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KSP2 Release Notes
Everything posted by landeTLS
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I can report that the MCE settings and MCE current Budget guibuttons dont work in the devbuild NullReferenceException: Object reference not set to an instance of an object at MissionController.MissionController.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at MissionController.MissionController.drawbudgetwindow (Int32 id) [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 This nre happens only once but the Buttons dont respond Running no mods other than the toolbar plugin mce and texture compressor(overriding mce folder) plugin ill try without it completly later just to rule it out
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How about an asteroid with a hole through it? I dunno how the game engine would handle that tho. Maybe just an europa(icy moon) analouge. Even if eeloo already is kindof an europa analouge. Maybe just a new tiny asteroid like gilly. I like those Other ideas not related to eeloo: Or an even more extreme laythe-like waterworld with no land at all. Other ideas: lavaworld. Green eve-like world (radioactive). A huge barren world (1200km+) with a thin atmosphere. A small duna like world with a thicker atmosphere. An asteroid with a thin atmosphere. A tiny asteroid with very unrealistic jagged terrain (think armageddon) Iwe also had a look at the alternis kerbol mod. In regards to the science arcives it dont break it but the archive dont seem to collect info from the ingame planets since they show as unaltered and not even in the order they appear in the alternis mod. In other words the planets that appear in the science archives always show up as stock. I dunno why pf breaks it but not alternis but planets probably need to be injected into the list used by the science archives seperatly from the pqs system.
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This is a debug print from the exurgentengineering.dll. ee can cause the flightscene panning/camera control to lock up too. The current version of the dll is really buggy. Remove it and the sabres and youre good to go. You can put in some modified sabre cfg files that use squads multi engine module instead.
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
landeTLS replied to damny's topic in KSP1 Mod Development
I think what he is pointing to is nullrefs. Im getting those too sometimes. But for me they are usually caused by the fuzebox plugin causing issues with both scansat and rpm. Removing both rpm and scansat fixes the issue except fuzebox is still throwing nre in the vab tho and on entry to flight scene. Im seeing almost no nre's with both rpm and scansat installed but with fuzebox removed. But since its such a usefull tool im keeping it for now. -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
landeTLS replied to Fractal_UK's topic in KSP1 Mod Releases
These are the supported cfg fields: powerConsumption = extractionRatePerTon = resourceName = unitName = extractActionName = stopActionName = resourceToUse = resourceManaged = true/false Not all of these are required but some are. Im not using this module so i wouldnt know. Best to just experiment. Part animations are not yet supported -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
The white base modules with the inflatable tubes are what i am looking most forward too in the pack. They really look perfect. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
this mm config i made will add eclss compatibility to all command pods that need crew @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[1]]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 600 maxAmount = 600 } RESOURCE { name = CO2 amount = 0 maxAmount = 600 } RESOURCE { name = O2 Candle amount = 3 maxAmount = 3 } MODULE { name = TankPriorityModule Priority = 10 } } @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[2]]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 900 maxAmount = 900 } RESOURCE { name = CO2 amount = 0 maxAmount = 900 } RESOURCE { name = O2 Candle amount = 3 maxAmount = 3 } MODULE { name = TankPriorityModule Priority = 10 } } @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#minimumCrew[3]]]:Final { MODULE { name = LifeSupportModule } RESOURCE { name = Oxygen amount = 1200 maxAmount = 1200 } RESOURCE { name = CO2 amount = 0 maxAmount = 1200 } RESOURCE { name = O2 Candle amount = 3 maxAmount = 3 } MODULE { name = TankPriorityModule Priority = 10 } } -
Yes this is absolutly the plugin to watch this month
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Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
If you actually have a pet monkey then we really must see him:P i do however assume he is a gimmick -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
Nice. Hadnt seen that. Can we expect a new texture test version soon? -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
Btw. What about those upper stage tanks in the first picture of the op?(white ones) They are really really nice. I hope those make it into the first alpha -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
landeTLS replied to Fractal_UK's topic in KSP1 Mod Releases
Yep. The module name is ORSAtmosphericExtractor and the config is the same as for the generic extractor discribed on the first page. Fractal has made a very good foundation here for a unified and open resource extraction system. Cant wait to see what he pulls out of his sleeve next. -
Any plans to make a version compatible with asmi's lifesupport mod. I made the greenhouse work myself but the balancing isnt my strong suit(co2/o2 densities are different from tac). The upcoming version of asmis lifesupport will have a really sweet ui and kerbals will consume more resources. His models are also really nice.
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Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
I volunteer as a tester btw. -
Any progress on nailing down the issue with the science arcives? I emagine it has to do with some missing references somewhere
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I agree. Its a very nice model
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
landeTLS replied to asmi's topic in KSP1 Mod Releases
Sweet! This new version will be so awesome. Keep up the good work asmi. And... never give up! Btw i saw those three top parts in your vab. They look cool. Are they new parts youre working on too? Or just from some mod i havent tried? -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
Thats just excellent:D -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
Actually i had a look again. the long orange tanks look really nice. But the shorter ones are the ones that look a little off Cant wait to test out more textures -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
When you zoom out and the Lod kicks in the textures get glossed over and corrupted. they shift positions too. But as i said scaling to 1024 completly fixes the issue. Its probably caused by the texture compressor plugin as it compresses the mipmaps. Anyhow i really love the work you put into the textures. They really are some of the best looking you can get for the game atm. Maybe the only texture i dont like so much is the orange tanks(a little too plain). Cant wait for more releases. Keep up the good work -
Chaka Monkey - Closed Development Thread
landeTLS replied to YANFRET's topic in KSP1 Mod Development
really, really love the orion pod textures, but i think you made a mistake exporting the textures because they are 1026x1026 and that causes eather the native ksp renderer or when the loading texures via the texture compressor plugin to go nuts when you zoom out a bit. i fixed the issue myself by scaling the texture model002 down to 1024x1024. and i can also confirm that using RLA compression causes no degradation in the texture quality and reduces size from 4.11mb to 2.87mb -
Was going to but i had to go out. On my phone now. Ill reproduce the error later and update
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i made some new configs for both sabre engines yesterday with properly positioned and scaled smoketrails and effects with squads module for multi mode engines, they dont need any plugins. i think they even look better than the original sabre effects. just place the cfg's in each of the engines folders inside the b9 folder. They do not overwrite the default sabres in any way. And you can have both in the game at the same time https://drive.google.com/folderview?id=0B9yFzV-G4YPzejA5V0w1YzNKUlU&usp=sharing keep in mind that the b9 air intakes for sabres requires the kinetech.dll plugin to work for those who want to take a look here are the effects running at different throttle settings sorry the sabre s went out of fuel in one of the pics. i reduced the heat production of the sabre m rocket mode a little but it still overheats when in the atmosphere as it should Edit: I do have my default b9 sabres working too. But the new exurgentengineering.dll is a little too unstable and buggy for my taste.