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SpaceTiger

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Everything posted by SpaceTiger

  1. I replace the buttons with my own and use the onEditorShipModified event. But replacing the buttons as you know has the disadvantage of not being fully compatible with other mods.
  2. You could use the onEditorPartPlaced event like this: private void Awake() { GameEvents.onEditorPartPlaced.Add(OnPartAdded); } private void OnPartAdded(Part data) { if (data.FindModulesImplementing<ModuleCommand>().Count > 0) { //do what you want to do with the this command module } } Probably could use FindModuleImplementing instead but you would have to null check that one. This isn't tested but should work.
  3. I don't think there is any hook for this in stock. One way of doing it would be to overwrite the saving. I can add something to the CraftHistory API that you can use and not overwrite CraftHistory. What data would you need to add ? Would the ConfigNode be enough to pass along ?
  4. Known issue to us. Has to be recompiled with the latest DMagic Orbital Science. We will update it when we find some time.
  5. Have a look at CraftHistory it has a feature that saves your craft after x seconds when changes are made. Its not updated to 1.1 yet but we plan on having something ready this weekend.
  6. I'm not sure what is causing this, did you try toggling a settings(has to be a setting in the FPSViewer window) after you put it in the desired location ? I see what is happening here. I forgot to map the debug option here. Will be fixed in the next version.
  7. No promises but yeah should be done by then.
  8. Well that is a weird way of figuring out if a mod is present but okay I'll rename them in the next release, until then you can just rename them by yourself. Actually it is surprising, once they shared a code base yes but that isn't true anymore, hence why I didn't expect any incompatibilities. As i said above i didn't expect any incompatibilities. I still don't understand what happened or what the root cause was.
  9. @Jansn67 without logs it is really hard to investigate so please upload them somewhere and link it here so we can take a look at it.
  10. It prints it all into the Kerbal logs when the debug option(in the ASS settings) is turned on. On another note: Did you download the latest KerboKatzUtilities, as asked to if you are encountering issues in the first post? I know that we had an issue with the icon showing up as disabled while in fact it was running in the background that got patched. My best guess right now is that ASS is still running in the background but I still don't know why your results are getting transferred/deleted.
  11. I tried to reproduce this but so far was unable to do so. This sounds like its failing to save the settings. How are you exiting Kerbal? Try toggling one of the settings, this should save it.
  12. @*MajorTom* , @BrutalRIP We added a bigger preview of the thumbnail where you suggested that only if visible when hovered over the small thumbnail. On another note we seem to be almost done with the revamp and should have a release within the next few days.
  13. I'm not quite sure what you mean by this but ASS had an update to make the basics of StationScience work. Again not sure what you mean by this. If you are having issues please turn on the debug settings recreate your issue, post a detailed reproduction with as few steps as possible and include the full log files. Not even giving us a chance to fix the bugs you are encountering ?
  14. Found out why this is happening but no fix available yet. We will add an option to kill time warp in the future.
  15. No it won't. It would be just like the copy&paste of windows or any other filesystem tool.
  16. I didn't try the 1.0.5 version in 1.1 but I'm quite certain that it doesn't work in its current state. We will be updating it once we are done with CraftHistory.
  17. As far as I'm aware there is no way to calculate how much ram each assembly is using. The closest thing that comes into my mind would be to use the Unity profiler to see how much garbage is being produced. For this to work you would have to compile all the mods yourself in the debug configuration and set Kerbal up to run in debug mode.
  18. As @linuxgurugamer said it isn't updated for KSP 1.1.2 yet. However we are working on it right now and an update should be release soon.
  19. As @Stone Blue suggested this sound very much like what CraftHistory does/will do, among other things.
  20. Some testing reveals this has nothing to do with RemoteTech or any other mod except DMagic Orbital Science. I'm in touch with @DMagic so this should be fixed fairly quick. I didn't get to play much in a while so I don't exactly know the logic of the MPL or what it does with the science. This mod only run experiments that you can yield science with when you return them. So if you did recover the science and its worth less than threshold it wont run the experiments again. There is a feature planned to run each experiment once to use it in the MPL. Sorry i got back to you so late but i completely forgot to respond to this. Every setting has a tooltip that explains what it does. If something still is unclear after you read those please come back to me and I'll try to clarify it for you.
  21. @Blacks You said following: But the craft file uses(quoted from here): That is quite a few more mods than you listed as well as different ones! I loaded it up in the save file you gave me and in a sandbox save. Both times the craft can't be loaded or gets deleted! Now what i wanted you to do is following: Strip the satellite from unneeded parts, remove all the mods except the ones that are absolutely needed to reproduce the exception. This will allow me to reproduce this error without having to get all the mods you have.
  22. I see whats happening here. No need for the log. I should have something ready in a few hours. Have to wait for an update from @DMagic for a few more API calls in his DMagicScienceAnimateGeneric. He is awesome and I'm sure it will be done soon. I'm not able to load your craft since it is using other mod parts as well. Can you try to recreate this issue with the smallest amount of mods ?
  23. I just pushed the release . Please download the KerboKatzUtilities separately and overwrite any files in your installation. This simply slipped through our testing. We usually test with all our mods and never just one single mod. Thanks for reporting this issue to us!
  24. It seems to be working fine. But the icon isn't animated ? I think i know why this is an issue! I'll release a new version of the KerboKatzUtilities in like 10 minutes that should fix this issue.
  25. Can you open the settings menu ? If so please turn on the debug option and attache another log.
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