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COL.R.Neville

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Everything posted by COL.R.Neville

  1. k ill try that not using a reactor though. thats why i was asking about making just the xmitter module use megajoules as a resource once they run out it would just not xmit anything anymore until more were available but not drain the power system down to where all the radiators stop 400 million meters from the sun hehe.
  2. is there a way to isolate a ship electrical system from the megajoule part? trying to create a solar station and have the transmitter turned down to 1 and it sucks all the ec outta everything instead of just using the megajoules. would assigning the megajoules resource to the powerxmitter module keep it from using ec? or would the dll stuff override everything.
  3. i rarely use anything bundled with a mod. always try to find the original if I can. I seem to have fewer problems that way,
  4. the {} definitely needed to go in there. thanks i tried the comma stuff once before and couldnt get it to work and theres a note about using the # key thing needing to be inside the part bit cryptic since i dont really speak modulese yet. it might be too much for it to do. but seems pretty simple to select all the aies parts in science and then keep the ones with the data xmitter. dunno. thanks for trying though appreciate it.
  5. could use a lil help cant seem to get this to work. trying to look for all of the antennas that are miscatagorized and move them from science to communications and update the moduledatatransmitter and category. @PART[*]:HAS[#category[science]]:HAS[@MODULE[ModuleDataTransmitter]]:NEEDS[AIES_Aerospace]:Final { @category= Communications !MODULE[ModuleDataTransmitter] MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.3 packetSize = 4 packetResourceCost = 6 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 500000 antennaCombinable = True antennaCombinableExponent = 1 } } thanks
  6. yeah same with me. i only get the part list flicker when i past 10 to the 3rd parts hehe.
  7. yeah its a stock problem. part list and the toolbar flicker
  8. think we are talking about 2 different things. seems you are talking about parts im talking about the toolbar like the 2 previous posters to mine.
  9. yeah but i didnt have contract configurator installed. the error i was happening will happen in sandbox as well.
  10. anybody else getting invoked member not a member of dynamic module everything was going fine got to the part where i started getting contracts for scanning. and this error would flash whenever i hit the scan button for any of the sensors. so alone scansat works fine but scansat, usi_tools you get this [EXC 09:37:26.922] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () SCANsat.SCAN_Toolbar.ToolbarTypes.getType (System.String name) SCANsat.SCAN_Toolbar.ToolbarManager.get_Instance () SCANsat.SCAN_Toolbar.ToolbarManager.get_ToolbarAvailable () SCANsat.SCAN_Toolbar.SCANtoolbar.OnDestroy () if you install blizzy's toolbar it works again. so somewhere scansat and usi are fighting for the same stock toolbar spot seems like or there is some kinda hidden dependency on blizzy's toolbar. so scansat blizzy's toolbar usi_tools works scansat usi_tools hit the scan button you get the above error.
  11. files work great tarheel. thnks all im seeing now is the much maligned which i happen to like dishes need to go from science to communication the cargo bays need to goto payload. there's probably others that im missing
  12. record one then put the smart parts on to fly a few more with it.
  13. Bug #11774 somebody reported this earlier and got the cnd ( firo is right its not just the parts its the apptray as well. i cant see any contracts or anything while in the VAB/SPH.
  14. on start in the alt f12 screen. cant see that its being logged in either of the log files so it may just be informational [SCANsat] SCANsat resource [Karborundum] cannot be found in master resource storage list [SCANsat] SCANsat resource [LqdHe3] cannot be found in master resource storage list
  15. anybody else getting master storage resource list errors? mine are for karborundum and lqdHE3 also getting that alumina and monzanite are already in the loaded resource list?
  16. pretty sure guys a cfg file defining resources has anything to do with flickering anything. equivalent of two parallel lines they just dont touch each other. the flickering stuff is caused by a dll gone wild somewhere. I have the same problem as well so I know the problem exists just it aint this doing it. most likely culprit is the filter extensions. so double check that you DONT have 000_FilterExtension in your gamedata folder im betting you do.
  17. also the community resource file bundled i dont think is the latest one its still showing the busted antimatter config. oh doh sorry i thought this was the malemute thread.
  18. there is now an evakerbal cfg in stock. you can add power monoprop etc the big problem that needs a dll solution is exposing the ship based functions like commnet etc to this evakerbal config without having to turn him into a ship. in antenna range there was a limiteddataxmitter module need something along those lines for the evakerbal config. so alot of the stuff that this mod used to do is stock now. I would get with the remotetech guys and look at rolling the functionality of antenna range into it. just my two cents.
  19. but thats the problem metal ore no longer exists as a resource only metallicore not sure how it works if the names dont match.
  20. 1.8.6 full reupload is the opt dl file im using. dont think they have gotten to the 1.9 yet. might wanna check to see how they are doing it for that.
  21. i cant seem to get the black reflective visor to work got the suits and helmets no problemo the visor is just defaulting to clear. any ideas as to what either I'm doing wrong or anything else. i dropped the EVAvisor in default like ive always done and using range's envmap files so no clue where its going wrong. thanks in advance.
  22. but then wouldnt the cat be both alive and dead?
  23. yeah something is doing for sure. like i said im not seeing the problems others are just with the 2 antennas. everyone using the forced3d11 switch? or opengl?
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