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TheRagingIrishman

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Posts posted by TheRagingIrishman

  1. 1 hour ago, therealcrow999 said:

    So what are you going to do recompile the mod and check it for any errors and give an update?

    Honestly don't see the point in recompiling it, it works as is with no errors. I was mainly planning on just incorporating all the textures in the download and making it a little less confusing for people to set up the files properly.

  2. @therealcrow999 @Stone Blue glad to see that people are still interested in this. I stopped playing KSP three years ago, but opened up the forum today to check on something for a friend. I just verified that the version I compiled way back in 2017 still works, which is crazy btw, the entire Unity dll was reworked in 1.8, but ¯\_(ツ)_/¯. I like y'all's suggestion of including textures in the base download. Stone, do you mind if I incorporate the work you did into a new release?

    BTW Stone, the incorrect sizing thing you see in the logs about "not being able to compress the files" doesn't really matter, as it's only two small textures and a few of Squad's textures aren't compressible.

  3. @linuxgurugamer I have a clean install of KSP 1.5.1 with nothin but NIMBY and it doesn't work (I can still recover vehicles over 100 km away). When I launch a vessel at KSC I get an IsolatedStorageException, specifically

    IsolatedStorageException: Could not find a part of the path "/Users/nagleaidan/Documents/Kerbal Space Program/GameData/NIMBY/PluginData/Beacons.cfg".
      at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
      at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
      at System.IO.File.Open (System.String path, FileMode mode) [0x00000] in <filename unknown>:0 
      at ConfigNode.Save (System.String fileFullName, System.String header) [0x00000] in <filename unknown>:0 
      at ConfigNode.Save (System.String fileFullName) [0x00000] in <filename unknown>:0 
      at NotInMyBackYard.NotInMyBackYard.LoadBeacons (System.String beaconFile, Boolean createIfNotExists) [0x00000] in <filename unknown>:0 
      at NotInMyBackYard.NotInMyBackYard.Start () [0x00000] in <filename unknown>:0 
      at NotInMyBackYard.NotInMyBackYard_Flight.Start () [0x00000] in <filename unknown>:0 

    Linked is my logfile from a session where I booted KSP, created a new game, launched the KerbalX, and then quit.

  4. 20 hours ago, PyjackMeat said:

    Broken for me. Using 1.4.5 windows x64

    Can you please:

    1. Create a GitHub issue  https://github.com/theRagingIrishman/SmartActuation/issues/new
    2. Go through https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/ and put the information described there into the GitHub issue

    Can't promise I'll get it done immediately, bit busy now,  but I'll try and take a look. 

  5. On 7/27/2018 at 6:55 PM, linuxgurugamer said:

    @TheRagingIrishman If you aren't going to continue this, would you mind if I adopt it?

    Thanks for the offer, but I actually just updated it.

    Release v1.1.1 for KSP 1.4.5 is now available at https://github.com/theRagingIrishman/SmartActuation/releases/tag/1.1.1

    And to all you forum peeps, sorry I disappeared. I got into a rough situation and had to move away from KSP completely to be able to deal with it. I'm back now and will update my mods to keep up with the latest versions of KSP,  but I won't be as active as I was before. If anyone finds a bug or has a suggestion for an upgrade, please put it on Github so that I'll get a notification about it. Thanks, and keep flying!

  6. 4 hours ago, Bauboo said:

    I ran into the same problem yesterday. I have lots of mods installed, but I ran through the relevant ones, and they schould not Change anything concerning this problem.

    With one small change in the mod this is fixed:

    In CleverSatCore.cfg (located in \GameData\ContractPacks\CleverSat): lines 81-83 read:

        name = PartModuleUnlocked
        type = PartModuleUnlocked
        partModule = ModuleDeployableSolarPanel

     

    Change them to:

      name = PartUnlocked
      type = PartUnlocked
      part = solarPanels5

     

    In theory the mod shoult check if you have any solar panel unlocked (ModuleDeployableSolarPanel includes all solar panels). However this does not seem to work. With this new Code, the mod now checks if you have the OX-STAT Photovoltaic Panel (the small, radially attached, Basic one) unlocked, which is usually the first one you get anyway.

    I'm not sure why the mod does not work properly, but this way it does.

    If you have Kopernicus installed, it replaces the stock solar panel module with a new one for multiple stars. 

  7. 1 hour ago, IonMage said:

    Sure. Here's one where I loaded up my save on a solitary rover, and drove it to the nearest afflicted base. Performance cratered right on cue, when I got to about 500 or so meters to it (or any of the other things in the same area). That is, at the 500-1000m range, they all load into the scene and game performs as it normally does, it doesnt get bad until I get close enough. I quicksaved prior to the lag onset, and then again after. Then I alt-f4'd to keep the log as clean as possible.

    Every error I'm seeing is from Infernal Robotics. Are you sure you're using the most recent version and that it's installed correctly?

    1 hour ago, IonMage said:

    I had to cut the log at right where the first quicksave occurs.  Trying to paste the entirety of it made my browser crash, on multiple browsers.

    In general,  it's not a good idea to paste logs into the forum. Like you found, it causes crashes and can sometimes brick threads. Instead, it's better to upload the full file to Dropbox or GoogleDrive or another file sharing site.

  8. 5 hours ago, nestor_d said:

    It's true, and that's actually what I did in the original version of this mod. My issue right now is that I can't do anything to fix the internal geometry. There must vivre something that's not working with the import out export scripts in unity or parttools, because, even though unity reads the internal config it can't spawn the actual mesh so I can't populate it with props and I couldn't use any pre-existing internal and adapt it for the same reason. I can't actually import any of the stock IVAs, unity just crashes, the only IVA I can't currently import for some reason is one I made a while ago for a Mk3 mod

    make sure you don't have any empty .cfg files anywhere within your GameData folder as that will break Unity. ik CRP has one or two and I remember a few other mods having empty files as well.

  9. 1 hour ago, Fillipuster said:

    First of all, amazing addition to KSP! This is a joy to use.

    I'm having trouble understand how I would go about checking if the current game scene is a certain game scene.

    How would I do that?

    -FP

    When writing plugins for KSP, it's HighLogic.LoadedScene which returns GameScenes.Loading or any of values in the table below. IDK if that applies in KPRC though.

    LOADING   
    LOADINGBUFFER   
    MAINMENU   
    SETTINGS   
    CREDITS   
    SPACECENTER   
    EDITOR   
    FLIGHT   
    TRACKSTATION   
    PSYSTEM 
  10. 15 minutes ago, Locob said:

    I made my model and I tested it in game. To save space I want to use a texture that already is in the game and don't pack it in the mod. Maybe the textures used by another parts or may be used by the buildings.

    Can I do that? how?

    It depends. If you want a part to use another parts texture that is really easy and can be done with a line in a config file. For other use cases, you'll have to write a plugin.

  11. 2 minutes ago, Hands MCML said:

    I love the update, have not noticed any issues with 1.3.1. I found that some of 1.3.0 mods will crash the system when loading. MechJeb works fine as does Waypointmanager. ScanSat and Stage Recovery seem to work fine, also. Kerbal Alarm Clock crashes though, along with Kerbal Engineer Redux.

    Some mods will require a recompile for 1.3.1, won't be hard but mod authors won't release until 1.3.1 is out of pre

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