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ialdabaoth

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Everything posted by ialdabaoth

  1. ZobrAA: Make sure to download the new version of DeadlyReentry and ModularFuelTanks too, if you have them. It looks like another mod is expecting an earlier version of MM.
  2. I suppose I could... heh. But honestly, once you've got nuclear rockets, there really isn't much point to LF2/LH2.
  3. sidfu: The only thing I can think of is that DestroyImmediate(this) is a bad idea... I just updated it to not use that. Can you redownload and see if it works now?
  4. Confirmed - I had mistyped a line in OnSave(). This has been fixed, as have a few weird UI bugs (I hope). I'm going to do some internal testing before releasing this time.
  5. Note, 1.2 was released while I had a 103 degree fever. I would strongly recommend trying with 1.3 instead.
  6. WOOHOO! My fever broke, and I think I've got it working now! The key was to simplify everything. Please re-download and see if I'm not delerious.
  7. Update: Still running a 103F fever, as soon as the brain bits work again I'll fix this.
  8. Ok, dll updated; please re-download and try again? (note: if you have DeadlyReentry or ModularFuelTanks, make sure to re-download those as well)
  9. As of 1.2, it should totally do this. As of 1.2 you can change literally ANYTHING about a configNode and it will apply it. (note: warranty void on Kerbin)
  10. Update: everyone having this problem, please search your entire KSP directory (including /GameData and /Plugins) and see if there is another version of ModuleManager.dll hiding somewhere. Delete ALL versions of ModuleManager.dll, then download 1.2 and install it, then (if it still happens) please paste your debug log.
  11. Woah... well, THAT'S a bug. Okay, I'll need to figure out why mine doesn't do that. Give me a bit; I'm coding with a 102 fever.
  12. That makes perfect sense, since the 1.25m ablator has 250, and the 2.5m ablator is 4 times the surface area.
  13. ferram: I just released a new version of ModuleManager, which fixes several bugs. Chief among them, overloading @module = Part works correctly now!
  14. New Version! So, at this point, unless I decide to implement wildcards/regular expressions (which is unlikely, but much easier to do now that I've redone the loading algorithm), I think I'm going to call ModuleManager "final".
  15. Update! Fixed a (somewhat rare?) Null Pointer bug, and ModuleManager has been updated.
  16. AHA! I know what's happening! Posting a new version that should fix this. ALSO: The new version now has two lines in teh config file: ridiculousMaxTemp = 2500 maxTempScale = 0.5 This is so that parts that come from other mods with absurd temperature tolerances get adjusted to reasonable numbers. Any part with a maxTemp > ridiculousMaxTemp has its maxTemp halved; if it contains a ModuleEngine, its heat production is also halved. Then, if it's still > ridiculousMaxTemp, it gets capped at ridiculousMaxTemp.
  17. gah, can you confirm that the debug log is saying the same thing? paste the last few blocks of lines from your debug log when it happens.
  18. Here's the problems with this: 1. Kerbal Degrees *are* in Celcius. This is provable when you look at the emissive textures for engines. As an engine heats up, it begins to glow - the glow begins at 525 degrees, which is exactly the temperature in Celcius that a black-body begins emitting visible light. So, we have one point at which the temperature scale correlates precisely with Celsius. Then, we look at the ambient air temperature on Kerbin's surface, which is somewhere below 30 but above 0 - which gives us another point at which the temperature scale correlates precisely with Celsius. Now we have two points on a line, so that line is locked in place - and we're stuck with Celcius.
  19. Ah, yes, wildcards. The bane of my existence. No, there really isn't a way for me to do that right now. I haven't added wildcard support because I'm really not sure what the 'right' way to do it is, and I'm a little afraid of locking the community into a poor implementation.
  20. Yeah, it's because I'm on a Mac, and I don't have a very good zip program. From now on, I'm going to try to just put everything into a GameData folder.
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