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Kragrathea

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Everything posted by Kragrathea

  1. <Yawn> What year is it? I haven't over slept? Dear me....I'll be late.
  2. Now thats what I call a bug report! Thanks Dante. I should be able to figure (if not fix) the contract issue now. That missing texture error is normal. Are you sure that Plantar is indeed messed up? It is meant as an extreme example planet and has a surface that resembles an icon. Krag
  3. Few answers: -Science works as far as I can tell -I did some memory optimization. Sentar now takes up 250m. Using OpenGL mode saves another 100k or so. I am going to see if I can get it working with the Active Texture Management plugin. -I don't remember why Eve didn't work. I think it has a weird PQS setup. -CKAN. Will do. Krag
  4. Spent some time dead for tax purposes. Krag
  5. Thanks. I will detect that case and pop up an error. Maybe FAR could do the same in case other planet plugins have the same issue? I'll give you the code I wind up with. Krag
  6. I understand there is some problem with this mod and my PlanetFactory plugin. Is there anything I can do to make it compatible with this mod? http://forum.kerbalspaceprogram.com/threads/65401-WIP-0-90-PlanetFactory-CE Krag
  7. Next question: What plugins still conflict with PFCE? The one I was most concerned with was Ferram, but I tried it with the latest version and it seems to work. Krag
  8. At one point this plugin conflicted with my PlanetFactory plugin. I just tried it with the latest version and as far as I can tell it works fine. Did you fix something? Or am I just missing the broken bit? http://forum.kerbalspaceprogram.com/threads/65401-WIP-0-90-PlanetFactory-CE Krag
  9. The problem with this an 0.90 has to do with the KSP collision bug I mentioned a while back. This plugin disables the collision on Kerbin as soon as you leave orbit to fix the explosion bug. But apparently the new KSP building selection also uses that collision so you cant click on the buildings anymore. Those collisions should be turned back on in OnLevelLoad. Krag
  10. I had no idea you could run Kerbal in OpenGL mode. However I tried it and it seems to work fine for me. I messed up the ring texture on Sentar. I'll fix it in next release. Krag
  11. Need some quick testing before I officially release this version. It should work in 0.90 including Career mode. Give it a try and let me know if you find any problems: http://1drv.ms/1y3qwf9 KNOWN BUGS: -New planets show up all black in the Science archives. -Using the Ultra-Timewarp can cause your ship to explode. To avoid this make sure you save/load after leaving Kerbal orbit. Krag
  12. Yeah, don't use PlanetFactory in the name. It apparently doesn't use the PF code and it will just confuse Kerbals. Besides, as I have said before, this version still works. And I am working on a few bug fixes and should have a fully 0.90 compatible version soon. Krag
  13. Ah! Can you link me to these "preliminary findings"? Need Mor Data! Krag
  14. Ah, much better! That is what I see. Now to the why.... Krag
  15. Ah, Good to know. Thanks Biohazrd15! As far as I can tell there is a bug that somehow can cause wobbly orbits. But you should be able to quicksave and reload to "fix". Ok, if the Kerbals want me to fix PF you are going to have to help out with some bug reports. :-) Too much has changed for me to figure out what is broken without replaying the whole bloody game. Take career. As far as I can tell everything works except the expansion planets do not appear in the science archives. Is that right? If not tell me the steps to break it and I will try to fix. Krag
  16. Ah ha. Tried the 64bit and did indeed get some "wobbly" orbits. No idea why that would be. Do plugins have to have 64bit versions as well? Update: After I reloaded the orbits were solid again. It probably takes some steps (like an orbit transition) before the bug happens. Please let me know if you can reproduce it reliably. Krag
  17. The way gravity is defined with "GeeASL" (G's at sea level) is the way KSP does it internally. This wobbly orbit thing concerns me. Anyone else seeing misbehaving orbits? It might be related to use of HyperEdit or using the 64bit version. If it happens QuickSave and reload and see if it fixes itself. Krag
  18. I haven't seen that problem. Are you using Hyperedit by chance? Krag
  19. Using Kerbin as a template isn't a good idea for a lot of reasons. Messing up contracts being one of them. Now I expect if you use Mun for a template that wont happen. If I am wrong let me know and I'll take a look. The Science Archives I think I can fix. Krag
  20. Ok! Contracts and Science archives. That sounds like a good place to start. Can you give me the steps to reproduce the bug with 0.90? All the buildings seem to work for me, at least at the start of the game. Krag
  21. As I said, as far as I can tell the thing still works. If you find a problem let me know and I'll see what I can do. Krag
  22. Updated first post with new download link http://1drv.ms/1Ag49SR Krag
  23. Hellooo Kerbals! Just noticed the 0.90 has been released. Ah how time crawls... Still, beta at last! I tried the last released version of PFCE* in 0.90 (with no other plugins) and at least at a glance appeared to work. I was able to land on Ascension with no missing textures for example. Even Career seemed to work. I am aware there are conflicts with other plugins but it would help to separate that from the issues that came from the updates to KSP since the last release. So first question is anyone have serious issues with the plugin when it is the only plugin running? Krag *I am surprised to see that the link in the OP for the download is gone. Did you Kerbals manage to blow up SpacePort somehow? Sigh... I'll see if I can put up a new link.
  24. I finally downloaded 0.25 and gave it a try. Seemed to work okay for me. But I didn't test all that much. Can someone give me details on whats broke? Might be I can fix it. Krag.
  25. Thats what KSP does when you get below sea level. There is a PFDebug pqs that will color all ground below sea level as red so you can find if you have any problems.
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