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Ydoow

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Everything posted by Ydoow

  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.
  16. Challenge Completed Total challenges completed: 23 Total kerbals lost: 0 Total Vehicles lost: 2 The probe is on a ~100km parking LKO. Some of the onboard fuel was used to allow the spaceplane to descend on it's own while having enough fuel. The probe, full, has just over 2,600 dV. Fuel used was nominal, and it can safely be assumed to still have over 2,000 dV. The spaceplane has not landed, it is on a temporary orbit with a Periapsis of 34km, Apoapsis of 100km. The next Challenge voluntee must land the Manticore spaceplane back at KSC, and then send our Mobile Base (currently docked and refueled with the Shiva Station around Kerbin) onwards to the Mun. Merely put it into an Munar intercept trajectory, don't put it in parking orbit. https://drive.google.com/folderview?id=0B7I3dGFkZoxaTHg4dlItSkYtR28&usp=sharing
  17. Challenge Completed Total challenges completed: 21 Total kerbals lost: 0 Total Vehicles lost: 2 KSC took a loss on its first Rescue Jet B launch. Luckily it's just a drone, and another RJB was in the budget. Second attempt went swimmingly well (no we didn't emergency land in the water.) All four Kerbs are safely home waiting in the RJB which is sitting behind the Space Plane Hangar. Unfortunately, while taxiing behind the SPH, the Kerbotel suffered a fire and promptly exploded. Origin and cause of fire is unknown, however deep fried chicken was found scattered about. Upon reviewing the specs, Engineers discovered a Class K Fire Extinguisher was not installed as code requires in the kitchen. Nothing more substantial has been found as far as evidence goes. While the kerbonauts are safely home, debris from their landing module remains. Perhaps future missions will clean it up. In other news, KSC asks me to remind you that Soyuz-117 with commanding Jenlorf Kerman are still enroute for an encounter with Jool in 185 days. Keep this in mind if you choose to Time-Warp. Engineers have just finished crafting a new remote vehicle for deployment across the Solar System. It's Dynamic and Modular. The basic design is listed as "Link Rover - Basic", this is the core design and can be built upon for greater purposes. Another craft named "Link Rover - Mobile Base" has also been provided. This acts as a Mobile Base - a hotel of sorts - capable of carrying up to 20 kerbonauts at a time. The engineers even threw in descent engines on it for you. It does not have great capability in storing/generating electricity; it's designed to thrive when joined with a supporting Link Rover. Next Challenge from KSC: KSC wants either the Link Rover - Basic, or Link Rover - Mobile Base tested before deployment to outer systems. KSC wants one of these landed on the Mun as a test, however... Due to the fragility and unknown properties, you must create a craft that launches the rover into Kerbin Parking orbit, then refuel at the Shiva Station before continuing to land on the Mun. The volunteer for this challenge must only launch and refuel the rover at the Shiva station. In the future, another mission will be assigned to land on the Mun. Whoever accepts this challenge is not required to make landing this rover on the Mun the next challenge. You are still free to create your own challenge if you wish. (I'm just trying to create some long term goals for the future is all) https://drive.google.com/folderview?id=0B7I3dGFkZoxaUVdOUGV2R0ltZWc&usp=sharing
  18. Don't worry all, I'm almost done with this challenge. Will post within an hour
  19. Probably no. It honestly shouldn't really matter though. Just think of it as its own special type of unit. The reason I assume no, is because weights/thrust/volumes are all adjusted purely to make the game enjoyable. So, I assume, that if you took the volume, weight, and density of the fuel parts contain, I'd bet a lot of money those values wouldn't match up to anything in real life. So that is to say, 1 Unit of Fuel is exactly that. 1 Unit. It's a general, ambiguous irrespective unit that holds no real value. It's just a unit. You can still use it in math and everything, of course.
  20. Blast it! Ah well, I should study anyway >.< I'm confused though, I thought the challenge just said to make a Kerbal escape trajectory, not hit Jool? Also, is there a irc for this challenge?
  21. I'm at work now and will be home in 2 hours, someone can do the challenge before me if they want to, I won't hold this thread up on my behalf
  22. Oh man I'm so up for this type of thing. Can't wait for next challenge Edit: Oh, no one has claimed it yet! Well, I'll be home around 4, hopefully there's a new challenge by then, or no one has claimed this one yet. I won't hold things up though if someone wants to do this one now
  23. I made it to Eve on stock with no calculations or anything >_> I was tired of not having the time to do the calculations (I wanted to do them myself, and not use a website to give them to me) So I did what any reasonable Kerbal would do: I made a stable 100km Kerbin Parking Orbit, Open Map view Eye-balled Eve - judged it's speed Guessed Burn angle to give me a Kerbin-retrograde ejection point Matched Eve Peri/Apo Adjusted inclination changed peri/apo Waited for Eve. Waited some more SPLASH DOWN! It surprisingly wasn't very difficult. I may have been lucky in terms of fuel and Eve's current position. I didn't wait or anything, I just said "GUN IT!" and made it. But my point is, the process is basically the same as making it to Minmus. Just be more patient. And more accurate with your guesses.
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