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TaggedYa

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Posts posted by TaggedYa

  1. On 12/13/2018 at 2:35 PM, BlackHat said:

    IS the purpose if this mod strictly to do tests of crafts/parts so you can adjust/tweak them to build them correctly?

    Or does it allow the testing of parts/crafts to increase reliability of them in conjunction with the scrapyard/KCT/Oh Scrap?

    @BlackHat

    In my book it's greatest use is for the iterative process to design MechJeb assent profiles for PEG.  By the time you get that right you will have found all of your staging issues. :-)

    You increase part reliability when just starting with a new part by research.  Right click the part and find the research button on the info window, usually toward the bottom.  It will open a window where you can hire research teams to do daily increases.  I tend to only use the cheapest teams.  All you get for more money is time savings.  I usually am not in all that great a hurry.

    TaggedYa

  2. @linuxgurugamer @pap1723

    Why not just push a config for RP-1 into the regular data folder with the rest of the standard configs.  Then we could just click the appropriate button and are good to go.  If the basic code is reading the configs and making buttons for each it shouldn't require any work on lgg's part at all.  Nor should it require a bunch of jumping through ckan hoops.

    On a different subject: I am looking at trying to make a cost function that charges by real time expended not game time so that time warp doesn't result in exponential cost explosion and we can actually simulate long missions.  Is that something you would be amenable to?

    TaggedYa

     

     

  3. 1 hour ago, AlienFromTrappist-1 said:

    I have the exact same problem. After a while, I realized that RN_US_Rockets was the problem. I uninstalled and KSP is working fine. Unfortunately though, no US rockets.

    Go ahead and reinstall US Rockets then use the dependancys I linked above (provided by RaiderNick) to overwrite the ones that CKAN put in.  Everything will then work fine.

  4. Try removing RN_US_Rockets with CKAN and reload.

    I was having this issue and removing it let my game load.  I am still trying to figure out the problem but I can run with it uninstalled.

     

    TaggedYa

    Ok: CKAN is updating a US Rockets dependancy to a non 1.2.2 compatable version.

    get the current dependancy versions here: https://www.dropbox.com/s/paqjbizbmxfhdqc/RN_Dependencies_KSP_v1.2.x.zip?dl=0

    Overwrite the existing with these.

  5. 45 minutes ago, linuxgurugamer said:

    Not at present, but I'm planning on adding that in the future.

    I think you're correct, thanks.  i'll test to be sure and then release an update.  But you have one misconception, the sizeLimit.x & sizeLimit.z are identical.  It's the s.x & s.z which need to be compared individually.

    Thanks for the catch

    Thanks for the quick fix.

    As to misconceptions:
    Relying on 2 variables to stay equal when 2000 coders have access to them is just begging for trouble.  And it is the worst sort of trouble as it will come and go depending on the whim of the unknown coder who changed it.

  6. I think I found it.
    It seems to be a convergence of 2 bugs.  One in your size check and one in B9 proc wings fork by Crzyrndm.
    I found yours but haven't isolated his yet.


    In LaunchGUI.cs
    In line 1121 you are adding the width and depth of the rocket and comparing it to the width limit.

    1118                
    1119                Vector3 s = EditorLogic.fetch.ship.shipSize;
    1120                Vector3 sizeLimit = getSizeLimit ();
    1121                if (s.x + s.z > sizeLimit.x) {
    1122                    startSim += "\nShip too wide";
    1123                    flyable = false;
    1124                }
    1125                if (s.y > sizeLimit.y) {
    1126                    startSim += "\nShip too tall";
    1127                    flyable = false;
    1128                }
    1129

    I'm pretty sure this should be:

    1121                if (s.x > sizeLimit.x) | (s.z > sizeLimit.z){


    I can't test this as I lack a c# compiler.  Can you believe codeblocks doesn't support c#.  Yea, Yea I know, It's because I haven't written it yet. :-(  At least so I'm told.

  7. What is happening is when the first stage falls out of range and is removed the sym treats it as the destruction of your main ship and ends the sym.  I am using the dev build .1183 without stagerecovery.  I would bet that when stagerecovery removes the launch clamps it does the same thing.

    I can reproduce it at will as it happens every time.

    Tag

  8. In Plugin/Trajectory.cs on line 683 there is a call to:

    FARAeroUtil.GetCurrentDensity(body, altitudeAboveSea)

    In "Ferram-Aerospace-Research-0.15.5.5_Hugoniot" this method was changed to:

    public static double GetCurrentDensity(Vessel v)

    In Plugin/VesselAerodynamicModel.cs on line 153 is:

    FARAeroUtil_GetCurrentDensity = loadedAssembly.assembly.GetType(namespaceName + ".FARAeroUtil").GetMethodEx("GetCurrentDensity", new Type[] { typeof(CelestialBody), typeof(double), typeof(bool) });

    I am not familiar with C# but this looks like a typecast to an even older version.

    Then on line 245 we have:

    rho = useNEAR ? stockRho : (double)FARAeroUtil_GetCurrentDensity.Invoke(null, new object[] { body_, currentAltitude, false });

    Then again in 343, and 541.

    I would fix this and test the result but I have neither a C# compiler (I could get one I guess) nor Unity which is a bigger problem.

    If someone would be kind enough to make the appropriate changes and post the recompile I will test it and see if I can find the more subtle problems.

     

    Tag

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