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LuciferNZ

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Everything posted by LuciferNZ

  1. I'm also keen on a Beyond Home update to KSP 1.10.1+, as Im making a series on twitch/youtube thats combining RP-1 with your Beyond Home system! Its coming along great, but the FPS drop from having to use Parallax 1.0.1 is a killer to the quality =( Im available to do any config changes (with a template) if you need grunt work done to save you time. Thanks a HEAP for your game changing mod(s) btw, great work!
  2. If you are looking for a dedicated, experienced coder (In VS and Unity at least) for this mod, I might be able to look into taking this to a full mod in January if you haven't found someone (or taught yourself BT Industries!) by that time
  3. I can confirm what mostlikely has researched. Cant undock vessels after a save =( Looking at the .sfs files, and also used the KML editor confirms it - uids of 0 (And thus a big mess of dockUIDs also of 0) break undocking completely =(
  4. Personally, I use Notepad++, but any textfile editor should do the trick. Note: Backup your save before doing ANY editing. I am NOT responsible for you wreckin' yo' save ;p
  5. I edited the save file. First search for 'LIFE_SUPPORT_SETTINGS', then adjust the numbers within the kerbal in question on the 'LastAtHome' variable to one of the above 'last updated' variables (Just a hack really). However, I found a 'better' way to fudge it (editing them got very tedious) - I turned up the 'Homeworld Altitude' in the Life support settings to way above kerbin and any orbits I'll deploy to. This DOES mean that anything in orbit has an unlimited Hab counter though, but its the lesser of two evils at the moment. All -MM- needs to do, is update the LastAtHome variable above when a kerbal is launched into orbit, if its exposed.
  6. Theres another issue - Im not sure the extent of support for USI lifesupport, but kerbals sent to deployment do not have their 'LastAtHome' set in the 'LIFE_SUPPORT_SETTINGS' of the LifeSupportScenario scenario. A minor annoyance atm, as I just quick save, update last home, then done. There may be other issues regarding this, but thats all Ive found so far.
  7. Exactly the same as me. Ive checked modded parts, and stock parts. I have found, that I *CAN* deploy 2 kerbals, as long as both 'cabins' are 1 crew only. As soon as I use a multi crew part sending multi crew, it freezes. You can even have, say 6xMkI pods + a MkI-2(I think its called, 3 space) and deploy 7 kerbals, as long as the Mk1-2 is last on the node tree. So, quick work-around, only use 1 kerbal crew cabins for my deployments. What I am interested in, is if anyone has SUCCESSFULLY deployed more than 1 crew member, into a multi-crew part. (Note: I am using deployments exclusively, but I am assuming the code is shared for transport and deployments)
  8. I am having a similar, possibly exact problem as you. My issue happens when I attempt to send *2* kerbals (or more) - but not 1. Is this the same for you?
  9. Are you using the 'recompiled for 1.1.3' .dll that magico13 just posted? Its working for me too (with realchutes only, removed FARs RealChute Lite)
  10. Awesome, thanks for the quick response. I might look into modding KSP as I have a programming background =)
  11. When I looked through the persistance file, I could find no reference to deployedDiameter when Realchute was installed. Im not familiar with modding for KSP, is the deployedDiameter something thats a runtime module or something?
  12. So yeah, I confirmed that SR works with stock chutes. I had to remove both RealChute AND the RealChuteLite within the FAR directory to get back to stock. Be warned that I dont know how the game handles orphaned [Module] sections in your persistance.sfs and ship saves, it may be enough just to remove those two mods but I hold no responsibility if you wreck your save =p Good news is, that I can now gain back some much needed cash in my 20% fund/sci/rep 500% penalty save
  13. Well I just took a glance at the current code on Github, and it looks like SR is trying to access a RealChute parameter called 'deployedDiameter' - which on my test vehicle, doesnt seem to exist. Seems like a compatability issue between the two mods - but this is just after a quick glance at the code, you'll have to wait for a reply from the actual mod creator
  14. Source Code for the interested From what I remember of Treeloader (which was able to add nodes) - was that that overlay was a visual bug due to zoom. (and that lower node was deleted or gc'd when I was memory peeking back in .24, so its probable that its creating two nodes at once) Now I read my reply, its probably not that helpful. I'll take a look at your source in the weekend if you havent sorted it by then.
  15. Ah I see. Ive had this happen before. I use tbfh as 'To be frankly honest'. I forget that its not *quite* the normal usage
  16. Gotya, thats the same as I feel too - I *personally* didnt have very many issues with x64 in 24.2 (A few hundred hours on it, probably 20 crashes) - but as stupid_chris said - if he cant even load in for more than 30 mins, then theres some SERIOUS issues with x64 for the majority of users. Fair enough, same thoughts here - although I didnt think it was malicious, just immoral, as he had a point about the open-source licensing - and thats been resolved to what it should have been to prevent this. In otherwords, just because Cere could do it, doesnt mean he should have in that way (in my opinion) even if hes 'technically' in the right, but morally in the wrong after being asked not to do what he was doing.
  17. I actually see it differently; I thought he was offering an alternative to those of us who used x64 - and was then told why not to do that. The next bit Cerebrate did, was give an alternative to all mods that blocked x64 - which would probably cause a problem (and in this case did) - but I dont think he figured it was 'that bad'. Whats your view? Not trying to cause an argument, just trying to see others view on this. Note: I do now agree, that supporting x64 is quite the headache for modders, so I can understand the wrath over this.
  18. Not that I can tell, Ill take a look at your code in the weekend and see if I can find it for ya Other than the mistake of redistributing the fix (or re-break, depends on how you look at it lol) - he did follow the rules regarding your own CC rules. And then argued why. *HE* isnt directly responsible for your actions, to say so is little more than throwing your toys. And afaik, he isnt redistributing anything, because thats now against the license. What forum thread are YOU reading? Everyone has been polite, even Cerebrate tbh, and as a fellow developer, I can see his viewpoint even if the delivery was a bit overzealous. Modders and coders need thick skins imo - I can lend you some leathers We arent resisting, just wondering why it was removed - and with this information, Ive even stopped using x64 myself (using the opengl instead) - which works fine for me. So, I hope you can look back when you're less annoyed and see we're all appreciative of your work - and just asking questions, not trying to 'fight' you.
  19. Im having the exact same issue. Reproducable, and fixable in the same way too, and also using the mk16 (Although I can assume all stock) Im not on the gaming PC atm, but from your logs, and what I saw in mine - it seems to be a index overrun on a collection or list stupid_chris (Am I right?) I havent looked into your code, nor have I even delved into modding KSP - perhaps I should
  20. http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL Have you tried this Cerebrate? I ran a fair amount of mods with this, without crashes at all (Other than mod related). You do get a slight FPS hit however, but if you have a monster PC it doesnt really matter. I found it a good compromise when having to use the x86 versions, and found it a LOT better stability wise.
  21. Having a few issues with the Karbonite+ addition for the USI mods. (I have MKS/OKS, Karbonite, K+, and FTT). The loading cuts out at the 1.25m KA Engine. Heres a snippet of the last few lines of the log: [LOG 19:31:50.021] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_Radial_01/KA_Tank_Radial_01/KA_Tank_Radial_01' [LOG 19:31:50.028] PartLoader: Compiling Part 'UmbraSpaceIndustries/Karbonite/Parts/KA_Tank_VTS_01/KA_Tank_VTS_01/KA_Tank_VTS_01' [ERR 19:31:50.035] Cannot find a PartModule of typename 'KASModuleGrab' [LOG 19:31:50.040] PartLoader: Compiling Part 'UmbraSpaceIndustries/KarbonitePlus/Parts/KA_Drill_Radial_04/KA_Drill_Radial_04' [ERR 19:31:50.048] Cannot find a PartModule of typename 'KASModuleGrab' [LOG 19:31:50.055] PartLoader: Compiling Part 'UmbraSpaceIndustries/KarbonitePlus/Parts/KA_Engine_125_02/KA_Engine_125_02' [EXC 19:31:50.062] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () Note: I believe ModuleManager is adding the error for KASModuleGrab, but unsure if its related.
  22. So, now you're not only disabling it for x64 (Due to people not listening, thus punishing those that DO)- but you're not letting people use an x64 modded version? Wow. I guess people who run a lot of mods will have to either learn to live without realchutes, cut down massive mod lists (if they use them) or use the OpenGL hack(ish). I can understand it, from a coders point of view - but I do think you were quite harsh on the guy for providing an alternative to the few of us who use x64 KSP. As was said above, your mod, your call ;p EDIT: Just read your follow up post - fair enough, I didnt realise it had gotten that bad with that side of x64 and modding feedback/bugs. Read my post with a grain of salt therefore
  23. I seem to be having an issue with the mod. In the beginning, all contracts seemed to work. I had done rover, aerial surv and satellite deployment. However, I can no longer do the Rover or Aerial surveys. The contracts are there, I can see the icons - yet I never get a 'Approaching' message, and obviously I then dont get the node complete message which comes next. I have cancelled my active rover and aerial surveys, and gotten new ones - but this does not remedy the situation. Any clues?
  24. Hmm, its a shame really - anyone know a way to enable part purchasing? Trying to play an ultra-high difficulty career.
  25. Thats wonderful - however Im making this so that I can personally tweak each and every part on a case-by-case basis, or, like yours, as a batch. - And then dump to cfg files, or module manager files. Bugger doing all that by hand!
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