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Koritastic

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  1. The reason for this message is because the mod is still checking for 64 bit KSP and flagging it as incompatible. The source shows one missed "IsWin64()" check in the popup dialog area of the Checkers.cs file. It is a simple fix that I'm sure will get updated soon, but in the mean time it shouldn't cause any real problems.
  2. Wouldn't this be a moot point considering that KSP can't be played via touch screen only? It feels like trying to create a solution for a problem that doesn't exist and never will with KSP as a whole. Not to mention that the way I had it setup only blocks scrolling when a part is being dragged AND a KIS inventory is open. Also, there IS a small scrollbar on the side that is draggable when the parts list is longer than a single "page".
  3. I seriously recommend reverting this and instead forcing the parts list to stop scrolling during the dragging of a part. It feels far more intuitive than the current hold alt and right click method. I added comments to direct you to the changes specifically for fixing this in the old code from 1.0.5 https://github.com/Koritastic/KIS/blob/master/Plugins/Source/KISAddonPickup.cs Search for any line that has // IgorZ: above it to see what was changed. Hopefully this can help.
  4. Ah, sorry about the giant file list change! The commit was huge since I removed all of the part files with the code changes. If you want, I can destroy and recreate the repo with a commit to only on the source files that were changed to make it easier to follow. I found one nullref issue with the old UIMananger that I've removed recently. The only other weird error that wasn't showing up originally in testing is this: get_gameObject can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function. It has no function info, or any details as to where the problem is, nor am I exactly sure which bit of code is causing it. I'm not even sure if it is problematic at all. That check -IS- required. The internals of KSP are incredibly wonky with instances. Adding that check makes the nullrefs go away... just tested that right now.
  5. As far as I know all the probes only have a 3000 range built in. At least according to the MM files they do. My fork doesn't include any of the parts, it only contains the "changes" to the mod for the update and the old MM files. You'll need the parts folder from the official RemoteTech download.
  6. I've noticed the spinning issue also. I assume it is due to the new physics engine or something that changed behind the scenes that the flight compter uses to calculate the movement. I'll see if I can figure out what is causing it.
  7. If you are are on 1.1 you'll want to wait for my pull request to go through. Right now what is up there is for 1.0.5 and won't work on 1.1 yet. If you are using my forked repo HERE, you just need the GameData folder. I just updated the repo(to include the DLL) so you'll want to redownload it if you had a previous version. If replacing the old folder, replace the DLL and make sure you copy the new Textures folder over otherwise it won't work.
  8. My repo for KIS is here: https://github.com/Koritastic/KIS I looked through some of the most recent commits and some things that you use the GetComponent<RigidBody>() on PARTS and can be removed and replaced with a simple .rb. Example: if (equippedPart && equippedPart.GetComponent<Rigidbody>()) { var equippedPartRigidbody = equippedPart.GetComponent<Rigidbody>(); var vesselRootRigidbody = equippedPart.vessel.rootPart.GetComponent<Rigidbody>(); equippedPartRigidbody.velocity = vesselRootRigidbody.velocity; equippedPartRigidbody.angularVelocity = vesselRootRigidbody.angularVelocity; } Can become: if (equippedPart && equippedPart.rb) { equippedPart.rb.velocity = equippedPart.vessel.rootPart.rb.velocity; equippedPart.rb.angularVelocity = equippedPart.vessel.rootPart.rb.angularVelocity; } I would suggest using this and remove as many calls to GetComponent as possible. The only issues I have run into are with KAS, not KIS, and involve the physical parts (winch cables not fully retracting, harpoon collision checks, etc). What exactly isn't working with your version?
  9. I just checked my KIS inventory interactions and stuff again, they all work. Including kerbal interactions with attach, detatch, carry, and inventory transfers. Are you using an older save or did you try it on a fresh game? As for KAS... My magnet worked fine without touching anything inside the magnet code. The harpoon and grapple most likely have to be tweaked due to the new physics engine in Unity 5. That being said I've had them work "ok" for me so far.
  10. You are completely correct, I'll remove the previous info so as to not cause confusion and problems for the maintainers. Positive note: If any of the maitainers need info on the 1.1 changes I would be happy to help.
  11. Hey all, I updated my fork with a ton of GUI fixes and a lot of retooling on the way textures are loaded/used (fixes the vanishing flight computer). Hope this can help yall with the update. https://github.com/Koritastic/RemoteTech
  12. I found a workaround for some of the broken stuff in a repo I forked. There are still a -LOT- of non functioning UI elements that I have no real clue how to fix. Most of the GUI stuff that doesn't work right now involve buttons and things that are either positioned wrong or don't display for some reason (GUI.Button doesn't draw the icon but is functional). I think that without a transition to the new stock toolbar it will be very wonky to position buttons properly like the old way used to do, considering all the deprecated stuff. This is because the old element is somehow different and doesn't show the real position. I had to use the DebugStuff addon to find the name of the timewarp object and then get the DRAWABLE image part and use that. It seems to work alright but not sure how reliable it is. Anyway, here is the repo on Github for yall to view and maybe be of some help. https://github.com/Koritastic/RemoteTech
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