dpitch40

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About dpitch40

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    Bottle Rocketeer
  1. I am not seeing the PreciseNode interface either, even after reinstalling the game. I have Click Through Blocker 0.1.6.10 and Precise Node 1.2.10.3 installed with KSP 1.7.2. Which log file do you mean? EDIT: 1.2.10.2 works, but prompts me to upgrade to 1.2.10.3.
  2. This mod is retroactively changing the amount of experience Kerbals earn for doing things, which is causing my three-star Kerbals to get demoted to two stars when I install it. How do I disable this?
  3. I am using the 1.2.2 beta of KSP, but am still getting the warning message about only version 1.2 being supported. I'd like to disable it, but the prescribed change doesn't seem to be working. My GameData\PreciseNode\plugins\PreciseNode.version file reads as follows: { "NAME": "Precise Node", "URL": "https://www.blizzy.de/precise-node/PreciseNode.version", "DOWNLOAD": "http://forum.kerbalspaceprogram.com/index.php?/topic/44129-110-precise-node-122-precisely-edit-your-maneuver-nodes/", "VERSION": { "MAJOR": 1, "MINOR": 2, "PATCH": 4, "BUILD": 0 }, "KSP_VERSION": { "MAJOR": 1, "MINOR": 2, "PATCH": 0, "BUILD": 0 }, "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 2, "PATCH": 0, "BUILD": 0 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 2, "PATCH": 99, "BUILD": 0 } }
  4. Is it just me, or has the problem with stations uncontrollably wobbling themselves apart been fixed? (I took a few months off from playing after it put a stop to my station-building plans, and am kind of out of the loop)
  5. Strange, it starts oscillating for me without needing to take any action. How are fuel dumps normally handled on stations?
  6. Do you mean a save file? I have one with a stock-only orbital station that starts oscillating more or less immediately, that I could send to you. But it took quite a while to assemble in orbit and is composed of numerous parts, so the craft file alone wouldn't help much. EDIT: Here is my current career mode save, where I am experiencing the oscillation. The craft you want to look at is "Gateway Station", in orbit above Kerbin. It should start oscillating soon after being loaded. Let me know if you can't reproduce it. https://dl.dropboxusercontent.com/u/4804342/persistent.sfs
  7. This has also been an issue for me, but it varies widely; usually it is negligible. I once had trouble planning a Mun rendezvous because my orbit changed so quickly that I could never precisely align my maneuver. The wobbling bug always happens eventually with KJR installed.
  8. I am having a problem with my space station uncontrollably wobbling and oscillating after a few seconds; time warping stops it, but it soon starts again and escalates severely. This happens with SAS on and off, and with a variety of different control points. It stops if I uninstall KJR. (But, of course, then it becomes impossible to get all the parts of my station at rest relative to one another due to decreased stiffness) Is this a known issue?
  9. I guess I don't like the barrier IDEs put between you, your code, and its execution. I like the simplicity, intuitiveness, and hands-on experience of building with the command line and a (high-quality) text editor, and automating where necessary as I go. It's what I've done in my job for four years, and I feel like anything that is easy in an IDE should still at least be possible without. Anyway, it turns out the /lib and /reference options for csc were what I needed for my initial question. I managed to get the super-basic tutorial on the wiki working perfectly. For the TacWindowTest mod, I am making significant progress by building with the following batch script: @echo off set LIB=C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managed set PLUGINS=C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\TacWindowTest\Plugins csc /lib:"%LIB%" /r:Assembly-CSharp.dll /r:UnityEngine.dll /r:UnityEngine.UI.dll /r:KSPUtil.dll /out:"%PLUGINS%\TacWindowTest.dll" /target:library Icon.cs PopupWindow.cs TacWindowTest.cs Utilities.cs Window.cs For some reason just using the /lib argument as suggested doesn't help; I have to include a reference to each needed library. But anyway, after updating a few usages that were outdated due to the example being written in 2013, it compiles! However, it doesn't do anything in game, and I find the following line in the debug log on starting KSP: "[Error]: Cannot find a PartModule of typename 'TacWindowTest'". Someone has asked a prior question on this message, and the solution was to make sure the name of the MODULE added to the modded part matches the name of the main class in the compiled DLL. The name of the MODULE I added to my modded RCS thruster in the TacWindowTest\Parts directory is "TacWindowTest", which is also the name of the top-level class in the TacWindowTest.cs. The .dll I am compiling is getting placed in TacWindowTest\Plugins\TacWindowTest.dll. Where is the disconnect occurring here?
  10. I am an experienced programmer but new to C#, Unity, and the KSP modding API. The mod I am envisioning is pretty simple (a window with a few sliders that edits a .cfg file), so I found and downloaded this example mod hoping to get it running and then poke around in its code to learn how the modding system works. I'm currently stuck on the "get it running" step. I strongly prefer working lightweight with a text editor and the command line over IDEs, so I'm trying to avoid using Visual Studio. I download the mod, put it in the directory .../Kerbal Space Program/GameData/TacWindowTest/Plugins, copy a part file into the /Parts directory and edit it per the instructions, and then attempt to build. I have my system path set to include the latest 64-bit version of csc.exe, so I type C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\TacWindowTest\Plugins\TacLib-master\Source>csc /target:library /out:TacWindowTest.dll *.cs per this documentation page, and get output beginning like the following: Microsoft (R) Visual C# Compiler version 4.6.1038.0 for C# 5 Copyright (C) Microsoft Corporation. All rights reserved. This compiler is provided as part of the Microsoft (R) .NET Framework, but only supports language versions up to C# 5, which is no longer the latest version. For compilers that support newer versions of the C# programming language, see http://go.microsoft.com/fwlink/?LinkID=533240 Icon.cs(28,7): error CS0246: The type or namespace name 'KSP' could not be found (are you missing a using directive or an assembly reference?) Icon.cs(33,7): error CS0246: The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?) PopupWindow.cs(2,7): error CS0246: The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?) And so on for several hundred similar errors. Obviously I haven't told the compiler how to find the Unity/KSP-specific libraries on which the source code for this mod draws. Newbie that I am, I don't know how to do this. How should I proceed and get to a position where I can start teaching myself the coding by experimentation? Just to be sure, is developing mods even possible without Visual Studio? (All the documentation I can find seems to push towards it very heavily)
  11. I am having this issue too! I built this plane in career mode and am able to take off with it (though because of elevon shenanigans it isn't easy, and I had to upgrade my runway), but whenever I try to land, the landing gear gets overstressed and is destroyed instantly upon contact with the ground. My plane isn't terribly big or heavy, and even when touching down at 50-60 m/s as lightly as possible, the gear still blows up instantly, usually followed by the rest of my ship. It's a pretty major blocker to being able to do all the survey missions in early career mode.
  12. I am having this issue too. I reproduced it after starting a new game with no mods installed, so I'm pretty sure it's a bug.