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sarbian

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Everything posted by sarbian

  1. It is most likely related to the bug I fixed in the last release. Build for older KSP are harder to do with the engine change...
  2. And it's a double release! 2.7.3 Fix the fuels sim in the editor with surface attached decouplers... Download 2.7.3 for KSP 1.4.1
  3. 2.7.2 Fix for the engine plate autostagging Fix for the scripting module SAS controls Fix the MOI code to handle "control from here" properly. Should help with Docking Download 2.7.2 for KSP 1.4.1
  4. No idea. The log is filled with error from your outdated SmokeScreen version but I did not find anything bad related to MJ.
  5. Just make sure you do not reaload your texture for each part or scene change because they are never removed from memory.
  6. You need to do it in 2 pass because if rescaleFactor is missing it can not know what to multiply with. // First pass. Add rescaleFactor to part that do not have the default value @PART[*]:HAS[~rescaleFactor[]] { rescaleFactor = 1 } // Second pass. Multiply rescaleFactor @PART[*] { @rescaleFactor *= 1.6 }
  7. Ping me in a few days and I should have more time to explain how to find out your code actual garbage
  8. That's a lot. Something is really wrong in one of your mods.
  9. Nothing changed in KSP that impacts the landing precision since 0.90. What does change is MechJeb code.
  10. Ok, fixed in dev. KoS has the additional "Quaternion.Euler(-90, 0, 0)" and it is wrong. See KRPC #293 and I just tested it again to be sure. The problem in the old MJ code (and stock I guess) is that the part are rotated against vessel.vesselTransform instead of vessel.ReferenceTransform Do you have anything in the log ? It works on Windows so hopefully it logs something useful on Linux...
  11. No needs, that s the old MJ code. I just have to revert once I stop scratching my head at the fact that it bring back something I labeled as a bug. ( the addition of * Quaternion.Euler(-90, 0, 0))
  12. The part is gone from the config so it will not be present. it does not prevent the loading of the model and texture however. It s just that the part will not show up in the part list
  13. Freaking Curse... That's a lot of work for less than a cup of coffee per month... Get it there https://ksp.sarbian.com/jenkins/job/MechJeb2-Release/
  14. ModuleEngineFX is a derived class of ModuleEngine. They work exactly the same. I doubt I advised you to do write unwarrantedly complex code
  15. If you want more than 2 engine switching then write a module that does the same thing as the stock one but support n engines. engine. Activate on 1 and engine.Shutdown() on the others. No need for un-needed complexity and to edit the engine stats live and break half the mods out there.
  16. Give them different names and they load fine with [KSPField]. And I must say that I don't understand the need for an other engine switcher...
  17. That said I have a well written bug report that make me think there might be something wrong with the docking AP (beside the monoprop use that still require some love).
  18. If you open the UI (Alt P) and change the vale there does it work?
  19. The IL assembly is the black magic part. What the mod actually does is switching the constructor code of mono BinaryReader with my implementation that just add a BufferedStream before the reader. Edit: I am sure it could be made even faster but it get complex fast
  20. The system stayed compatible with old model so the number of parameters that are actually saved in the model is limited to a subset of what Shuriken can do. You should only edit the config from the "KSP Particle Emitter" component in the Editor. Anything changed in the "Particle System" component is unlikely to get saved. I plan to extend SmokeScreen to allow loading a full emitter from an asset bundle, which would let you use all (?) of the Shuriken parameters, but for now my priority is rewriting MJ UI. Edit: and it seems to simulate the actual result in play mode
  21. The KSP code act as a proxy. The old emitter works as they used to (I guess there may be some visual diff since the underlying system changed)
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