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MilkDust

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Everything posted by MilkDust

  1. Additional testing suggests you are right, with a clean 24.2 install with only MJ, MM and your mod it worked fine. Some other weird issues i had was also nonexistent. Aside from the few missing tweakables, the CoM marker, prices, mass and thrust values get NaN displayed. I traced the problem to the radial Zenith booster, as it has many yellow warning, followed by a NullReferenceException in the debug log upon loading the prebuilt craft files. Here is the log file for the errors http://s000.tinyupload.com/index.php?file_id=00008260453547344017
  2. It is not 64 bit compatible, i have crashes even before i enter the game (even with mem reduction, and deleted LARGE mods), with the 32 bit exe it works fine, but the tweakable support does miss a few things (cargo bay door, docking port extension). FAR and DR needs further testing but it flies kinda OP.
  3. The download link is invalid, the "..." part in it.
  4. I have found another bug. Stretchy tanks and probably Procedural Parts(not tested) have multiple textures for a single part wich can be changed ingame, it does not work, and the debug log says [Log]: *ST* Textures not found for German, where German is the name of the texture(same error msg for the rest of the textures, only the texture name changes). However the default texture for the parts does load.
  5. +1 for working, with the default settings i have about the same memory usage, and 1/3 the loading time upon gamestart. +1 for the method to make the change from ATM simple, it works well if you install it right. -1 for not working with the EnvironmentalVisualEnhancements mod, generally low frames, very low during timewarp, and 0 fps on the mapscreen, the debug log is spammed with [Error]: Texture '' has no data. Removing the mod fixes the issue.
  6. The mun east farside crater experiments are marked as incomplete when i parse my .sfs, but they are completed, even it appears completed in the science archive. Maybe the name of the biome needs to be exact? The table shows east farside, while the name of the biome is east farside crater.
  7. http://wiki.kerbalspaceprogram.com/wiki/Science#Table_of_science_activities_and_situations This should help with perfecting the available experiments list.
  8. So either i need to go back to Ike and do pressure scan and atmosphere analysis or you have some bugs in the availability of science experiments.
  9. Any chance of an updated 10x scale Kerbin system? One using the new features, and the KSC is not in the ocean?
  10. Any (modulemanager) config file for mass adding things with low mass and volume to KAS grab/attach/store ability?
  11. Also things attached to the sides fall off right after the craft finishes loading.(Very rare issue) (The craft did not had the disassembly bug with stock tanks.) This is one of the best mods ever, all procedural mod should be stock imo.
  12. Awesome mod, but i found some nasty bug causing random unplanned disassembly on launchpad, or in the air. Random means 80% of the time. It seems like things attached to the bottom and top of the fuel tanks wants to "slide" off, and often they do. Here are some pic of the craft:
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