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havocx42

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    Bottle Rocketeer
  1. Awww I just found that bug! basically: operational = engine.EngineIgnited && !engine.flameout; then if (operational) { ... } else { engine.currentThrottle = 0.0f; } This means once the flameout occurs currentThrottle will never go above 0 right? But the ModuleEngines code will only recheck to see if the rocket should still be flamed out when a propellant is requested. So either 1. just do a little propellant request(like you already do, but leave the writing to engine.flameout out) 2. don't simply 0 the throttle if the engine is not operational (this shouldn't be necessary anyway right? Nothing will happen as there is no fuel
  2. I edited in a link for a craft file to my last post. I will see if I can get the problem without the fuel pipes, but I suspect you are right that it is related. Edit: So I managed to make it happen with an even simpler craft, no fuel lines involved just two tanks stacked on top of each other, just burn it until the top one is empty and the engine flamesout even though the bottom one is full. craft file
  3. I was looking at your last commit: bool shouldFlameout = false; foreach (ModuleEngines.Propellant prop in engine.propellants) { double available = part.RequestResource(prop.id, 0.0000001); part.RequestResource(prop.id, -0.0000001); if (available == 0.0) { shouldFlameout = true; break; } } engine.flameout = shouldFlameout; Could the problem come from ModulesEngines.Propellant having separate entries for each tank? I've never worked with Kerbal mods before but that would certainly cause this problem. I will work on a smaller craft for you now. Edit: here it is https://dl.dropboxusercontent.com/u/20045408/KerbComTest.craft
  4. Hey thanks for the super fast response! I have also just run into the flame out bug so I tried out 3.0.2 and the behaviour has changed but there is still a problem. My main engine (which is connected to the last tank in a series of tanks linked with fuel crossfeeds) flames out when any other fuel tank empties even if that doesn't cause other engines to flameout. If I jettison the empty tank it restarts. I have helpfully provided a video so you can see what's happening http://www.twitch.tv/havocx42/b/445635206 Edit: oh and look at 1:48 for the most important part.
  5. I found the problem, ModuleManager.dll is not in the most recent release.
  6. Hi I'm having the same problem. I get the same error in KSP.log. I am also on windows 7 64bit and an i7 920. I have tried downloading lpsolve55.dll separately (both the 32bit and 64bit versions) but it doesn't make any difference.
  7. Hi, I am getting precisely the same error. I also have Windows 7 Professional 64-bit and an i7 920 CPU
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