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Ydoow

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  1. Yeah that was the problem. I figured out how to check/switch the compiler and it's now compiling against 3.5, which solved it. Dunno how it was working before, but oh well. Thanks
  2. I'm getting this error, and not sure what to do about it. As far as I can tell, it's making my plugin not work at all. Code is here, if it needs looking at: https://github.com/Ydoow/KSP_Konsole Non platform assembly: /home/clark/Code/Mono/KSP_Konsole/KSP_Konsole/bin/Debug/KSP_Konsole.dll (this message is harmless) AssemblyLoader: Exception loading 'KSP_Konsole': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'Kerbalish.Parser' from assembly 'KSP_Konsole, Version=1.0.5707.36052, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'Kerbalish.Lexer' from assembly 'KSP_Konsole, Version=1.0.5707.36052, Culture=neutral, PublicKeyToken=null'
  3. Yeah that's intense. What's the reason it's so complex?
  4. I've grabbed the Active Vessel from FlightGlobals and am getting correct mass and position values back, but getDeltaV() is always returning 0. I'm also noticing it's not on the community wiki. Is this function just bogus? If so I can just calculate dV with wet/dry mass, but I'd also need the ISP of the engine/s. How would I go about traversing the vessel parts and figure out which is an engine?
  5. Thanks! Few questions though. My desire is to use this plugin without any parts. From what I remember (years ago), extending the class as PartModule meant you had to have a specific part loaded for the plugin to work too. To explain a bit, my goal is to have a GUI Window loaded that doesn't require a part on any vessel (similar to Kerbal Alarm Clock). Do your corrections force me to use a part, or can it be partless? Attributes are a completely new feature to me. I can research what they are myself, but could someone briefly explain their significance within the context of KSP? Edit: Rereading your post several times, I think I understand. I have the option to attach it to a part by Extending it as PartModule OR if I use the attribute AddOn it will load the code without any parts at the next scene. Is that a correct interpretation? Edit #2: It would appear so. I added the AddOn Attribute to my code as you suggested and things are working now. Thank you very much for the assist.
  6. I'm finally making a serious attempt at plugin development. Right now I'm not seeing any of my incredibly basic methods logging to the debug field. I'm too new to really see what's wrong. Most tutorials on the web seem out of date, which I suspect might be my problem. I've tried looking at active plugins source code for enlightenment...but many of those projects are so well developed - so complicated - that they can't really help me. using System; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; using KSP.IO; namespace KSP_Konsole { public class Konsole : MonoBehaviour{ public Konsole(){ Debug.Log("KSP_Konsole [" + this.GetInstanceID().ToString("X") + "][" + Time.time.ToString("0.0000") + "]: Constructor"); } void Awake(){ Debug.Log("KSP_Konsole [" + this.GetInstanceID().ToString("X") + "][" + Time.time.ToString("0.0000") + "]: Awake"); } } } I have the same code for "void Start()", "void OnDestroy()", and "void Update()" But I don't see the output in the Debug Console (Alt+F12), nor in the Player.log file (I'm on Ubuntu, so output.log doesn't exist). The Player.log shows the game loading my .dll, but that's the only sign of it. None of these debug messages above are found. I can post more code if wanted, but seriously it all looks like that above.
  7. Not really sure what information you would like on this. It's a x86 install, and here's the rather empty log ERROR: ld.so: object '/home/<USER>/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. ERROR: ld.so: object '/home/<USER>/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. 742360 TEXTURE_FREE_MEMORY_ATI: 742360 OpenGL: Version: OpenGL 4.3 [4.3.12798 Compatibility Profile Context 13.35.1005] Renderer: AMD Radeon HD 6800 Series Vendor: ATI Technologies Inc. VRAM: 724 MB Let me know what else I can do.
  8. Version 0.25.0 Ubuntu 14.04, installed through Steam. 8GB RAM, intel i7 processor (circa 2009), Radeon 6850 GPU Open System Monitor, run KSP. Once KSP window loads System Monitor instantly crashes. Trying to re-open System Monitor causes it to instantly crash yet again. I was trying to monitor system resources because every now and then when I open KSP my entire system becomes incredibly sluggish
  9. I reinstalled KSP cleanly on OSX Maverick, but the folder still isn't there, nor the .dll's Is there a place I can download the two .dlls need to start making a plugin?
  10. Yeah the game runs fine (although slow; MacBook air). I admit this is odd. I wasn't expecting it. Steam confirms the local files is the actual install directory, however KSP_Data/Managed/ does not exist. I'm checking the integrity now, but nothing seems to be happening. Worst case I'll delete and re-install the game. I don't have anything worth saving on the laptop I tried searching for UnityEngine.dll but nothing showed up. I'm not sure how much to trust Mac's search function though. I never really cared for it because it's not very explicit in it's search bounds. So I think I'm searching my entire HD, but I'm not 100% sure. It honestly doesn't make sense for KSP to be able to run without these files. Unless, of course, the way KSP and Unity run on OSX is completely different from Windows
  11. I'm using OS X Maverick with KSP installed via Steam. Am I correct that the install folder is through ~/Library/Application Support/steam/....etc.../common/Kerbal Space Program/ ? I'm trying to add the Unity.dll and C#.dll references to MonoDevelop. The Wiki says to find them under the install directory inside /KSP_Data, however that folder, and none of the the .dlls exist for me. Where should I look?
  12. Thanks endless wave! I used your method, and I'm seeing messages sent to the Log, so it is working. When exactly is the plugin loaded, though? During the loading screen, Main Menu, Saved file being loaded, Flight scene, etc...? It doesn't really matter I guess, but it would be good to know for future use perhaps.
  13. How do I make monodevelop build a dll? Currently it pesters me about no Main method entry point, and won't allow me to build. If I add a main method (which I shouldn't need), then it builds me an .exe I'm not seeing any way to change this
  14. I understand plugins work by attaching themselves to other parts and working through those parts, more or less. So how would I get a plugin to influence any part? I want my plugin to load/function regardless of what's put on a craft. I'm not seeing the big difference between implementation PartModule and Part. The wiki makes quick mention of it, and leads me to believe I should use PartModule, but I don't understand why, or even how. My assumption is, though, that once I get my plugin attached to a part or vessel, I start overriding code in the OnLoad/OnStart/OnActive methods, correct? So far I've implemented PartModule and thrown some basic Log output messages into the mentioned methods, but nothing shows up; because I don't know how to get the plugin to utilize any parts. Edit: Similar to Kerbal Alarm Clock. It states you don't need to attach any part to a craft to make the plugin work, but have no idea how to accomplish that.
  15. I understand plugins work by attaching themselves to other parts and working through those parts, more or less. So how would I get a plugin to influence any part? I want my plugin to load/function regardless of what's put on a craft. I'm not seeing the big difference between implementation PartModule and Part. The wiki makes quick mention of it, and leads me to believe I should use PartModule, but I don't understand why, or even how. My assumption is, though, that once I get my plugin attached to a part or vessel, I start overriding code in the OnLoad/OnStart/OnActive methods, correct? So far I've implemented PartModule and thrown some basic Log output messages into the mentioned methods, but nothing shows up; because I don't know how to get the plugin to utilize any parts.
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