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theSpeare

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Everything posted by theSpeare

  1. Getting a lot of this: dest.radius>=0.0f (Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133) dest.radius>=0.0f (Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133) dest.radius>=0.0f (Filename: ..\..\Core\Common\src\BoxShape.cpp Line: 126) dest.radius>=0.0f (Filename: ..\..\Core\Common\src\SphereShape.cpp Line: 96) dest.radius>=0.0f (Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133) dest.radius>=0.0f (Filename: ..\..\Core\Common\src\CapsuleShape.cpp Line: 133) dest.radius>=0.0f
  2. Awesome, thanks for responding. I hope all is well for you, and can't wait for v3 EDIT: btw, with the current version I'm noticing some lag when I click some setting buttons. It's tiny and will barely affect actual gameplay but it's noticeable and could be annoying.
  3. No problem, sorry, I was just asking. I appreciate highly what you do here No rush. EDIT: Is there anything else we should avoid?
  4. It wasn't working for even just engines and fuel tanks, no isShielded. There seems to be something wrong with FARCargoBayModule, as when it throws an exception it'll skip everything else. I have Nothke's 6S compartments and as soon as I removed my compartment everything went back to normal. Any fixes for this?
  5. Only some of my parts are now showing the isShielded tag. Most of my parts just don't show it at all. Also, I'm getting this: NullReferenceException: Object reference not set to an instance of an object at ferram4.FARCargoBayModule.BayAnimationSetup () [0x00000] in <filename unknown>:0 at ferram4.FARCargoBayModule.OnStart (StartState start) [0x00000] in <filename unknown>:0 at ferram4.FARGlobalControlEditorObject.FindPartsWithoutFARModel (System.Collections.Generic.List`1 editorShip) [0x00000] in <filename unknown>:0 at ferram4.FARGlobalControlEditorObject.LateUpdate () [0x00000] in <filename unknown>:0
  6. NullReferenceException: Object reference not set to an instance of an object at DistantObject.DarkenSky.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() (Filename: Line: -1) Getting this with ARM now.
  7. Anyone have any issues? Mine is going okay, so I haven't spotted any errors. I am, however, heavily modded. I'm just hoping someone's seen something I haven't.
  8. While you're here, I've been noticing a lot of debug readouts that say "Parsing bool" or "Parsing float". It seems to just flood my debug log especially when I open the KAC window. Love this mod, take your time!
  9. Is there any way to change the offset thrust for the ARM LES and this LES? I feel like the pod spinning the way it does now with ARM is a little annoying. I don't like the idea that it spins a full loop.
  10. Sweet! Will you quickly add the ignition requirements etc for the new engines?
  11. If you had to do a breaking change, how difficult would it be and how long would it take? I'm just wondering if I should pick up TAC now or just keep my save file safe while you do your thing.
  12. How's the compatibility for this plugin? I consider this to be essential and can't wait for it to be available
  13. Recompiled for 0.23.5, everything should run fine as long as you've updated blizzy's Toolbar plugin.
  14. I made a commitment to do this after release, so that'll be my first priority after any bug fixing. Do you think those costs for science are a little much? I might halve them. I'm doing the whole config file thing but I'd also like a good balanced default set of values.
  15. Awesome! I'll give it awhile and i* no one reports anything wrong I'll probably release by *riday or so so I have the ability to respond to any major issues i* something's wrong. Let me know i* the upgrade system is working okay (or i* the values are ridiculous). Balancing should be alright, I think. Hope*ully.
  16. Thanks stupid_chris, is there a real update that I can use that won't make me so sad?
  17. Will this have some sort of mechanism on cleaning up orbit space?
  18. Very much thanks to you that I'm moving on my feet with plugin work Yeah, I'd like to give MCE a shot again (uninstalled it due to a different playstyle I wanted to do), but it's always been a great plugin and I've had some ideas that I would have loved to pitch to you for it. I was thinking perhaps if there was some way I can signal to MCE when RoverScience has analyzed a spot of some sort. Maybe the MCE contract can ask for a specific "potential" science and minimum distance and once that's been achieved, it'll send the message over to MCE that the goal has been completed.
  19. Pre-Release 4.0 complete! Now features: - Upgrade system to upgrade maximum science spot radii and prediction accuracy. - Prediction: attempts to predict the potential of the science spot you've discovered. Based on a percentage chance that can be upgraded. - Can now set maximum science spot distance. This way you can try and get those really far distances for your science spots; but there's also a reason! The farther your science spot spawns, the more science you'll get. - I've learned how to properly draft releases in GitHub. No need to download the entire source-code now, d'oh! This should be the last pre-release with concerns to new features. I want to push for full release and I'll do the rest of the features and stuff post-release. Bug testing and issues is the major concern, but any feedback is always welcome. Thanks guys!
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