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    Curious George

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  1. Oh I think I just solved half of the problem. It looks like TextMeshPro is included in PartTools nowadays, so no need to install it. In this post @xEvilReeperx said that the TextMeshProResolver should be in an "Editor" folder. This is not the case in the current PartTools. So I moved <project-dir>\Assets\Plugins\KSPAssets\TextMeshProResolver.cs <project-dir>\Assets\Plugins\KSPAssets\TextMeshProResolver.cs.meta to <project-dir>\Assets\Plugins\KSPAssets\Editor\TextMeshProResolver.cs <project-dir>\Assets\Plugins\KSPAssets\Editor\TextMeshProResolver.cs.meta Now, when I click build, the last two errors are gone, and the file <project-dir>\AssetBundles\squadcore.ksp is created. But the first error remains: "TypeLoadException: Could not load type 'KSPFontAsset' from assembly 'KSPAssetCompiler, Version=, Culture=neutral, PublicKeyToken=null'." [...]
  2. Yes I tried both the most recent version and the version "TextMesh Pro - Release (dll only).unitypackage" found in this comment: https://forum.kerbalspaceprogram.com/index.php?/topic/161314-no-kspasset-in-unity-menu/&tab=comments#comment-3243133 I have also tried the "TextMeshProResolver" script from that thread, but nothing seems to help. Maybe @JPLRepo can take a look at this?
  3. Hi all, for context, I want to build a new mod with a complex GUI, and I'm following this tutorial. I followed the tutorial, but the asset compiler fails when I click "build" and gives a bunch of errors in the console. After some testing, I was able to reproduce the problem with a simpler setup. Steps to reproduce: 1) Install Unity Version 2017.1.3p1 Personal 2) Create Project 3) Import latest PartTools (April 9, 2019) 4) Open Asset Compiler 5) For the "squadcore" bundle click "Create", "Update", "Build". After clicking build I get a bunch of errors (message below). I have tested this on Windows 7 and a fresh Windows 10. Same error in both cases. Any ideas? TypeLoadException: Could not load type 'KSPFontAsset' from assembly 'KSPAssetCompiler, Version=, Culture=neutral, PublicKeyToken=null'. UnityEditor.Build.BuildPipelineInterfaces.InitializeBuildCallbacks (BuildCallbacks findFlags) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildPipelineInterfaces.cs:115) UnityEditor.BuildPipeline:BuildAssetBundles(String, AssetBundleBuild[], BuildAssetBundleOptions, BuildTarget) KSPAssets.Editor.AssetCompiler:BuildAssetBundles(Boolean, Boolean, String, String[]) KSPAssets.Editor.<BuildBundle>d__6:MoveNext() KSPAssets.Editor.EditorUtil:UpdateCoroutine() UnityEditor.EditorApplication:Internal_CallUpdateFunctions() Assets/Plugins/KSPAssets/TextMeshProResolver.cs(7,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference? Error building Player because scripts had compiler errors
  4. You may want to look at the kRPC mod. It does something very similar: Allow access to KSP via the network, just with a different protocol. https://krpc.github.io/krpc/
  5. After some success with precision landing boosters, I'm thinking about taking it to the next level. It would be interesting to make landing boosters not just a gimmick but part of career gameplay. From my experience one can roughly save 60% of the launch cost by landing the booster at the KSC. The mod would allow Falcon 9 type launch missions. I would appreciate it if you could answer some questions regarding this idea. Other suggestions are of course also welcome. --- Would you incorporate automated booster launch and landing into your career gameplay, if it is sufficiently easy to use? Answer here: https://linkto.run/p/MT2ASJQ3 --- How would you want to use the mod? A) End-to-end optimization and automation: This would be the most efficient and hands-off approach. You define the mission parameters and goals. The mod takes the payload from the launch pad to a Kerbin orbit and the booster to a landing site. B) Individual maneuvers: You do most of the flying by hand. The mod helps with the two most difficult maneuvers: The boostback/targeting burn and the landing burn. Answer here: https://linkto.run/p/QVDYJ900 --- In what context would you like to use the mod? A) Realism Overhaul + FAR B) Stock C) Both Answer here: https://linkto.run/p/C50RX72Q --- Writing such a mod to work with any vessel is difficult, because it is hard to predict how the vessel will interact with the atmosphere. Some test flights are necessary to determine parameters for a particular rocket. Would you like to ... A) ... choose from a set of given rockets, that have been tested and work well? B) ... use your own rocket and do some test flights and manual parameter tuning? C) Both Answer here: https://linkto.run/p/WRUYXGVK --- PS: As a side note, you may be wondering how one can control both stages simultaneously. There are some mods that allow you to "travel back in time" and control a different vessel. But that is not necessary. You can do a RTLS mission by switching back an forth. A sequence I often use in stock is: Launch to a high apogee (~140km), separation, S1 boostback, S2 orbit insertion, S1 EDL (entry, descent and landing).
  6. Hello, I'm trying to set the controls (like pressing WASDQE) using the API calls v.setYaw v.setPitch v.setRoll but nothing happens. I'm sending the command string I do have a connection, and have managed to set the throttle and toggle the brakes, lights, etc. Any ideas?
  7. I need help on how to make rocketparts from metal. I have a ship with a full metal container, an empty rocketparts container and a construction workshop (the large oval light-blue thing) with some kerbals in it. Form my understanding of the mod I should be able to make rocketparts this way, but it doesnt happen. Screenshot: http://f.666kb.com/i/cmkvgttt2h59c3jb9.jpg What do I need to do?
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