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JPLRepo

KSP Team
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Everything posted by JPLRepo

  1. It is on my list. But Holiday season, family things, etc have meant I didn't find the time I wanted to. I will try to get it done as soon as I can. I know a lot of people are waiting for this.
  2. You are missing one of the installation files. Please re-install as per the instructions in the opening post.
  3. Still not following you. The TST telescopes part module is responsible for running the animations for this mod. The animations are legacy animation (as is all parts in KSP1). There is no toggle animation. there are two animations on the model. One to open it and one to close it., Some mods use just the one animation and run it backwards or forwards. This mod does not. Perhaps you are referring to actual KSP actions? where an action appears in the part action window that allows you to "toggle" the part open or closed? That is different to the actual animations themselves. in the code for the part module it will run either the open or close animation when this is clicked by the user. baseTransformName = "Telescope"; is the default for the field you asked about. But this field isn't actually used for anything in the mod. Because when this mod was made, the stock KSP science containers couldn't do what they do now. Believe most of the functionality as you have pintyed out was added with KSP 1.2. Before that they were much more limited. Hence this mods containers were superior.
  4. there is no toggle? Not sure what you are looking for now. The transforms are not the animations. you asked for the animations. The animations are named "open" and "close". The transforms are used for other functionality such as - "control from here" - where the camera is attached to "cameraTransform" and the "LookTransform" the transform it Looks from.
  5. [KSPField] public string animationClipNameClose = "close"; [KSPField] public string animationClipNameOpen = "open";
  6. DeepFreeze requires CRP for resources used by this mod.
  7. What @Anth12 says is correct, and it was never intended to completely fix the issue. For a full explanation and some of the reasoning, read my devblog. Link is in the opening post.
  8. not by me. This mod is now superseded by KSP 1.12.3 release. You can safely remove this mod once you upgrade to 1.12.3 and your crafts and saves should continue to work without an issue.
  9. Welcome to another KSP Devblog! This time we’re going to talk about some bugs. In particular, two, Docking Port Drift/Issues and Robotics Drift. What am I talking about when I say drift? A number of issues have been found and brought up on both the forum and our bug tracker regarding the new Docking Port rotation feature that was introduced in KSP 1.12 On Final Approach.These issues are similar and somewhat related to a number of issues we have known about for some time with regard to the robotic parts from the Breaking Ground DLC. Both sets of problems are inherent to the architecture of KSP due to the way it defines and saves information about the connected parts in a vessel. In order to address and fix these problems correctly (if indeed it can be fixed totally),we would need to spend quite a bit of time and resources, as well as consider the risk associated with making a large change to the way KSP handles this information, and also do it in a way that would not break everyone’s existing save games. As you all no doubt know by now, we are no longer planning any further major updates for KSP and instead the whole team is now engaged on KSP2. That said, we know how much these two issues have been hurting the community, and hurting us knowing that, so we have put together a small patch to address these two issues in the most practical way possible considering all the delivery factors. The Fix In order to address these two issues without re-architecting large parts of KSP code we have found a compromise solution that reduces the impact of these issues whilst not completely eliminating them. We hope, to a point, that means they become less of an issue for you all. Docking Ports and Robotic parts all have an option that allows you to “Lock” the part in place. This option is available via the Part Action Window (PAW) or right click/context menu for each part. The compromise solution involves handling the saving of all the vessel’s parts differently depending on whether a docking port or robotic part is “Locked” or not. What happens “under the hood” so to speak is that when a Vessel is either Put on Rails or Unloaded / Saved KSP has to Save both the position and rotation of any Unlocked Robotic parts or Docking Ports (as well as ALL of their children in the part hierarchy) so that when it is reloaded or taken off rails it can re-position these parts relative to each other. This is not usually an issue for parts, as their relative position and rotation does not change once the craft has been built in the VAB/SPH and subsequently been launched. The exception of course is the Docking Ports which can now rotate (and rotate everything attached to them) and Robotic parts that can perform rotations, movement, etc. The changes that have been made involve not saving the rotations and positions of all docking ports and robotic parts (and all their children in each case) if the part has been placed in the “Locked” state. So in summary,if you want to avoid the “drift” and rotation issues with Docking Ports and Robotic Parts, just remember to always set your Docking Ports and Robotic Parts to “Locked” state when you aren’t rotating or moving them.
  10. Yeah still on my list. But there’s some issues with contract configurator that I was hoping might get updated first. I’ll try to find some time over the next week to have another look at it.
  11. You have to upgrade KSP to 1.12.x as well. otherwise, no it won't work.
  12. [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NotSupportedException: The invoked member is not supported in a dynamic module. at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <9577ac7a62ef43179789031239ba8798>:0 at _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) [0x00000] in <e4b5582dab1d42df871d52053423f128>:0 at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () [0x00019] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at _BuildManager._BuildManager.logVersion () [0x0005c] in <e4b5582dab1d42df871d52053423f128>:0 at _BuildManager._BuildManager.Awake () [0x00000] in <e4b5582dab1d42df871d52053423f128>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) This mod fails to load and crashes the addon loader. so who knows after this.. bad things can happen. later a bunch of : [R&D]: Error Duplicate found adding Experiment Definition: duplicate experiment definitions... again not ones from this mod. Later more crashes. REalted to clouds, scatter. perhaps EVE mod or scatterer? Surprisingly, or not, I found no errors at all in your log related to this mod (Tarsier space tech) I would try to uninstall the mods that are creating all your errors. First try _BuildManager what ever mod that is, sorry I am completely unfamiliar with that one. Then I would try uninstalling scatterer and see if the problem still persists.
  13. one of the great mysteries... I'm not going to answer it.
  14. Yes as @Brigadiersaid @Paulosek321it's a bit hard to help you if we can't see what's going on. So if you could please supply logs of the game when you are having the issues that would help tremendously. Instructions on how to find and capture and supply your logs are in the opening post of this thread. For others, Still having issues with Distant Object Enhancement mod. please ensure you have the latest version of that mod and this mod installed under 1.12.x and let me know if you are still having issues or not. Pretty sure i fixed it, but you never know. But it was definitely broken/problem with any older versions than the latest version.
  15. I understand your pain, but I don't think I will be doing that. IT's because all my mods use the IMGUI method. Which unless I switch it all over to use a canvas can't be scaled with the rest of the UI. The tl;dr version is: It's a lot of work, and I don't have the motivation to do it.
  16. Thank you for helping others. It is much appreciated. Just to clarify, All I asked was which background resource mod you were referring to. This mod supports two. If it's the one I think it is, then I already have a fix for the issue the other user as asking about with regard to the dll that is distributed with this mod and that will be released soon as I have finished updating all my mods for 1.12.x. The source code is available for that dll btw from the github repository, but I have now made it easier by adding a link to the OP as well in case you are still having trouble finding it. I don't understand how installs that follow my install instructions leads to installs that don't have my distributed zip file with the DLLs it includes. If people use other tools to install that have split out DLLs from my zip files, eg: CKAN that is entirely up to them. My position on the use of CKAN is clear. I don't support installs that have been installed using CKAN. This is a fine example of why my position is such., There is a long history of similar issues. I am not talking down to anyone. I was simply seeking to clarify what mod/DLL was being talked about. Again, thanks for your time. It is very much appreciated.
  17. Sorry what Mod are you referring to? There are two. One that I distribute as part of this mod. (it's not a separate mod). And there are several other background resource type mods. However, if you remove part of this mod then of course it will stop functioning.
  18. ask the kebalism mod? Not sure why you are asking here about another mod?
  19. I don't think he's gone. He's very busy. But he logs on. The mod still works far as I know? do others know different? and it says it supports 1.10+ and until it doesn't work. then it is still good right? no need to update it.
  20. Ok. This mod is next on my time to upate list. So hopefully not too much longer. TM
  21. Finally... Sorry it took so long. V0.18.0 released. Download links in the OP. Re-compile for KSP 1.12.x. Fix background resources - Kopernicus solar panels integration. Fix background resources - NRE spam on Resource Converters. Fix a NRE log spam on EVA kerbals - usually this involves rescue kerbals.
  22. V0.31.0.0 published: Re-Compile for KSP 1.12.x Added difficulty settings to turn off internal beep sounds and all sounds. Fix background resources - Kopernicus solar panels integration. Fix Portraits showing from kerbals in loaded vessels that aren't the active vessel. Fix timing issue with the Cryopod door animation and freeze glass animation playing at the same time. They now play one after another as they used to/should.
  23. V7.13 Release for KSP 1.12.x Update for KSP 1.12.x Fix DOE mod integration. Fix Sun/Shadow orientation on objects in telescopes view window.
  24. Sorry missed this one. Have passed it on to tech support.
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