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Chimichanga

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Everything posted by Chimichanga

  1. Woo, back to instant loads! Thanks for your help with the bandaid and keep up the great work!
  2. Hello! Very cool mod! Excellent models and textures, and provides exactly what I'm looking for! Unfortunately I need to post a bug-report. KSPx64 1.3 on Win7x64 / System Specs: CPU i7 6700k / 32gb DDR4 / EVGA GTX1080. I'm running many (many) mods, so I installed a new fresh copy of KSP with only this mod directly from CKAN, and am getting some exceptionally long load-times using multiples of your JX2 part. Steps to Reproduce: 1. Enter VAB/SPH, doesn't matter 2. New craft 3. Any probe/capsule as root (or a JX2 as root and skip step 4) 4. Place a JX2 on any node 5. Place a second JX2 on any node 6. Press Launch At this point, the black screen with "Loading" in the corner will hang until Windows suggests I force exit. If I choose to Wait, eventually (5 minutes?) the craft will load. This is on a fresh install with only your mod - with other mods installed, the wait time wasn't able to be measured because I gave up after waiting for 25 minutes. Are you able to reproduce any of this? This also occurs for me if you make two crafts using the JX2 and dock them together (or Grabberclaw) either in-flight or on the ground, although I never stuck around to see if it eventually loaded. Hopefully it's something easily identifiable and fixable! You're both doing a great job!
  3. Thanks for the quick update, but ExceptionDetector is still showing EER as having exceptions, happening just after loading into VAB/SPH and happening after leaving I just tested using only EER and ED as the only two mods, continually getting this exception upon entering the VAB: From output_log: InvalidCastException: Cannot cast from source type to destination type. at EditorExtensionsRedux.SelectRoot2.SelectRoot2Behaviour.Start () [0x00000] in <filename unknown>:0 And this exception upon exiting it (ie, just before launch) From output_log: InvalidCastException: Cannot cast from source type to destination type. at EditorExtensionsRedux.SelectRoot2.SelectRoot2Behaviour+<>c__DisplayClass12_0.<InjectEvent>b__0 () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EditorExtensionsRedux.SelectRoot2.SelectRoot2Behaviour/CleanupFn:invoke_void__this__ () at (wrapper delegate-invoke) EditorExtensionsRedux.SelectRoot2.SelectRoot2Behaviour/CleanupFn:invoke_void__this__ () at EditorExtensionsRedux.SelectRoot2.SelectRoot2Behaviour.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  4. Hello KSP forums! I've modified UDK lethal dose's Large Structural Components to work with 1.00's code, however chose not to recreate the station parts as they do not contain IVAs, and some of the pieces do not have exterior doors. If there is interest, I would be happy to package up my modified UDK files (7 parts - containing the brace, the globe tank, the peekaboo window, the generator, the battery, the lean, and the crossroads) which have attachment nodes that work in 1.00 and allow for tweakscaling but do NOT allow for passengers. Is there interest, and is this a thing I am allowed to do? AFAIK I do not have permission from the original author, but these pieces are too good not to be updated.
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