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123nick

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Everything posted by 123nick

  1. is this compatible with OPM, trans keptunian, and new horizons, all together?
  2. turns out its completely KF, on there thread they are also having same problems i am, with or without far.
  3. yeah, your right, its just a small error that doesent really have as much as a effect that i thought it had. i think it just happens with high polygon models or detailed models, like the smaller of your landing legs collision mesh seems to cause it, but other than some occasional log spam, nothing really too bad. everything works perfectly though. thanks for replying
  4. hey, would a mod that lets you, in game, switch between having shift and ctrl control throttle, to controlling the thrust limiter on a single engine? this way, with mods like TCA, you can have throttle at full so maneuver engines (basically normal engines that work like RCS via thrust limiting and TCA being smart) always work at full throttle, while main engines still are "throttle" controlable. sounds neat, and maybe TCA has it already implemented but i wouldnt know, so, sounds easy?
  5. can one just completely delete the collisonfx plugin, if there is one, or just disable collision FX in the menu as a temporary fix? if you cant reply, due to IRL or being busy, can someone else? edit: i found a fix! deleting the KFDustFX module line seems to fix the bug, atleast it worked with the tiny wheels, so it should work with all other things. double edit: here should be a simple module manager config to fix it by automatically removing the module from all parts, here: @PART [*]:HAS[@MODULE[KFDustFX]]:FINAL { -MODULE[KFDustFX],* { } } this should work, just copy to a file that ends in .cfg and has no spaces in the name, and it might work.
  6. do you have experience with modding and stuff?
  7. ok, i think i narrowed it down ( a little). every part from Kerbal Foundries, except the power generator, so all the wheels, anti-gravs, and track parts, seem to cause a spam of updating untitled space craft to the log, until i take it off. and the smaller landing leg form lithobreaking exploration mod also seems to cause the triangle errors, but not the larger one. edit: most modded wheels seem to cause the updating spam aswell, like the grizzly wheels from the pathfinder mod. the mountain goat wheels, however, are ok, but that might be because they have there own module, and the stock wheels also ok. atleast, the stock rover wheels are ok. edit#2: the degenerate triangles bug doesent seem too major, and not what is causing the game continuing to play when pause menu is open bug, i think its solely Kerbal foundries.
  8. hey i think this mod might cause some errors with FAR, when i place the smaller landing leg on my vessel, i got degenerate triangle errors from FAR, about triangles being unusable due too nan values or degeneracy, or something similar.
  9. it seems to be KF and the lithobreaking heavy landers mod, but.... what sort of model would cause such errors? like, i assume if the model would look ok ingame, then it would work with far, no? regardless, ill post or PM them . thanks for replying
  10. hey i think i have a bug report, im playing with alot of mods (yes yes, i know how it may or may not be other mods causing it, but hear me out) and in the log there seems to be something about Nan values for the voxel system, or degenerate triangles or something, im not using deadly re-entry, but i am trying it with kerbal foundries tracks, and whenever i launch the vessel, when i press escape, the pause menu comes up, but i get a NRE: object not set to a instance of a object error or similiar, and the physics continue to work, and i dont know what could be causing it, besides KF or the many planet packs i have ( total of 72 planets, i counted) im running linux, too. link to bug report thread: http://forum.kerbalspaceprogram.com/index.php?/topic/127673-nreinstance-of-object-not-set-far-maybe/
  11. i have a lot of mods, including kopernicus, KSPi, pathfinder and angel125s other mods, and alot of planet packs, and i have a bug where when i go to the pause menu, the game physics still continue moving, but the camera gets locked in place, and a single NRE: instance of an object not set or something error in the log, and in the editor far, when checking voxels, complains about 3 triangles either Nan or degenerate, or something siimiliar. im also using kerbal foundries mod, too. heres a link to my ksp.log : https://onedrive.live.com/redir?resid=3315713f440a6017!591&authkey=!APza0ceq5dxbOQU&ithint=file%2clog
  12. ugh, somebody asked me for logs before, but now i just dont remember their directory.... any help?
  13. i think i have a bug, when placing down a chuckwagon iFV, and converting to greenhouse, i have NRes spammed to my log, and i dont know why. i also cant right click the hacienda once attatched to vessel in editor, and when it turns green when placing, i makes a single ( i think) NRE too the log. any help?
  14. hi im having the same problem that shinji is having, whenver i run trans-keptunian, i get that screen. OPM, and kerbol plus is fine (theres 2 planets, one is NaM m/s, and the other is 0 but i assume thats because i forgot the sigma-binary system mod) any help? i have kopernicus expanded, no visual mods, kittopiaspace, which is packaged with K+, OPM. i also have FAR, ExtraP. launchpads, and MKS mod, but i assume those dont have any effect. any help?
  15. OMG those Mk2 proppeller engines are SOOO GOOOOD. i assume they will be apart of the m2 expansion? because i REALLY want them.
  16. is the previous post the one with the beta 3?
  17. i think i mightve asked or posted about this before,but whatever. anyways, im having a problem where the mlr-50 loading ramp causes arithmetic exceptions and a array index thingy whenever FAR has its voxel thingy update, or whatever. when i dont have that part on a vessel, in the editor, everything works fine: the CoL moves when i change the dimension of the wings, im pretty sure the AOA stability calculations work, etc. with the part, nothing works: col stays in one place, even when it shouldnt, and i dont think the stability calculations work, either. any help?
  18. ok will update, see if works. i use a lot of mods, maybe one of them came packaged with a old version of FS.
  19. is there a "maximalist" version of realheat? compatable with FAR?
  20. problem with micro fans: http://i.imgur.com/5vSg695.png http://i.imgur.com/wGpFv27.png nan values. medium ducted fan seems to work gr8. i dont see any reason for it to not work. i have a mod that adds in a intakeatm to all intakeair intakes, but shouldnt interfere.
  21. anyone else getting this issue, where, the internals appeared to be borked? like, they appear at the bottom of the SPH , but only 1 of them. first time it was the HL internal, then, when removing the HL cockpit internal files, it was another B9 internal, and NREs were spammed. any help?
  22. anyone know what part has these internals: http://i.imgur.com/u8mBytx.png http://i.imgur.com/kDlEo7A.png i need to know so i can remove it, because apparently i think its causing NREs. edit: nvm, i think its bigger problem than that. but, while i have this thread here, i might as well ask: is the B9 aerospace maintenence port working? becuase for some reason, all the internals seem to be bugged, with the HL cockpit internal appearing in the floor of SPH, then with another cockpit from B9 mod. i think its something obvious, but i just cant think of what it could be. any help?
  23. can you make this compatible with CAL, so we can have unified ammo?
  24. is it possible to have a part that, with code, just not interact with water, at all?
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