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xchoo

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Everything posted by xchoo

  1. I can concur that EVE + RCSBuildAid causes EVE to stop functioning. The output_log.txt file produces the following error message: AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentNullException: Argument cannot be null. Parameter name: source at System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Where[EVEManagerBase] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32)
  2. Quick question. How do you configure the texture compressor to not compress IVA textures (like the nav-ball, led panel, etc)?
  3. Btw Fractal, I'm not sure if you are aware of this, but there is a mod that manages part property overrides (e.g. you override the default solar panels and add the wasteheat functionality to them). It's called mod manager (forum link here: http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs), and it seems to work with 0.22. This way you don't have to manually manage the mod overrides. =)
  4. Not if the code is run *only* when the enable / disable button is executed though. It is already auto-updating every 1000 "onUpdates" already, having it update when either the enable/disable is executed shouldn't add that much extra processing to the system.
  5. I have a somewhat stupid question... How do you get microwave relays to work? I can't for the life of me get them to work at all. The setup: 1 solar satellite in orbit, 1 relay (i.e. one transmitter, one receiver on the same craft) on the VAB lauchpad, and 1 receiver on the SPH runway. I can get the relay to receiver power, and retransmit it, but when I switch to the receiver and point it at the relay, i don't get any connection (0KW, 0 satellites, 0 relays). =/ Can anyone confirm their relays work? Fractal, I believe I have also found a slight issue with the current microwave transmitter code. While I was playing around with my microwave network, I found that if I disabled the transmitter, and then switched crafts within about 30s or so, the craft may still be recognized as a transmitting satellite. Same thing for when I enabled the transmitter. After poking around the code a bit, I think the issue is with the way "warpplugin.cfg" is updated. It seems to only be updated every 1000 updates (or so?). Might I suggest that the cfg file be updated as soon as you press the "enable" or "disable" button for the transmitter as well? That would make it more responsive. =)
  6. This is fixed in 0.7.4 (which was release just as I posted this. Thanks Fractal! =D) This is still a bug, but it's a super minor one. =P
  7. Hey fractal, more bugs: - If you put a reactor in this configuration (put down a probe body first, then the reactor on top of that, then the generator on top of the reactor (and then add a radiator): http://imgur.com/d6Hc1t4,BZi7ply You get blank info screens for the generator... not sure why - Old parts (non-upgraded parts) that were generated in sandbox mode before the 0.22 KSP update can no longer be upgraded. I'm assuming it's due to the new science resource interaction (and that sandbox mode doesn't have any science). http://imgur.com/d6Hc1t4,BZi7ply#1 Btw, awesome mod! And take your time with the bug fixes, haha. I'm just doing my job as a beta tester of this mod. =)
  8. Hi! I am encountering an error when I try to stack multiple electric generator & reactor units on top of each other (or had multiple generator/reactor pairs on one vessel). They end up producing "Nan MW" output instead of some proper number. Also, I find that if I had the generator on top of the reactor, the unit would not produce any power, but if I had the reactor on top of the generator, the unit would operate properly. Is anyone else experiencing this problem? This is with version 0.7.2
  9. Scratch the last suggestion. Rickenbacker is correct. You will need struts to shore up the decoupler. In addition to that, you will want to put struts between the lander and the large side tanks (to stabilize the rocking of the lander as it goes up).
  10. Also, add some SAS modules to stabilize the spin of the craft as it ascends.
  11. Posted this on reddit this morning after working on it over the past few weeks. Craft comes in 3 variants: 1a. Perseus shuttle variant A This variant is the original shuttle design with "glitchy" parts (ASAS module and RCS fuel tanks glitch through the Mk3 fuselage). Made in the VAB completely by accident, and I just ran with it. 1b. Perseus shuttle variant A - long(er) range Long(er) range version has additional RCS ports on the main fuel tank and two additional RCS fuel tanks to assist in manoeuvring in space. Useful if you want to get to the Mun. File link (both A & A-LR): https://dl.dropbox.com/u/7979336/ShuttlePerseusA.zip Imgur album (Kerbin orbit & descent): http://imgur.com/a/MEKkq Imgur album (Munar landing & return - using A variant, not A-LR): http://imgur.com/a/eNPvF 2. Perseus shuttle variant B Shuttle constructed using less "glitching" of parts through each other. Because of the additional weight on the orbiter, the boosters had to be repositioned, and the launch instructions changed. Album for this variant is here. Zip files contain both shuttle to get into space, as well as just the orbiter (in the SPH) for gliding & landing practice. File link (: https://dl.dropbox.com/u/7979336/ShuttlePerseusB.zip Imgur album (Kerbin orbit & descent): http://imgur.com/a/xpjj1 Reddit link: http://www.reddit.com/r/KerbalSpaceProgram/comments/xrotk/finally_after_weeks_of_work_i_present_to_you_the/ Because the crafts are asymmetric, flight instructions have been included in each zip file. Follow them precisely to get the shuttle into orbit. I take no responsibility of potential loss of kerbal lives if you don't. Enjoy!
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