Jump to content

Z-Key Aerospace

Members
  • Posts

    206
  • Joined

  • Last visited

Everything posted by Z-Key Aerospace

  1. Thank you. Good news about [x] Science!. Contract Configurator is Nightingale's mod. I like that thing, and I've had some good help and advice from Nightingale himself when I started. I must admit I stopped using his mods because they overstressed my machine. Did you try the waypoint manager mod? I think I found that one was bad too. I play KSP with about 80 mods installed on a i3 I quickly learn which mods not to trust. _grin_
  2. If you have any idea how to test it, let me know because I haven't got a clue. I'm guessing that in order to prevent the problems I need to bung in an enumerator instead of every foreach and then rewrite every instance of Linq the hard way. Really not looking forward to it, really hope it isn't necessary. In a galaxy far, far away I had a Windows service for call-centre screen-popping that just stopped dead for extended periods. Not good when our customer's customers are queuing on the phone. Call-center managers get touchy about that sort of thing. That was my first encounter with .NET's garbage collection. It was a pain in the neck back then and that was before Linq.
  3. I have the new Here and Now status window sort of working. It will ship in some form when the new KSP version drops. http://imgur.com/a/LoyH8 (Sorry about the link but I can't for the the life of me figure out how to embed an Imgur album using the new forum.) Any how I need to do a little more work on the filter and a lot more work to get the little progress bars working in the new window. I can already click the experiment buttons to run experiments. However when entering a new biome it won't bring you out of time-warp yet. Blizzy78 Toolbar users will need to activate the new button or they won't see it.
  4. I have been busy with real life recently but I have now finished a build of [x] Science! with a new status window. Currently the new window doesn't do a lot so I'm not planning or releasing it just yet. What I have done is completely gut the current science window. All the logic is held on other classes. What I didn't want to do was have two window, each doing much the same thing, eating up CPU. Now all the CPU intensive stuff will only be done once. It was a fairly mammoth task but is now completed. I'm hoping to get a new version out soon but between school holidays and a massive website we are building at the moment I don't have much time for KSP modding. Actually, I'd have more time if I didn't keep playing FTL - and by the way that game doesn't event teach you rocket science. Any how I notice that the next KSP version has gone into test. I should have a stable [x] Science! release ready but whether the new window will be useful is still anyone's guess. I have routines to play sounds and to stop time-warping but I need to add a science filter to the new window and join it all up. One other thing. I do remember that the KSP Devs were banging on about Linq and foreach. The reason being (I assume, feel free to correct me) that they cause tonnes of garbage collection which can really slow things down. I'd really like to rip all that stuff out but [x] Science! was built from the ground up on Linq and it's not going away just yet, there is just so much of it to remove. Despite the all the Linq in there, I think [x] Science! is a pretty fast and low-impact Add-On so don't worry. All the same, it does make lots-and-lots of small memory allocations and it filters them with Linq - that isn't going to change any time soon. It is on the list, maybe in Version 6! Any how - just to let you know that I am around and [x] Science! V5 is still on the cards. Out real soon now so keep alert!
  5. If you click on the name of the tank in the window it will be highlighted. May not be amazingly efficient it you have a massive number of tanks. Oh, you should be able to sort the tanks by ship. That way you can restrict you clicking to just the one ship.
  6. Tis here... http://themoose.co.uk/ksp/Protractor2.8.zip Yes, well, I have to provide the .version file to stop it complaining that everything is out of date but it would be rude to do some massive take over of this mod before the real author either turns up and fix it properly or lets us know he is playing Elite from now on. Thus we are in limbo for a while. BTW... Source: https://github.com/thewebbooth/protractor This is an unofficial build by Z-Key Aerospace. All bugs are by me. Please don't pester the authors if you have trouble with this build. License is GPL3. Downloads page KSP-AVC Support - "This mod includes version checking using MiniAVC. If you opt-in, it will use the Internet to check whether there is a new version available. Data is only read from the Internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin."
  7. Found a fix button for the exception spam and pressed it. Update out real soon now. Protractor stores the vessel in pdata.vessel. After a docking operation that may not be valid any more. I've got a check in FixedUpdate() that checks that pdata.vessel is valid and calls initialise() again if it isn't. That seems to fix the exception spamming. In the process I found that Protractor is spamming the stock toolbar with icons. Hadn't noticed before because I always use Blizzy. Probably not gonna fix the toolbar thing this time 'round. I know I'm being slow about KSP stuff but I have two big websites to do before the end of summer and they are stressing me out. Also my entire country seems to have gone insane - that is freaking me out. Oh, and I may have a slight FTL (http://www.ftlgame.com/) addiction. Any how - bear with me. I may try and contact Protractor's developer see where he is and what his plans are. He hasn't been around since the end of April. Seems a shame that this thing isn't on CKAN. I'll try and get an archive out real soon.
  8. Thank you. Not knowing what triggered the exception I went through the function and plastered it with if statements. If this is the same exception and it can be reliably triggered by a successful docking manoeuvre then I have something to test against. I'll give it a go.
  9. Rebuilt for KSP 1.1.3 Also added some more checks into the tmr() function that sometimes throws exceptions. http://themoose.co.uk/ksp/Protractor2.7.zip
  10. Could some one please tell me what happened to "Staging"? Between 1.1.2 and 1.1.3 it seems to have moved or gone. There used to be a public class in Assembly-CSharp and now I just get "The name 'Staging' does not exist in the current context" Sure I just being dumb but if some one could enlighten me that would be wonderful.
  11. The current version seems to work OK in 1.1.3 I'm rebuilding for V1.1.3. The following small changes... Resource buttons act like tabs by default Help and settings buttons toggle visibility Some tool tips
  12. The latest version works in 1.1.3 but I will update it. Also two fixes... science.cfg will be applied to KSC baby biomes. Remaining science tool-tip will subtract on-board science not add it. V4.20 will be available soon.
  13. I broke something. That will be fixed in the next version. Pretty obvious now you mention it.
  14. Releasing new version V4.19 20-June-2016 Built against KSP V1.1.2 New button code to handle multiple buttons - ready for V5 New artwork for icons New title bar icons Compact mode use same icons as maximised mode Separate settings window New help window New resizable window class - not on main window Science totals tool tip contains onboard science Filter text + state in settings The main [x] Science! window proved too weird to allow a resize gadget. I gave up in disgust and released a new version of TAC Fuel Balancer instead. I also didn't make much headway with splitting the logic out of the main window class. Everything else is done though.
  15. It always did pop quite a few exceptions. I managed to use this build to get to every celestial body in the game so its definitely working. The one I always get is [EXC 19:12:05.668] NullReferenceException Protractor.ProtractorCalcs.tmr () Protractor.ProtractorCalcs.thrustAccel () Protractor.Protractor.FixedUpdate ()
  16. Just published V2.7 - https://themoose.co.uk/ksp/TacFuelBalancer2.7.zip Stock toolbar "Launcher" button New icon set F2 support Reset button Support for mods that change tank contents You should only need the reset button if you use Interstellar fuel switch to change an empty tank from one resource type to another while in flight.
  17. Finally I think I've found the fix button. Just give me the chance to press it properly. One thing, to support Interstellar Fuel Switch's ability to change any empty tank even after launch - I'd need to know that it has changed. I can't see that IFS is generating events so that won't happen. At the moment I've rigged the help button to trigger a refresh. No I'm not going to release it like that. I may add a refresh button next to the help button. For those who are interested - FB was dealing with tanks changing capacity but the idea that a LF+OX tank might suddenly contain MONO was beyond its abilities. Essentially there is a AddResource() function but no RemoveResource() function. When IFS jumps in just after launch and changes the tanks - FB couldn't cope with the idea of removing a tank from a resource list. It could add it to the new list but not remove it from the old list. The other new thing is that I'm trying very hard to delay the refresh of the list for as long as possible.
  18. So I found a race condition between Fuel Balancer and Interstellar Fuel Switch. I had actually stopped testing. I wanted to get some screen shots to bung in the first post so I was building a spaceplane. Turns out that - well look at this... // Make sure the resource/part list is correct after other mods, such as StretchyTanks, do their thing. Invoke("RebuildActiveVesselLists", 1.0f); So my spaceplane had some bicoupler tanks that I had changed to LF only. Sometimes they had 400LF sometimes 200LF+OX I "fixed" the problem by calling RebuildActiveVesselLists( ) every time the main window is opened. That may be a wonderful fix or it may play havoc with any on-going fuel transfers. I think what it actually needs is a flag to say that the lists are up to date. Can't believe I've never seen this before. Trouble with a race condition is that you never actually know that your have fixed it. Any how that was 2.00am, last night. (I was on a mission) I'm not going to look at it again today. New version will be released when ready.
  19. I got these exceptions. Lots of them [EXC 17:47:28.636] NullReferenceException DistantObject.VesselFlare.Update (Vector3d camPos, Single camFOV) DistantObject.FlareDraw.Update () They seemed to start when I ditched a load of boosters while launching a large rocket. Just imagine the following bit of log file ends with the above 3 line exception - repeated forever. Do you think it was something to do with my boosters?
  20. TAC Fuel Balancer is in danger of getting an upgrade. Drum roll... F2 support! Stock tool bar "Launcher" button! New icon - woo hoo! Window resize gadget is a bit less ugly. That lot is done already. What it doesn't have yet but should also be getting is a new set of title-bar icons - close, help and settings. OK, so I have been trying to get [x] Science! up to speed but my latest attempt failed hard because of the unique and colourful way that everything hangs off the main window. Given that KSP should be fun I have taken the opportunity to assuage my guilt about ignoring this mod for the last month or so. Let me try and get the new artwork into the titlebar and give it a test. Hopefully get a new version released this weekend. Now I'm gonna try and fix up the OP a bit so this thread looks like some one loves it. Oh, while I'm here... I was thinking of restricting the availability of the fuel balancer in career mode until you have upgraded the lab and bought fuel pipes (something like that) A setting could make it always available. I'd also like to try and change the tank highlighting in some way, I still think it is clunky and hard to find the tank you want. Not yet - in a future version. What do you think?
  21. In case it isn't obvious this could seriously save me some time and do I appreciate it. That window you modified is a "science report and checklist window" Those buttons need to go in a different window which is planned for V5.
  22. I'll add more to that soon. I am currently working on a test-rig for new functionality. Actually that is done. I'm now going to try and update [x] Science! and TAC Fuel Balancer with the new code. I'm not sure how [x] Science is going to react but soon it should have resizable windows. If I can get it to remember the current filter button and text then that will be great. Someone has just sent me a ton of updates for [x] Science! If it includes a magic fix for DMagics under water experiments then great. Unfortunately the pull request includes a bunch of For Science style buttons which are in "the wrong place" but if I can fix Orbital Science problems then I need to do it for the benefit of users and also my sanity. Thanks for the pull request - I'll have a look at your code. I should warn you that I am currently trying to make the windows look less ugly - not more! I wouldn't want to annoy WaveFunctionP those buttons are in For Science! It isn't WaveFunctionP who has disappeared <xEvil grin> Seriously, anything that helps with Orbital Science is much appreciated at the moment so thank you very much.
×
×
  • Create New...