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Gordon Dry

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Everything posted by Gordon Dry

  1. I prefer that. A seperate config file is good for backing up preferred settings and can be easily copied from the backup to the new save folder after starting a career.
  2. Please make it compatible to ToolbarControl (and ClickThroughBlocker, if it's not yet). And, please make it save the settings in a cfg file inside a PluginData folder, not inside the persistent.sfs
  3. CKAN really is somehow wicked now, it says it wants to remove (latest official released) ZeroMiniAVC 1.1.2.5 but then hangs after clicking on "Apply". I cannot remove it manually via CKAN after restoring the last registry.json as the chain of dependencies forces me to uninstall a quarter of my mods then. I guess I have to ignore all CKAN messages about ZeroMiniAVC for now.
  4. @zw_45 I had to update my zip as there were dumb MM errors of the kind "pass specifier detected on insert node (not a patch)": https://www.dropbox.com/s/jv5vldrl8i2hilv/RSS-SpaceDust (GordonDry edit).zip?dl=1 @mateusviccari another update, I stick to my way to avoid confusing myself, added fixes derived from @zw_45 's latest patch and my own fixes @mateusviccari @zw_45 and another round of tailoring out issues @mateusviccari @zw_45 another small update
  5. @zw_45 @mateusviccari try this one: https://www.dropbox.com/s/jv5vldrl8i2hilv/RSS-SpaceDust (GordonDry edit).zip?dl=1
  6. @zw_45 thank you Is that RSS patch for a stockalike environment only, but not for RealFuels? I see LiquidFuel and Oxidizer, that's why I'm asking. I assume that most RSS players are RO-RSS players and so they use RealFuels, only a small fraction uses RSS without RO. So I try to do some simple edits for NEEDS[!RealFuels] and NEEDS[RealFuels] to fulfill the needs of the mod environments and hope the best. Edit: Patches should always have failsafe checks, like NEEDS[RealSolarSystem] if anyone forgets to remove the folder in a non-RSS setup.
  7. You could let that stay online or put it on Github, instead of removing it. This is a forum thread, not a private conversation, so just because @mateusviccari got the file doesn't mean there is nobody else who wants to test it.
  8. A "real" game crash with a crash report from the Unity crash handler. What happened last: Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "RO.InternalRCSx1.28.45/model/InternalRCS/Parts/RCS1/RCS-MP-N-1(Clone)/MPnozzle/90/MP90-N1" (Filename: Line: 229) Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "RO.InternalRCSx1.28.45/model/InternalRCS/Parts/RCS1/RCS-MP-N-1(Clone)/MPnozzle/90/MP90-N1" (Filename: Line: 229) Crash!!! All logs and crash dump to be found here: https://www.dropbox.com/s/gb7nwbfpk3d39yf/2022111101.7z?dl=1
  9. Google: Deepl: It seems there is a symbol for Google already.
  10. Something is borked with the bluedog_Juno1_Guidance - I cannot tell it precisely, but as soon as the part is attached the DV readouts and stuff are borked. No NRE on occasion, just borkiness. The staging icon does not appear for the built-in RCS because it also got a decoupler, I assume.
  11. I guess I know what @Rutabaga22 means - there are some search words you should not use as they provide a result listing likely all parts, stock and mods, because those words are used everywhere. So the results render as useless.
  12. @THE_KERBAL Nope. A lot of mods got memory leaks, but this mod does not make the game crash. An inconvenient combination of incompatible-to-each-other mods does.
  13. As I understand it's copy, not move, and not everything, but everything else than Squad and SquadExpansion.
  14. @Kerb24 ... or even if you toggle off the "offered contracts" and "accepted contracts" in the tracking station. They still show. I guess it's an old and overlooked stock bug.
  15. Could it be that there is a typo in GameData\SkyhawkScienceSystem\ModSupport\B9ProceduralWings\B9ProceduralWings.cfg ? Because having to get to tier 11 to get procedural wings sounds wrong. It's like the staff of the aircraft hangar has to buy all wings from 3rd party companies for decades before they're allowed to build their own wings.
  16. Has anybody else issues attaching the bluedog_Gemini_1p875mLongAdapter_PF ("GMSS-LSA 1.875m Structural Adapter")? When I try, it gets a hick-up, moves away and the top node is sunken down inside the part. This is logged: [ProceduralFairings] bluedog.Gemini.1p875mLongAdapter.PF (Part) has not been updated for PF v6! Trying Mode: Adapter, but unexpected results are likely! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PF]: No 'top1' node in part bluedog.Gemini.1p875mLongAdapter.PF (Part)! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PF]: No 'top1' node in part bluedog.Gemini.1p875mLongAdapter.PF (Part)! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) bluedog.Gemini.1p875mLongAdapter.PF added to ship - part count: 20 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException at (wrapper managed-to-native) UnityEngine.Behaviour.set_enabled(UnityEngine.Behaviour,bool) at EditorLogic.attachPart (Part part, Attachment attach) [0x00145] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at EditorLogic.<SetupFSM>b__189_29 () [0x000ea] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KerbalFSM.RunEvent (KFSMEvent evt) [0x0007b] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KerbalFSM.updateFSM (KFSMUpdateMode mode) [0x00080] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KerbalFSM.UpdateFSM () [0x00057] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at EditorLogic.Update () [0x00025] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <39c0323fb6b449a4aaf3465c00ed3c8d> Line: 0) [FAR v0.16.1.1]: Overall bounds error in GMSS-LSA 1.875m Structural Adapter 0 meshes (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PF]: No 'top1' node in part bluedog.Gemini.1p875mLongAdapter.PF (Part)! (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) deleting part bluedog.Gemini.1p875mLongAdapter.PF (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
  17. btw the GameData\EngineIgnitor\MM_Configs\MM_Stock.cfg got TRIPLE configs for liquidEngine_v2 and liquidEngine2_v2
  18. You got a duplicate config for cryoengine-deinonychus-1 (lines 159 and 258). I guess you forgot to rename to cryoengine-tyrannosaur-1 ?
  19. I guess I should disable EngineIgnitor's "ullage simulation" as with Bluedog_DB and Skyhawk I just got no proper ullage parts in early career and waste a lot of rockets.
  20. I cannot tell CKAN to NOT install RealPlume Stock without removing RealPlume and SWE. This means it's another sidecase with manual installation.
  21. Default for GameData\Bluedog_DB\Parts\Saturn\Engines\bluedog_Saturn_Engine_F1.cfg: ... MODULE { name = ModuleEnginesFX engineID = BDBF1 thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1944 heatProduction = 160 EngineType = LiquidFuel powerEffectName = running_engine useEngineResponseTime = true engineAccelerationSpeed = 0.67 engineDecelerationSpeed = 0.9 ... 0.67 in "inverse seconds" would mean 1.5s - when the physics delta time is in real time. If KSP is slower, than it needs longer. Depends your rig.
  22. Did you even read my post? Because it happened THE first time ever for me AFTER I updated THIS mod. Come on ...
  23. How to avoid TestFlight showing the default part names when the Bluedog_DB_Extras\BDB_RealNames\RealNames.cfg is used? Would it be enough to change all instances of :FOR[zzzBluedog_DB] to :FIRST[Bluedog_DB] or would that not change anything because the TestFlight code already parsed all the part's names on game load?
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