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mathuin

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  1. I get that the EXE file is the source of truth -- I was just wondering how CKAN finds it and whether there's a way to manually provide a value to CKAN. In my run above, I did run CKAN inside the emulator -- I didn't know how to try it via Mono. I copied the CKAN.exe file into my KSP2 installation directory, and ran it inside the emulator with the `--debug` flag. Here are the relevant messages: 1573 [1] INFO CKAN.GameInstanceManager (null) - Loading KSP instances 1736 [1] INFO CKAN.CmdLine.CommonOptions (null) - Debug logging enabled 1954 [1] INFO CKAN.GUI.Main (null) - Starting the GUI 3934 [1] DEBUG CKAN.GameInstance (null) - Checking if KSP is in my current dir: c:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2 3937 [1] DEBUG CKAN.GameInstance (null) - Checking if KSP is in my exe dir: c:\P rogram Files (x86)\Steam\steamapps\common\Kerbal Space Program 2 3938 [1] DEBUG CKAN.GameInstance (null) - Checking if KSP2 is in my current dir: c:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2 3948 [1] INFO CKAN.GameInstance (null) - KSP2 found at c:\Program Files (x86)\St eam\steamapps\common\Kerbal Space Program 2 3960 [1] INFO CKAN.CmdLine.MainClass (null) - CKAN exiting. 3975 [1] ERROR CKAN.GUI.ErrorDialog (null) - Unhandled exception: System.FormatException: One of the identified items was in an invalid format. So it found the binary okay, at least. Not sure what went wrong after that. I also tried to use CLI arguments to add the game instance and it ran for about ten seconds, but never added the instance. Alas, --debug didn't seem to work with the instance add command. :-( Any suggestions would be appreciated greatly!
  2. I am playing KSP2 on an M1 MacBook Pro running Ventura 13.3.1 through CrossOver 22.1.1 in a Windows 10 64-bit bottle. I have manually installed some mods (SpaceWarp, MicroEngineers, LazyOrbit, KontrolSystems2) and was hoping to use CKAN as I have with KSP1. I downloaded the Windows version of Kepler, but when I ran it it threw an error. Here is the message: ``` Unhandled exception: System.FormatException: One of the identified items was in an invalid format. at CKAN.Versioning.GameVersion.Parse (System.String input) [0x0001a] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.Games.KerbalSpaceProgram2.DetectVersion (System.IO.DirectoryInfo where) [0x0002e] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstance.DetectVersion (System.String directory) [0x0000c] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstance.Version () [0x00016] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstance.get_Valid () [0x00018] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstance..ctor (CKAN.Games.IGame game, System.String gameDir, System.String name, CKAN.IUser user, System.Boolean scan) [0x00067] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstanceManager.FindAndRegisterDefaultInstance () [0x0004a] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstanceManager._GetPreferredInstance () [0x000c7] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GameInstanceManager.GetPreferredInstance () [0x00000] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.GUI.Main..ctor (System.String[] cmdlineArgs, CKAN.GameInstanceManager mgr, System.Boolean showConsole) [0x00157] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at (wrapper remoting-invoke-with-check) CKAN.GUI.Main..ctor(string[],CKAN.GameInstanceManager,bool) at CKAN.GUI.GUI.Main_ (System.String[] args, CKAN.GameInstanceManager manager, System.Boolean showConsole) [0x0003b] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.CmdLine.MainClass.Gui (CKAN.GameInstanceManager manager, CKAN.CmdLine.GuiOptions options, System.String[] args) [0x00030] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.CmdLine.MainClass.RunSimpleAction (CKAN.CmdLine.Options cmdline, CKAN.CmdLine.CommonOptions options, System.String[] args, CKAN.IUser user, CKAN.GameInstanceManager manager) [0x002cb] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.CmdLine.MainClass.Execute (CKAN.GameInstanceManager manager, CKAN.CmdLine.CommonOptions opts, System.String[] args) [0x00296] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 at CKAN.CmdLine.MainClass.Main (System.String[] args) [0x000e9] in <e35182a57ef448cb98a7a3c3b7ae4093>:0 ``` It looks like it couldn't find the KSP2_x64.exe binary. Is there any way I can feed it the file location via a command-line option or something? Thanks in advance!
  3. I was talking about the kOS terminals. Not the RPM integrated ones that the mod offers. The problem appears to stop happening when I uninstall kOSPropMonitor. I'm playing on Ubuntu 16.04.3 LTS if that helps!
  4. I recently had a problem with my KSP install where characters typed into the kOS terminal were having their normal out-of-terminal effects -- typing switch to 0. runpath("hellolaunch.ks"). caused a switch to and from the IVA which also forcibly resized my terminal screen to 40x15, an unfortunate set of dimensions for the tutorial launch script which tries to write to lines 16 and 17. I was able to narrow it down to this plugin. What's the best way to formally report this bug?
  5. I responded to your comment on the PR with additional details. Please let me know if you're interested in re-opening the request, and I will be happy to work with you! Right now, the only thing the mod does that I haven't yet fixed for myself is the repeated DISCO MODE/part selector thing (can't reproduce it now as I'm flying a plane) in the RPM menu for custom modes every time I revert. Other than that, it works like a charm. Thank you for your hard work!
  6. https://github.com/linuxgurugamer/VesselViewer/pull/8 I have submitted a pull request for this mod which should create a single plugin which will work with and without Blizzy's toolbar and with and without RPM. I have tested it myself but I am interested in having others test it as well. The pull request has a bunch of other changes which update the build process to use `msbuild` as well. Please let me know either on the PR or here what you think of this version!
  7. Love the mod because I hate tacking little MJ parts on to get the functionality *but* the RPM displays do not allow access to the MJ autopilot unless the part is on the vessel. Any idea why?
  8. I use MJ's rover autopilot stability control. I also have an action group to retract and extend solar panels. As soon as I switch back to the rover, I hit the hotkey for the action group. I still suffer the occasional catastrophe, but quicksaving after every stop has made life bearable.
  9. I will give this a try the next time I log in! Does anyone have any interesting waypoint lists? Something that would visit all the anomalies and biomes on a particular continent, or anything like that?
  10. The BV part is on the front of the craft. I've selected a waypoint in the distance, made it active, saw "Path built" on the monitor, then clicked Poehali!!!. Saw Bon Voyage!! and the big red message that's in the screenshot. Craft does not move. System check showed nothing. My craft appears to comply with all requirements from the front page. Nothing in KSP.log about the mod other than the buttons -- if you have specific information you'd like from the log, let me know !
  11. I have posted a feature request on the GitHub repository to improve the use of this tool in launching toward rendezvous. If a target is selected, I would like GravityTurn to delay launch until the orbit is correctly aligned, then launch into the correct inclination. I think MechJeb does this, but I honestly don't know. It would be very nice. Alternatively, if there's *another* mod/app/tool/what-have-you that when given launch location and target parameters will generate launch times and inclinations, I can do it by hand. :-)
  12. I am super excited at seeing this mod back among the living. I have a request, though. I am happy that you have a LICENSE file, both in the repository and in the plugin download. Could you please move it to the plugin's directory? Unzipping GravityTurn_1.5.zip in my KSP game directory left a LICENSE file in the top level which took me a bit to figure out where it belonged. I forked the repo in hopes of finding whatever compilation script you used and patching it, but I didn't see one. I also noticed that you committed the GravityTurn.dll to the repo. In the future, you might want to not commit generated products since they will be overwritten every time the project is compiled, but that's up to you! Thank you again for resuscitating one of my favorite addons. Now if only someone can get ProbeControlRoom back off the dustbin of advancing versions...
  13. There is an addon I miss enough to use it as a stepping stone towards learning Mono. I got some of the errors fixed, but am not sure how to deal with these remaining errors. All of these errors result from changes in the API: something was somewhere and now it's not. I have found a number of API sites, but no translation tables which make it easy to see what moved when. Here are the actual messages: ProbeControlRoom.cs(189,21): error CS1061: Type `FlightEVA' does not contain a definition for `DisableInterface' and no extension method `DisableInterface' of type `FlightEVA' could be found. Are you missing an assembly reference? ProbeControlRoom.cs(194,32): error CS1061: Type `Vessel' does not contain a definition for `SetActiveInternalPart' and no extension method `SetActiveInternalPart' of type `Vessel' could be found. Are you missing an assembly reference? ProbeControlRoomUI.cs(66,21): error CS0117: `GameSettings' does not contain a definition for `UI_SIZE' If someone has a Rosetta stone for old API calls where I can find these answers for myself, that'd be best. Alternatively, if you guys can tell me where these three are from, I can at least move forward with learning more about KSP's mod ecosystem. Thanks in advance! Jack.
  14. Installed the latest release and it worked just fine out of the box for me with 1.0.4. I'm having fun with the map and telemetry. One thing I quickly realized -- the app will show my current position, but not the path I've traveled to get where I am. Is that something you could add in the future? Also, I am using the graph to track liquid fuel and oxidizer, and since I know my initial takeoff weight of fuel I can calculate the amount of fuel I need to make it home -- is there any way to display a percentage in the telemetry sidebar? I will definitely be playing with this more now that 1.0.4 is out. :-) Thanks for an awesome mod! Jack.
  15. If you can implement this feature, I will cheerfully put five dollars in your virtual tip jar. :-)
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