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1,704 ExcellentAbout Nils277
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Sr. Base and Rover Engineer
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[1.8.X] Kerbal Planetary Base Systems v1.6.10 [29. October 2019]
Nils277 replied to Nils277's topic in Add-on Releases
@linuxgurugamer thanks a lot! Will merge the request asap and make a new release. @Bom-bombardier what issues do you have exactly? Are they directly related to KPBS? -
[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
To be honest, i did not There is one part that can be attached to a rover on the front, to create an unmanned rover, but never really how sized parts for an unmanned rover. Might take a look at it at some day -
@million_lights I think i found what you were searching for: 1. You have so save every page you want to have for you KSPedia in one of the asset folders inside of Unity 2. Go inside of Unity into the folder you have you KSPedia Assets saved. In my case its just the folde KSPedia: 3. Select the page you want to assign an AssedBundle to. In the following image its the "Congiguration" page, marked in red. When selected, the AssedBundle option will appear at the bottom right (also marked in red) 4. When you now click on the drop down menu from (here with the text "planetarybaseinc" you will get the menu to create and assign asset bundles to the individual pages.
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Hey, sorry for the late reply, the forum did not inform me there was a new post here...Unfortunately i do not know any new tutorial for the KSPedia. However I will take a look at where to find the section you mentioned and post it here. I'm not 100% sure about the unity version. I use 2019.2.2f1, because this is the version explicidliy stated in the PartTools. Your version should work nontheless as 2019.2.10f1 is just a bugfix update for all i know. The KSPedia assest work in KSP for me. Or was this directed at Million Lights?
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[1.8.X] Kerbal Planetary Base Systems v1.6.10 [29. October 2019]
Nils277 replied to Nils277's topic in Add-on Releases
Well soonTM, seems to be quite sooner than expected Update to 1.6.10 Changelog: Download: -
@EngineerMartijn and everyone also having trouble building the KSPedia entries with the latest PartTools: I have found a working solution here:
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A solution was found, see bottom of post To update my mods to KSP 1.8.0 i need to recompile all my KSPedia entries with the latest PartTools and Unity 2019.2.2f. For this purpose i made a fresh install of Unity 2019.2.2f, uninstalled preloaded TextMesh Pro, installed the TextMesh Pro specified and afterwards installed the latest Parttools. Exactly as explained here: However: It seems that compiling the KSPedia slides is impossible with the PartTools. After installing them i get the following message: Assembly 'Assets/Plugins/KSPAssets/KSPAssetCompiler.dll' will not be loaded due to errors: Unable to resolve reference 'TextMeshPro-2017.1-1.0.56-Runtime'. Is the assembly missing or incompatible with the current platform? Reference validation can be disabled in the Plugin Inspector As this message clearly states, it is not finding the runtime for TextMeshPro version 1.0.56 from 2017. The version that can be currently only downloaded from the Asses Store it version 1.2.2, which seems to not work. Disabling the Reference Validation does not solve the problem either. I have searched a lot but was unable to find any download of TextMeshPro that works with the KSPAssetCompiler. Has anyone found a solution to that problem or knows where i can find the TextMeshPro version needed to get the PartTools running again? Edit: Looking into the folders from TextMeshPro, it seems that the downloaded version is in fact 1.0.55, almost all .dlls have "1.0.55.2017.2.0b12" in their name so i'd guess its indeed version 1.0.55, so the Question is, why is it not downloading the later version 1.0.56? Edit 2: Found a solution: Uninstall any other TextMeshPro version you have installed in your Scene Download "TextMesh Pro Release 1.0.56 - Unity 2017.1" from https://forum.unity.com/threads/useful-information-download-links.458634/#post-3304434 and install it Disable "Validate References" for the KSPAssedCompiler.dll and KSPAssets.dll in the "Assets/Plugins/KSPAssets" folder Comment out line 12 from the "TextMeshProResolver.cs" file (its: the line with [InitializeOnLoad]) in the "Assets/Plugins/KSPAssets" folder Build your KSPedia file as always
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[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
Thats really nice to hear ...i thought that at least the textures are not working because KPS does not support DXT3 textures anymore and FUR still uses them for the diffuse textures. Hmm, that must have changed since i last looked at it. I really thought that update() will only be called after awake() and start(), that might really be the culprit -
[1.8.X] Kerbal Planetary Base Systems v1.6.10 [29. October 2019]
Nils277 replied to Nils277's topic in Add-on Releases
Yes, i'm already working on the update and try get have a running version soonTM -
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[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
Thanks, thats a good find! Will take a look at it why the light settings can be null. Nontheless i will be able to at least test for that case in the log and stop the lpg spam. For all: I know that FUR might not work with 1.8.0. Will try to update soon(TM) -
[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
Okay, thanks for the hint, will take a look at if indicator lights does somthing. I think there should be also a patch file for indicator lights shipped with FUR, might be that something changed that i did not think of. -
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[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
@draqsko I just tried with a fresh install of FUR with a nearly unmodded KPS (just KAS, CRP, CCK and KPBS) and i do not see any NREs (NullReferenceException) getting spammed after loading e.g. the parts from FUR. Actually a see no NREs at all. I found a bug for the drill that disables the lights when it is set to have the rear lights, which might be related to the logged errors you are seeing. Can you tell me which mods you have? Normally the multilights should not interact with any other mods, it is only there so you can have differend colored lights. -
[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
The problems are still present int 1.7.3 but for all i know they do not cause any harm. I'm back from my vacation now and will start to find and remove the problem -
[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
Thanks for the report, i will take care of this once i'm back from vacation -
[1.4.X–1.7.X] Feline Utility Rovers v1.2.10 (28.March 2019)
Nils277 replied to Nils277's topic in Add-on Releases
Thats not true for the Hover Engines (or at least it should not be). I have tested the engines on every planet with an atmosphere and they worked as they should. Especially duna was where most of my tests were made (aside from kerbin of course)