DerGolgo

Members
  • Content Count

    126
  • Joined

  • Last visited

Community Reputation

38 Excellent

About DerGolgo

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Dang. Wish I had paid a little more attention in object-oriented C++ at uni. And I guess most of the game is really just a fancy database application? Well, I'm retired, on a disability pension. On the days when I can get some work done, for some hours, neither of which are predictable, mind, I shall announce myself available to testdrive pre-release builds on saves I'm not particularly attached to. Might even set up a vanilla game, just for that purpose. That goes for Tweakscale, @Lisias, and for Decoupler Shrouds (are the best schrouds!), @navot. Here's your christmas tree, hang all your mad schemes on me, let's see what sticks. The thought occurs. While our beloved mods here were out of order, some seemed to be working fine-ish. The buttons, in any case, appeared where they should, for the purpose, and seemed to do what they should. The mod I'm talking about that I observed this with was the tank-decoupler one, where every tank can become a decoupler if it just believes in itself and works hard. So, here's my mad fever dream. What if, rather than making all the sliders for manual shrouding appear in the requisite part's info-box, they could appear in a second box? Press a button, separate box opens, with the sliders for the shroud. One of the many, many, many, many modes I have interned in my main install, it lets me change the constituent components in tanks, turn a hydrogen can into a battery with sewage space. Could a separate menu box be built that would handle all the shrouding of a decoupler, independent of the part's info box? Could such, perhaps, be achieved for Tweakscale even, @Lisias? Instead of baiting our breaths as we wait for Squad's surely imminent bugfix, eschew the kaput bits entirely, and build our own damn settings boxes. With blackjack and hookers!
  2. Upvoted. Dang. Tweakscale is definitely one of my top 5 favorite mods, and Decoupler Shrouds probably makes top 10. I'd be very sad to loose them.
  3. Heya! Love this mod, love it dearly. Slight problem has arisen for me in 1.8. Is this just me (and my jillion mods)? If anybody else has encountered this, and found a fix, I'd much appreciate if you could share it. If anybody uses Decoupler Shrouds with 1.8 and this problem doesn't occur, I'd also much appreciate knowing it.
  4. @jrbuddaThank you thank you thank you! I hadn't actually been following this thread and had just kept using the last version of Kerbal Engineer that had been released through the more official channels. Then, after updating to 1.8, I found the editor unusable. Either with or without Engineer. You're a lifesaver, man! I'll be following this from now on!
  5. So I looked at toolbar-settings.dat Inside, it looked like this: toolbars { SPACECENTER { toolbar_612624109 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToVAB.QuickGoToVAB,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH scale = 24 followKSPAppScale = False followKSPUIScale = True } } EDITOR { toolbar_978760191 { x = 732 y = 155 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,ModActs.MABtn,QuickGoToLves.QuickGoToLves,QuickGoToMI.QuickGoToMI,QuickGoToTS.QuickGoToTS,QuickSearch_NS.quickSearchButton,ReCoupler.ReCoupler scale = 24 followKSPAppScale = False followKSPUIScale = True } } TRACKSTATION { toolbar_2061931242 { x = 487 y = 91 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToSPH.QuickGoToSPH,QuickGoToTS.QuickGoToTS,QuickGoToVAB.QuickGoToVAB scale = 24 followKSPAppScale = False followKSPUIScale = True } } MAINMENU { toolbar_612624109 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToVAB.QuickGoToVAB,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_978760191 { x = 732 y = 155 width = 250 height = 105 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,ModActs.MABtn,QuickGoToLves.QuickGoToLves,QuickGoToMI.QuickGoToMI,QuickGoToTS.QuickGoToTS,QuickSearch_NS.quickSearchButton,ReCoupler.ReCoupler scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_1743391942 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_120281066 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_89221319 { x = 279 y = 436 width = 250 height = 105 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,EnginesGUI.EnginesFlightButton,ModActs.MABtn,Trajectories.TrajectoriesGUI,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH,QuickGoToVAB.QuickGoToVAB scale = 24 followKSPAppScale = False followKSPUIScale = True } toolbar_944227962 { x = 592 y = 243 width = 250 height = 50 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToTS.QuickGoToTS,QuickGoToVAB.QuickGoToVAB,QuickGoToSPH.QuickGoToSPH,Trajectories.TrajectoriesGUI,AGEXT_NS.agextButton scale = 24 followKSPAppScale = False followKSPUIScale = True } } FLIGHT { toolbar_89221319 { x = 279 y = 436 width = 250 height = 105 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = AGEXT_NS.agextButton,EnginesGUI.EnginesFlightButton,ModActs.MABtn,Trajectories.TrajectoriesGUI,QuickGoToTS.QuickGoToTS,QuickGoToSPH.QuickGoToSPH,QuickGoToVAB.QuickGoToVAB scale = 24 followKSPAppScale = False followKSPUIScale = True } } FLIGHTMAP { toolbar_944227962 { x = 592 y = 243 width = 250 height = 50 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = QuickGoToTS.QuickGoToTS,QuickGoToVAB.QuickGoToVAB,QuickGoToSPH.QuickGoToSPH,Trajectories.TrajectoriesGUI,AGEXT_NS.agextButton scale = 24 followKSPAppScale = False followKSPUIScale = True } } } I deleted it, started the game, and the problem with the toolbar was as before. Only difference: the little black square had wandered, in the editor, to occupy the same spot on my screen it occupied when I was looking at the KSC. I believe the previous position may have been related to where I had set the toolbar to appear last time I had played and it worked. I found that a new toolbar-settings.dat had been created, with a few fewer entries. It looked like this: toolbars { SPACECENTER { toolbar_1574854551 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } } EDITOR { toolbar_655524769 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } } MAINMENU { toolbar_1574854551 { x = 300 y = 300 width = 250 height = 3 autoHide = False drawBorder = True useKSPSkin = False buttonOrder = visibleButtons = scale = 24 followKSPAppScale = False followKSPUIScale = True } } } I thought that "3" was an odd value for height, when width was 250. So I decided to be cute and changed the height for each entry to "200". Started the game. No change.
  6. I assure you. Every update that AVC and Spacedock informed me about is installed. This might be (probably is) unrelated. But since it involves what is being displayed, I thought I should mention it, just in case there is a relation to the missing toolbar. I just was playing around to try and nail down an issue I thought was related to the stock camera mode in the VAB, as everything slowed down to a very choppy, very slow crawl when I hit "5". However, 5 also turned on RCS Build Aid. Turning off the same by clicking the toolbar button made everything work smoothly again. In either camera mode, stock or WASD. Until I grab a part. When I select a part from the parts bin, and try to move it about, I get the same choppy crawl. Until I attach the part or throw it back in the parts bin. I failed to check what'd happen if I tried to just put it in the VAB without attaching it, I'm afraid. I did, however, see what would happen if I opened other menus, like Toolbar Control, Kerbal Engineer, the coordinate thing that the P button for Precise Editor brings up. None of them made any crawl. Also tried turning on and off the COG, COL, COT markers. No crawl. Hovering to open the menus for Janitor's Closet and Editor Extensions didn't seem to make anything crawl, either. Just RCS Build Aid, and grabbing a part. After I was done playing around and shut down the game, I put the logs from Appdata/.../Kerbal Space Program into an archive, just in case those are of interest: https://drive.google.com/open?id=1SGgX9D3rR2RlmH3IHdqqhSm9eVLGkGgj EDIT: I searched (with the search function of windows explorer, not just my mucky eyes) the game folder, and I searched Appdata/.../SQUAD. I can only find a toolbar-settings.dat, in .../GameData. Do you mean that, or should there be a toolbar.dat file somewhere? If so, might that relate to the missing toolbar?
  7. First off: thanks for you tireless and magnificent efforts, @linuxgurugamer. I appreciate that you probably don't have the time to deal with my problem. I just updated to 1.8, and updated what addons I could, including this one. Toolbar Controller lets me assign things to the Blitzy toolbar. But where I'd expect to see the toolbar, there is only a tiny black square. I made a screenshot, the tiny black square is part of the UI, stays stationary on my screen as I look around. In this screenshot, it's just above the launchpad water-tower: https://drive.google.com/open?id=1mWyR8xK_wHxy2TrCgHmTG8yqij3jXeFy Here's the KSC, the little black square is in a slightly different spot, visible just above the island in the background. Is static with the GUI when I look around: https://drive.google.com/open?id=1MHkLg2E5hxI-rEQZTUarRtmopeCBXavv I copied all the output logs etc. I could find into a rar archive: https://drive.google.com/open?id=1DLYlrzy5mIFkg3GU5PmdvHUNWVOOA6Pr I'm certain it's a bad mod interaction, and that something I've got installed is messing with the toolbar. My question: is there perhaps anything in the settings I could play with, or a keyboard shortcut or something to convince the toolbar to show?
  8. Again, thank you. For the mod, and for your fortitude in traversing these obstacles, surely placed there by some angry Database God. Sometimes, I do think "MySQL" is not so much a technical term as an explanation, not unlike "My Lord!".
  9. @Lisias, thank you for your great work! Tweakscale is one of my absolute favorite mods. When AVC just gave me the great news, I went straight to GitHub. I'm sure you are well aware that, as of just now, you had only released the source code there, and that you were just about to release the binary. But just in case there was an (entirely understandable and human) oversight, I thought I'd report this "issue".
  10. I was on a Kerbal brake for a few months, basically between 1.6.something and 1.7.3. Now I'm playing again, and find this mode no longer functions. This makes me sad. If anyone who actually knows how any of this works was to revive it, I would greatly appreciate it!
  11. Thank you for your efforts! Output log: https://drive.google.com/open?id=1paPtt2p22SRGsBh5BVA_a2wDI3asoak_ ModuleManager.configcache: https://drive.google.com/open?id=1_02eeBpAi1l_FaUUN6AokShYH3sTy2V0
  12. Hiya, been having a problem and have narrowed it down (ish) to FuseboxContinued. Not asking for help, just reporting what happened, in case it’s of relevance. @linuxgurugamer, you are a god among gamers, and I’m pretty sure this here mod isn’t really the cause of the problem, but just a catalyst. Some number of mods not playing nice with each other, and FuseboxContinued is just the one that’s making an underlying problem visible. I'm offering this here just in case it's helpful. Situation: new system, new everything, and my very, very, very, very modded, fresh KSP install. All mods latest versions, near as I can tell with the aid of AVC and Spacedock’s subscription thingy. Problem: load game, and see this here (screenshot): https://drive.google.com/open?id=1ELZmjnwd7aWkhinMsQZwBbn2yVdzKPDr Not visible in this shot are struts, which appear in some views (darkened, obviously). Output log for that boot: https://drive.google.com/open?id=1ujHFmkpbRPODoy0kHA5JPqgCAVHmOB82 Removed mod after mod, trial and error, and eventually narrowed it down to FuseboxContinued. When I start the game without it, everything looks as it should (apart from the many error messages). Screenshot: https://drive.google.com/open?id=1fR_fvq2rDzXPjMDu-bI3z-EKOhDHO8MQ Output log: https://drive.google.com/open?id=1lWkhsLxrhwkn8-2oRwAiILlWbtIVXOen This is with a number of mods still in quarantine. When I boot the game with all the mods I tell myself I need, so long as I don’t include FuseboxContinued, things appear as they should (with a pile of error messages, obviously, but so long as the game works, I’m cool with it). I’ve jammed all my usual mods back into GameData, and added AmpYear, since I intent to finally play a little now. Just in case anyone cares to see that horrorshow: Screenshot: https://drive.google.com/open?id=1urJCfgQpJ-C4oYgrdptKbCC4SY33s85K Output file: https://drive.google.com/open?id=1UGHPUuEPsVrOqfZbdChHVFdWJyZmSumD Please ignore the errors where ReStock found some unexpected folders. I had tried to manually fix some of the missing part errors earlier. Like I said, not asking for help, it seems to be working (-ish) now, so I’m cool satisfied with the situation (when hell freezes over, I’ll be the one sitting in the puddle of lukewarm water, that’s how cool I am). EDIT: now that I can see all sorts of parts in the editor, I notice the dozen or so other mods that don't seem to be working. So I'm still trouleshooting, just in case anyone was wondering what I don't notice all the stuff what's missing.
  13. Apologies for the threadjack, but after looking over that steak recipe once more, I couldn't help myself.
  14. Woohooo! Thank you, @Nertea! Just one question. When I download Near Future Spacecraft off of SpaceDock, and extract it. In ...\Near_Future_Spacecraft-1.2.3\GameData, there's this image file. Just sitting there, right below the Module Manage .dll. Filename "Oven-Baked-Chicken-24.jpg" Now, I like chicken, oven-baked or otherwise. I'm just a little bit confused as to how it pertains to KSP. Is it space-chicken?