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Everything posted by JPLRepo

  1. [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.
  2. one of the great mysteries... I'm not going to answer it.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. ask the kebalism mod? Not sure why you are asking here about another mod?
  8. 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.
  9. Ok. This mod is next on my time to upate list. So hopefully not too much longer. TM
  10. 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.
  11. 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.
  12. 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.
  13. Sorry missed this one. Have passed it on to tech support.
  14. This is the same for all experiments in KSP. The data size is the baseValue * dataScale as defined in the science experiment definition cfg file.
  15. Thought this was made clear already. As Uomo said in the opening post: and as I stated here: and here:
  16. Not sure why you are annoyed. I have already stated it. Here:
  17. Yup. I do indeed plan to update all my mods. Just things a bit busy IRL. But hopefully SoonTM
  18. Up to those mod authors. This mod can't modify the actual models from other mods or stock parts. It provides a set of tools for mod authors to provide this functionality but only if those mod authors choose to incorporate the changes required into their models. No it doesn't. Nor do I know of anything that does.
  19. tl;dr. Plus the other post you made tl;dr. So whilst your scenarios are all true in a convoluted way. I think you forgot one important point. I'm the lead engineer on the project. So when I fix the bug in the stock code I can also ensure that this patch is handled by the stock code. Not that it requires a engineer on the project to do this. There are public interfaces in the game that can be used for exactly this. So thanks anyway. So moving on : @Serenity Here's the answer I can give to your questions. From a players perspective. You can download this mod and use it to fix the issue now. Other mods may have an issue if they directly use or access the internal code used for docking nodes. That bit is true. No workaround for that with this mod. When the official fix is done, I will ensure that it works with this mod in mind. Yes, in a way. But nothing is safe from the mighty kraken. All hale the Kraken!
  20. Nothing personal, just doing my job. I’ve seen it, and passed on the info. Let’s just move on and keep it on topic. <EDIT> I like that you keep updating your post after I've responded to it. So I'll do the same. I have seen the use of this DLL modifier. I won't go into how it works, as I'm sure you know already. But we all know injecting or modifying IL code at runtime, is not perfect. So whilst it may appear wonderful. It's got it's pros and cons as well. As part of my role, I have to notify where I see potential breach of EULA, and that is what I have done. That's it. End of the discussion.
  21. References in what way sorry? As in you have mods that specifically look for that Module? in order to do what? Just curious because there are several Interfaces on that module that perhaps you can reference instead of the module by name.
  22. Yeah my bad too. it needs the locking mechanism. Which was only implemented in 1.12.2. So this mod/fix will only work with KSP 1.12.2. I've updated the opening post to reflect that. sorry for the confusion.
  23. Don't seem to have any such issue here. Works fine. I see the problem. Yeah this isn't going to work with 1.12.0 or 1.12.1 my bad.
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