp-today/&do=findComment&comment=3946573
  8. Well I like Tantares' new probes and rovers but those tinnyyyy little wheels don't go well with Parallax right now so I made the Munokhod ... hover. Why use BonVoyage if you can hover at 40 m/s. I think Komrade @Beale might like that.
  9. Never advanced enough in career bothered with nuclear reactors in KSP until now. Komrade Bill is inspecting a test reactor: "3.6 roentgen, not great, not terrible."
  10. I have some 1.11.2 debugging for you, seems related to above: VAB and it's UI seem to have an issue with a tweakscaled reaction wheel. Have been running on 1.11.1 and encountered no issues with TS, but after updating to 1.11.2, when I load this craft and want to edit it, removing parts, adding parts, changing root borks the UI, I can't click aside loading or exiting the VAB. I have the feeling TS corrups the craft file or someting, I have attached the log file, craft file, and a short video there: https://disk.yandex.com/d/t3cEZ8I_A3J8mA?w=1 When I manage to remove the offending part from the craft everything is normal again. First I thought this is some third-party mod click-through issue but no, I removed most VAB related mods except the essentials.
  11. When you have some time, can you compare loading times in your linux install with and without this mod? My linux ksp takes almost 30 minutes to load, compared to about 10 minutes on an identical win10 install.
  12. Whats really left for ksp1 to make me happy is to enable modders to use the Vulkan API and give unity direct file access instead of url loading for the assets. Modded ksp takes forever load.
  13. This mod is working perfectly fine in my windows install, but recently I decided to start migrating to linux again with most of my stuff, when I install KSP with steam in linux and copy over my GameData folder, I get pink textures and NRE spam. Maybe case sensitive files? Full log here: https://yadi.sk/d/5LNB77AIxU0Keg
  14. That. Just took a quick hyperedit tour of some planets, this is just incredible. Seems to be working fine too with latest kopernicus bleeding edge 32 with ksp1.10. Donation incoming at the next launch window (meaning, when my wife isn't looking at the bank account).
  15. @steve_v @Lisias you can try using junctions instead of symlinks in the meantime, my KSP 1.9 with recall and no other app/game ever complained about them. https://schinagl.priv.at/nt/hardlinkshellext/linkshellextension.html I use this frontend, very recommend. After install right click directory: "pick link source", then "drop as junction" where you want it.
×
×
  • Create New...