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e-dog

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Everything posted by e-dog

  1. Updated to 3.20. Added the following changes by KortexM: - Ready for KSP 1.2 (recompiled, small changes to configs) - Added Interstage Nodes (no trusses) to Fairings and Interstage Fairing, two connections possible on each node (up & down) - A few code cleanups (foreach mostly) - Fixed Fuel Crossfeed (be aware that flow to/from interstage nodes is affected too!) - Fixed ghost nodes appearing when adding a new fairing base in the VAB/SPH - Fixed blue ghost lines (invalid fairing outline) when having multiple fairing bases in VAB/SPH - Fixed interstage nodes positions for Interstage Adapter when resized - Some UI fixes - Code cleanups (de-Linqed etc.) - All other bugs/features untouched (hopefully..)
  2. Updated to 3.17: Rebuilt for KSP 1.1.2. Fixed thermal issues with FAR (patch by NathanKell). Fixed procedural mass issues (patch by NathanKell). Fixed auto-strut joint issue (connecting to the same rigid body). Improved payload auto-strut performance (strut heaviest part only). It looks like there's still an issue if you place stock struts on the fairing base, it causes NRE in drag cube rendering. The workaround is to place struts the other way around, starting on some other part and connecting them to the fairing base. This issue might affect other procedural parts too (other mods).
  3. Rebuilt for KSP 1.1 (build 1230). Works for me in both 32 and 64 bit.
  4. Pre-release for KSP pre-1.1. Make sure you have the latest pre-release build of KSP.
  5. There's a test build for 1.1 in git, but no (pre-)release zip yet. You can just get an updated DLL and remove KSPAPIExtensions I guess, if you want to try it out. The size sliders are still broken though, and I didn't figure out how to fix them yet.
  6. Oh, so will I be able to use stock UI_FloatEdit? I'll look into what's already in KSP pre-release on the weekend then.
  7. Updated to 3.15: Updated for KSP 1.0.4. Merged pull request for Procedural Parts bug fix. Adjusted thermal parameters for KSP 1.0.4 (hopefully).
  8. You won't get the exact same shape because there's only one Bezier segment in PF now, and those look like sphere cap + cone. But you can aim for something like a parabola. You'll need the second (top) control point Y to be 1 to get that blunt top, more info: http://forum.kerbalspaceprogram.com/threads/39512-0-25-Procedural-Fairings-3-10-payload-auto-struts-%28October-11%29?p=1184432&viewfull=1#post1184432
  9. I'm just checking what tech is available via ResearchAndDevelopment.GetTechnologyState(tech_name), look in utils.cs for getTechMaxValue() and haveTech(), it's very simple. The parts displayed in the tech tree to mark upgrades are fake and totally independent from those code checks.
  10. First, your output_log.txt (it's in KSP_Data folder). Second, a craft file where it happens, preferably with stock and PF parts only.
  11. Version 1.9.0 fails to load SAS preset so it crashes and doesn't add app icon: NullReferenceException: Object reference not set to an instance of an object at PilotAssistant.PresetManager.loadSASPreset (PilotAssistant.Presets.SASPreset p) [0x00000] in <filename unknown>:0 at PilotAssistant.PresetManager.loadCraftSASPreset () [0x00000] in <filename unknown>:0 at PilotAssistant.SurfSAS.Start () [0x00000] in <filename unknown>:0 at PilotAssistant.PilotAssistantFlightCore.Start () [0x00000] in <filename unknown>:0 Downloaded from Kerbalstuff, removed all files of the previous version before installing.
  12. Great mod. Could you please add an option to make the waypoint markers semi-transparent? It's nice to have a custom marker for the runway, but it tends to obscure it on the approach.
  13. Updated to 3.14: Updated for the new FAR. Reduced fairing shape update rate in the editor to 2 times per second. Adjusted default fairing decoupler value to avoid "vessel changed" messages spammed by bugged KSP sliders.
  14. I tried sending some messages about part shape change to FAR, but it doesn't work. I messaged Ferram about it.
  15. I guess you can just increase the extra height slightly, there's a slider for that. It just needs a big part at the top lip of the fairing to close it.
  16. It's stock issue in 1.0.x with thin parts, like small decouplers and probe cores. I can't do much about it. I mean, you can get the same issues trying to attach that probe core on the top of the stock decoupler, for example. - - - Updated - - - They don't stage while shielded, it's a stock feature. Inline procedural fairings (that is, without the nose cone) check if the top lip is blocked by a big part, if it's not, they consider all parts unshielded (the base is always considered solid, despite how they look). It's not clear from your screenshot, but you might be able to redesign your ship with that in mind to make the engines work. - - - Updated - - - That's planned, but is low priority.
  17. Great mod. It'd be useful to have an option to hide normal/radial markers in the surface mode.
  18. That's not a typo, it decouples the topmost floating node (top1), not the one on the base plate. The decoupler is there so that delta-V calculators like MechJeb/KER can figure out what that part does.
  19. Ridiculously long and wobbly payloads might still need struts, if you manage to place them Released on Kerbal Stuff too.
  20. It looks like a stock node attachment bug with thin parts. I got the same effects with the stock 1.25m decoupler. If you move the mouse up a bit, it turns green and attaches fine, if you move the mouse down a bit, it turns red and won't attach. A workaround is to increase the adapter or ring base size before attaching it.
  21. Updated to 3.13: Updated for KSP 1.0.2. Rewrote automatic payload struts, strutting all shielded parts now. Fixed bug when it was impossible to revert sometimes. Fixed slowdown in the editor when tweaking fairing sides. Fixed thrust plate mass parameters.
  22. NRAP had the same issue, worked around it by postponing drag cube rendering until physics etc. kick in: https://github.com/StupidChris/NRAP/blob/master/NRAP/ModuleTestWeight.cs#L198-L209
  23. It crashes PatchedConicRenderer for some reason and makes it impossible to revert or go to KSC after launch (exception in PatchedConicRenderer when trying to change scene). There's an exception just after launch, looks like it happens in/after rendering the drag cube: [WRN 11:08:53.647] [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) ===================== [WRN 11:08:54.925] ApplicationLauncher already exist, destroying this instance [LOG 11:08:54.929] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP' [LOG 11:08:54.956] ------------------- initializing flight mode... ------------------ [LOG 11:08:54.967] Loading ship from file: C:/games/KSPtest/KSP_Data/../saves/testing/Ships/VAB/Auto-Saved Ship.craft [LOG 11:08:55.041] 0 loaded! [LOG 11:08:57.231] putting ship to ground: 2.965177 [LOG 11:08:57.236] [0]: Ready to Launch - waiting to start physics... [LOG 11:08:57.242] [FLIGHT GLOBALS]: Switching To Vessel 0 ---------------------- [LOG 11:08:57.244] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 11:08:57.246] Reference Frame: Rotating [LOG 11:08:57.249] stage manager resuming... [LOG 11:08:57.251] Vessel assembly complete! [LOG 11:08:57.251] stage manager starting... [LOG 11:08:57.252] all systems started [LOG 11:08:57.284] DragCubeSystem: Rendering procedural drag for kerbnraptest [EXC 11:08:57.441] NullReferenceException: Object reference not set to an instance of an object PatchedConicRenderer.OnDestroy () After that there's an exception each time you try to revert or go to KSC: [LOG 11:17:36.311] [FlightDriver]: Flight State Reverted to Prelaunch. [LOG 11:17:36.314] Game State Saved as persistent [EXC 11:17:36.315] NullReferenceException: Object reference not set to an instance of an object PatchedConicRenderer.OnSceneSwitch (GameScenes scn) EventData`1[GameScenes].Fire (GameScenes data) HighLogic.LoadScene (GameScenes scene) EditorDriver.StartEditor (EditorFacility facility) FlightDriver.RevertToPrelaunch (EditorFacility facility) PauseMenu.drawRevertOptions () MultiOptionDialog.drawContent (Int32 id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Test vessel: https://dl.dropboxusercontent.com/u/68024714/NRAP-bug.craft Stock with just NRAP, no other mods, KSP build 830.
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