Jump to content

bulletrhli

Members
  • Posts

    551
  • Joined

  • Last visited

Posts posted by bulletrhli

  1. Hmmm... that is VERY odd. I'll have too look into it. There should be a Button for every mod that you have a config for, and an additional "unmanaged" button for mods that don't have a config. When selected, the button should indicate the amount saved per folder, with a display below indicating the total amount saved.

    The weird thing here is that only the squad folder showed up. WHY? Hmmm... very interesting/confusing.

    I Just looked and found the reason why you get the indexOutOfRangeException, As for why you only have the one folder for squad I don't know. Do you have any of the "default" mods that there are config files for?

    I tested the mod with just the Squad folder and the BoulderCo folder. I didn't include any of my other mods just for loading times sake. I have updated my last post with a little more information.

  2. hmmm... If you want, you can try an interim build out, just replace the dll in the folder with this one (click "raw", it will let you download it): https://github.com/waka324/TextureCompressor/blob/master/GameData/BoulderCo/Plugins/TextureCompressor.dll has the GUI that will display on the main menu and allows you to check how much memory should be saved by each folder.

    I used my alternate KSP folder where I just have BoulderCo and the Squad folder. I ran it with the new dll and I get spammed non stop with IndexOutOfRangeException errors in the Debug toolbar. As for the GUI you have provided, it shows the title, a folder label and Squad as a button but does nothing and no other information is provided (not sure if thats the intent at the moment, just detailing what I see).

    Update #1: I have removed the cached files folder and the mod seems to run just fine. I watched the debug during the loading phase of the game and it reports saved and accumulated saved bytes after each part is loaded. On some parts, in particular the internal spaces parts, you get a negative gain in memory saved. This may or may not be intentional to save original quality of the part. After loading of the game has completed, once again the IndexOutOfRangeException continues to occur.

  3. Find deposit, land on deposit with drill and kethane storage, extract kethane.....its that simple. The only other thing that could possibly come into play is fuel routing, for that there is the thread linked in OP. What else ya need to know?..

    I must not have explained myself well enough. If you load up KSP and go to the main menu, you have Scenarios, Tutorials, New Game, Load Game etc. In the TUTORIALS section of KSP, there is a Kethane Scanner tutorial you can play with and learn about the mod. Near the end of that tutorial it talks about a drilling and extracting tutorial however it is not there. I was asking when we could see something that like be put in to continue the interactive tutorial series.

  4. I feel bad for complaining, so I did something about it. I have no idea if this interests any users of this mod, but I made a simple Module Manager patch for sorting the pieces. It basically moves everything to be where you'd find it with stock. Fuel tanks to propulsion, RCS/SAS to control, docking bays and whatnot to utility, tail sections to Aerodynamics. It isn't perfect, but it definitely addresses one of my major issues with the mod and maybe it will help someone else out too.

    Pastebin link, you'll have to install it manually. It requires MM 1.5+

    EDIT: RCS and blocks have a similar naming scheme, I updated the file for this. If you find anything wrong, let me know and I'll try to get it fixed but this should clear up the majority of parts.

    How do you apply this patch?

  5. Wow! I think this thing would destroy my computer as soon as I load it in SPH xD How many parts does it have?

    Surprisingly enough, it has a very small amount of parts compared to some rockets I have design. Its under or just over 100 parts if IIRC. You can always use the welding mod to make it entirely 1 part but I think doing so messes with FAR because it effects the control surfaces. It shouldn't be too crazy on your system, check out the texture management mod to help with overall ksp performance should it be of any interest of yours.

    http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Playtest-5-Now-In-Game-Tool

    http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-14-Active-Texture-Management-Save-RAM-without-reduction-packs%21

  6. Hello, this is my first craft submission ever for the length of time I have been here on the KSP forums. I bring you, Gavin the Glider. It is a purely stock aircraft designed for high altitude flight. With its massive wings its capable of gliding for long distances with no power from the 4 turbofan engines in the rear. A connected wing style based off of no real life plane in particular! All kerbals will enjoy the soothing view from the Cupola cockpit.

    Some information about my glider:

    1. On takeoff, minimal speed is needed, sometimes under 100m/s.

    2. On landing, heavy braking tends to make the glider tip forward, tap the brake to compensate.

    3. Going 1700m/s at around an altitude of 30km and pitching up 10 degrees, in most cases the glider will maintain its altitude.

    4. Has enough fuel to get around the planet, which takes just about an hour.

    5. Mechjeb is recommended but not required to manage the air intakes if you are OCD about it.

    6. FAR is recommended as it was how I tested this craft. Stock users may most likely have a different experience with my craft.

    Actiongroups:

    (1) Toggle top two engines.

    (2) Toggle bottom two engines.

    Extra:

    I have added parachutes just incase anything should go wrong, note they are not designed to save anything but merely a precaution.

    What I Am Looking For:

    I am looking for tips to improve my overall skills when building crafts like this. I am also looking to improve on my design for the glider.

    Download Craft File

    ==================== Pictures by Request ====================

    MphVU23.png

  7. That's ... basically a typo. The reason being that the GPS menu isn't finished yet, (apparently I haven't touched it in a while :P) I haven't gotten around to writing the entire thing yet. As of now it gives you basic ScanSAT functionality when you choose the GPS tab, under the GPS menu (confusing, perfect!). I have the intention of providing a proper GPS (that doesn't rely on ScanSAT) but it hasn't come up yet.

    But yeah, that is a typo I missed, I'll make sure it gets fixed in the next version.

    It is something so minor but it definitely pops out after all the work to get to the GPS ;) Maybe you could add a little text bit while you don't have your own GPS that say a plugin for gps is missing like ScanSat or something. Or, instead, put it in the readme so people can reference that should they not understand why it says NO GPS!!!! (basically, anyways).

×
×
  • Create New...