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KvaNTy

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Everything posted by KvaNTy

  1. The same way you usually close any menu: either by right-clicking(without Alt pressed) on any part or by right-clicking on empty space(between your ship and other windows).
  2. Well, you shoulda check this one, a least as soon as @Nereid upload it on SpaceDock.
  3. DraggableMenu does not depend on ModuleManange or any other mod and is loaded only when you enter flight/editor scene. Are you sure you haven't done anything else world-braking with you install while watching oscar awards in background(probably)? If this can be reproduced then I would like to take a look on your logs.
  4. You play with low resolution? You have heavily modded KSP? You often hit the wrong button during EVA because part's menu is constantly moving? You often get in trouble in the most inappropriate moment when you right-click on part but most portion of its menu hides off-screen so you have to zoom out and rotate camera to actually see it's bottom and all of buttons? If yes then worry no more because Troiden Industries are proud to present you DraggableMenu. With this small mod you won't ever have such problems. Features: Automatically rises menu if it gets off-screen. Freezes menu position when mouse is over it. Allows you to move any menu around your screen by Alt+Click, both in Flight and Editor. How to move menu: Press your ModifierKey(Alt by default) and drag the menu anywhere on your screen and it will stay there(regardless of what buttons you press after) until you close it. Then you can close it the same way you usually close any other menu: either by right-clicking(without Alt pressed) on any part or by right-clicking on empty space between your ship and other windows. This mod is based on famous lifesaving MenuStabilizer written by comrade Alexander Gavrilov aka @a.g. and includes all of its features. Compatibility: It is not recommended to install both MenuStabilizer and DraggableMenu because they will fight for control of same things what can lead to fitful menu movements. Download: SpaceDock Curse GitHub //Coming soon. Installation: Extract the .zip into your KSP directory and overwrite if asked. License: MIT Changelog: Feel free to post your comments, suggestions and of couse bug reports, but don't forget to include your KSP.log.
  5. @Coffeeman, can we get sources of 0.6.3 please? Stupid question, sorry.
  6. Yeah, in lot of videos. That's why expected something like that in my install. Now I see. I've seen in a lot of literature that getting away heat, especially constant, caused by fusion or decay, could become engineering nightmare when you have no conducting environment.
  7. I suspected something like that. I just thinks its doing useless actions most of the time. No matter whether you do want to see those log or you don't. Maybe it would be better to check if LogLevel.Warning first, and if so let it iterate ship's modules? Cos with size of the ship and number of installed mods the total number of modules grows almost exponentially.
  8. Agree with fellows above. If not author himself than maybe someone of forum have this mod or even it's souces in possesion and can upload it somewhere for us to make it up to date? I'll try to contact MunarIndustries on reddit and get MI - Station Science Reskin, but have no idea where I can find @DirtyFace83.
  9. Btw, @jamespicone, I had a question for you. What is the purpose of enumerating all part's modules(in the middle of VesselData.GetVesselData()) and just spaming logs with "Expected: ModuleName..." and "Found: AnotherModuleName..."?
  10. Solar luminosity can change at some day. You forget about tons of planetary/scaling/rebalance mods that can alter such things. Can you explain why? I use my own fork of BackgroundProcessing, and that's why interested in enhancing it.
  11. @Revenant503, "Facility Upgrade Time" or something like that. Actually "KSCUpgradeTimes" in KCT_Presets\default.cfg.
  12. Ah, that's the thing. I've overlooked this fact somehow. I just want to hear that I'm not alone and that every RealFuels user can keep his LV-T45 running forever without worrying about overheating.
  13. @Starwaster, so what, everything works as intended? The thing is: On one hand over half of this thread people were discussing how to get rid of engine's heat and not to let it boiloff fuel in tanks. Even your Heat Pumps for RF is about the same thing. On other hand me trying to find the way to overheat at least something, except of placing it in front of engine nozzle. Tank's surface can't be that much insulated and engine running at full throttle for several minutes should warm a bit. So my first obvious thought was "Something is not right".
  14. To make this mod actually compatible with RealFuels you should edit your GameData\ShowAllFuels\show_all_fuels.cfg (or wherever you store this mod) to look like this: @PART[*]:HAS[@MODULE[ModuleEngine*]]:FINAL{ @MODULE[ModuleEngine*],*{ @PROPELLANT[*],*{ %DrawGauge = True } } } @PART[*]:HAS[@MODULE[ModuleEngineConfigs*]]:NEEDS[RealFuels]:FINAL{ @MODULE[ModuleEngineConfigs*],*{ @CONFIG[*],*{ @PROPELLANT[*],*{ %DrawGauge = True } } } }
  15. Guys, can you help me figure this out? After installing RF, active engines neither produces reasonable amounts of heat nor conduct it to connected parts. And fuel tanks temp stuck at 300K(Az50+NTO). Both screenshots above were taken at just a moment before fuel tanks became empty. In RF's case it took twice as much time. Common sense tell me that it's not how it supposed to be. I've already checked and rechecked every part, tool, mod and source line related to temperature except that haven't looked at SolverEngine's source code yet. So how it should work and where a problem can possibly be?
  16. I just noticed that ModuleEnginesRF is based on SolverEngines.ModuleEnginesSolver instead of stock ModuleEngines and that they share different methods/properties, but had no time to actually dig into SolverEngines.dll yet. But yeah, they shoulda be compatible. After all they are more or less about the same.
  17. Not quite. This is how it looks on 64K. Those towers are not only a bit east, which it common problem for 64K, but also more apart for some reason. I've checked that FloodlightKSC.cfg has four different positioning variables for them: RadialPosition, RadiusOffset, RefLatitude and RefLongitude. I think it is possible to make adjusted version of those for rescaled worlds, especially if you know how KerbalKonstructs works. Or adjust them it at random(my case). Or maybe there is some sort of ingame tool for this?
  18. @tajampi, is there any hope to see engines light working with real fuels? I was trying to figure out how to make it manage ModuleEnginesRF the same way it manages ModuleEngines, but since you're going to refactor all the code...
  19. Check your "Chatterer\Sounds\chatter" folder and its content. And than add new sets the same way.
  20. Unless it will work well by itself I hope. So there is no any way to load specific scene or a least start KSP in some sort of lightweight dev-mode? Each time you want to move a button a bit you have to build mod, place it in the game, start and wait for whole game to load?
  21. So making mods for KSP is more painful than I imagined. I hate messing with this timekiller called "UI" as well. Well, lets hope devs will not only move to Unity 5, but also do a better GUI API.
  22. Thanks for reply, @magico13. I've never thought that forcing x86 assemblies to run in 64bit environment can cause so much trouble. Backwards can, but this. Strange. But anyway I switched to 32bit KSP with OpenGL and as I can see it seems to had fixed all my problems. KCT works like a charm now. One small KCT suggestion if I may. I thought it would be nice to be able to start construction of saved vessels from SC screen without entering VAB or SPH. So main KCT window in SC screen to be not just a building queue viewer but a standalone construction manager. It would be more, you know, logical and easy. For example when you launching several unmanned probes or building a vessel developed long ago and saved until transit window. Or maybe KCT already have something like that but I'm looking in wrong direction?
  23. Hello everyone. I've encountered an error with KCT + KSPx64(community workaround) and can't find anything about such exact issue neither in this thread nor in google. Right after starting new game in career mod I'm getting "An error while KCT loading data occurred". Switching back to x32 resolves the issue, but according to this thread it looks like KCT should work well in x64, more or less at least. Reproduced even on fresh KSP install and with no other mods but KCT. [KCT] OnLoad Started (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [KCT] Counting 0 tech nodes. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KerbalConstructionTime.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) ... NullRef, NullRef, NullRef ... Complete log -> dropbox P.S. @magico13, big thank you for such a mod! After months of playing Aurora 4X KCT feels very native.
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