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Deep silence

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Everything posted by Deep silence

  1. It looks promising, but do not work on Linux... Do you beleive you will be able to fix that? It crashes the game at the first menu, after parts load. Here are the stacktraces in the log: AddonLoader: Instantiating addon 'KSPScienceLibrary' from assembly 'KSPScienceLibrary' (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0 at KSPScienceLibrary.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() (Filename: Line: -1) AddonLoader: Instantiating addon 'PartMessageServiceInitializer' from assembly 'KSPAPIExtensions' (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) And InternalSeat: Cannot find portraitCamera of name 'cameraPassenger1' (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at RenderingManager.RemoveFromPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0 at KSPScienceLibrary.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1) UnloadTime: 117.806999 ms
  2. Where are these better alternatives? For the moment, the only tool I have found is yours...
  3. Tried to fly a flying wing. Nice, but absolutly unstable an yaw axis...
  4. I use it! It adds complexity to the flights.
  5. Do you have an example of the use of the $ sign? I could not find one in this thread.
  6. You are right, Linux version run your mod smoothly. But does an out of memory when launched with the same mods that run fine with the windows version.
  7. <edited : i managed to make it work. It is sad the mod does not use relative path: I had removed the JSI folder and that was the cause of my problems> This mod looks great, but It lags a lot (except for STBY, LOG, CREW pages). There is nothing special in the debug logs, I am testing on a fresh install (windows KSP on linux), and my other install had only little lags with about 30 mods...
  8. Thanks! I used them, but was looking for an 'attach' button on the container, not on the bay...
  9. This was a great mod before the parts containers, and now this is the absolute mod! Thanks a lot for that. One thing though: it would be useful to be able to put the containers back on its support once grabbed. I hate polluting planets : If it can help, here is a config file for some parts (mainly EAIS, and some B9 and KW). It allows the ground pylon to be a vessel, so that I can place some kind of 'relay stations' on the ground with remoteTech. The file is under the WTFPL licence (like all mods should be ) : KAS_ALL_MODS.cfg
  10. Thanks for this must-have addon! Do you plan to allow changing the dishes target from another vessel like it was possible with the previous version? It is currently boring to switch vessels to connect both points of the transmission.
  11. Looks great! Do you plan to have a different set of textures like before? I liked the previous 'smooth' tanks.
  12. My main parameter is the time the vessel spends near the planet (once in suborbital trajectory) : the more time its gravity accelerates the vessel, the more DeltaV you will need (same thing for take off, btw). Thus, You need to have enough deltaV to zero your orbital speed, plus enough deltaV to cancel gravity effects during the orbital speed zeroing. => I think kosmo-not video is good and bad at the same time : he kills its orbital speed from the lowest point, but its vessel's TWR is too low : the maneuver takes too much time so he spends 50% of its deltaV to fight gravity (50% because the vessel has most of the time a 45° inclination). My method is to get the most powerfull lander (yet avoiding a too heavy lander), and to slow down in one time from the lowest altitude possible. Of course, it is dangerous...
  13. These engines look gorgeous! Is it a mistake the 280 costs more than 300 000k? I use MissionControler and this is far too expensive for my flights .
  14. That is a great video; squad devs should be proud of their work!
  15. I am currently playing with the wonderful parts of AIES. A Mun lander: The first orbital flight : A big thanks to the modders!
  16. A lander somwhere on the Mun A space rendez-vous, thansk to the gorgeous Gemnin mod! A Khetane exploration blimp: electricity powered, with electricity generator and khetane mod to refuel when needed...
  17. I have noticed that the scanner still works when there is no power left in batteries. Would it be possible to fix that?
  18. Nice parts! Do you plan to create a ring? Like the wayland corp's one, but with nice textures? Looks like the aerospike of Novapunch pack.
  19. My best score right now : 1500m/s to intercept Moho, and 3300m/s to get into orbit. This is really tricky though... I had to use Mechjeb to trim the maneuver node, sometime by 0.05 m/s steps.
  20. I am trying to efficiently get on Moho too... From what I can understand, delta-v depends on the eccentricity and the orbit inclinations : In order to minimise the delta-v, one must reach a planet its apo (less planet's speed, less delta-v required to get into orbit), and/or at its ascent or descent node (to avoid the orbit alignement burn). Luckily, it looks like both apo and ascending node of Moho are at the same place (approximately...). So the transfert burn must be done when Kerbin is at the opposite of Moho's apo (the orange thing is the 'perfect' transfert orbit) : The problem is that the combination of the Kerbin position and the Kerbin to Moho phase angle happens only every 5 years (approximately : phase angle increments by 70° every year). I am trying to obtain this combination to check the effective delta-v used.
  21. This is the kind of great plugin that I am sure will be embeded in the game, like eletricity, khethane... Thanks !
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