Jump to content

The Space Man

Members
  • Posts

    311
  • Joined

  • Last visited

Everything posted by The Space Man

  1. I get that too. It only happens in OpenGL though.
  2. Remade that awesome ship from the OP. Took four hours but it was worth it
  3. Am i supposed to be getting screen tearing in OpenGL windowed mode? I've added -force-opengl -popupwindow to the shortcut and i still get screen tearing. Before using OpenGL adding -popupwindow removed screen tearing without having to use vsync.
  4. Felt like part welding a big cube. At 37247 tons i've absolutely no idea how to get it to orbit
  5. Damn Was hoping i could use them with ModuleRCSFX
  6. Anyone know what engine effects bac is using on BahamutoD's radial engine in this image?
  7. Anyone got any ideas what could be causing this NRE? output_log.txt [IR GUI] AddingLock-IRGUILockOfEditor (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at MuMech.MuMechGUI.EditorWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 404) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.highlightRecursive (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at MuMech.MuMechGUI.EditorWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0
  8. That's what i do too! I've also gave all the missiles a KAS grab module so they can be reattached to a plane
  9. All my crashes in 64 bit happen during game load or just as soon as I load a save. What seems to be causing the crashes for me is the amount of mod dll files I have installed. If I remove MechJeb, PWings, CrossFeedEnabler, VNG, ModuleFixer and one or two others, the game loads up fine and be stable at 4.2GB.
  10. Can the Spot Light Array lights be edited to support changing the RGB Colour? And will the craft file for that awesome HX fusilage system ship in the OP images be included in the full release?
  11. @King_komodo93 I'm still using the old RBI Tracks. You can get newer ones here Kerbal Foundries wheels @buddertroll All the wings are from Procedural Wings
  12. The new damage system is excellent, means i can finally remove lasor guided weapons as my primary debris clearing weapons
  13. I've only edited the torque curves, made them much faster and brightened the textures. There's still the rare bug where they don't move on launch but turning on/off the brakes fixes it every time.
  14. Am i the only one that still uses the original RBI tracks in .24.2? they work fine for me with a 60m/s torgue curve! @lo-fi Is it ok to both use your plugin and the original tracks.dll at the same time? i haven't noticed any bugs yet myself, just curious.
  15. Any plans for a cargo ramp larger than the one on the HL series?
  16. @Darren9 How are you managing to detach the KAS hook to prevent being stuck to the ground? I have to manually press an action group to detach each leg at the right time to be able to walk, and it isn't fun
  17. A search finds only one Wheels.dll Here's my output_log.txt @Gaalidas Yeah i've made that mistake before, but in this case there's less fuel available to the engines in the middle of the craft so no balance issues. I also use TAC Fuel Balancer when needed.
  18. There's definitely no lack of electricity on my crafts as the batteries i use have 32000 charge each.
×
×
  • Create New...