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maja

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Everything posted by maja

  1. There is probably some change in default module of RTGs done by RO. I do compatibility changes if I play with that mod or if there are a lot of players who plays with it.
  2. Thank you all, that you are patient. The last year was weird with all that C-19 stuff, so I neglected this mod a little bit. I'm quarantined right now, so I have finaly some time to update the BV. You can expect something during this weekend or next week. It depends, how well I'll be.
  3. Anyone else is having problems after update? I'm dealing with Covid situation in the family, so I don't have much time to update right now.
  4. If I get it right, then you must override GetInfo in your PartModule class.
  5. As was stated above, vessel height above/below sea level is vessel.altitude Vessel height above ground is vessel.radarAltitude
  6. That's not what I meant. "Close all windows on ESC" is expected default, but you need to tell to the game, that the window is closed. Otherwise you will need to push you app button twice, because the game actualy tries to close the window on the first push of button. public void Update() { // Escape was pressed -> close opened windows (set launcher state to false, so next time a window will be opened) if (Input.GetKeyDown(KeyCode.Escape)) { if (appLauncherButton != null) appLauncherButton.SetFalse(true); } } Look here: https://github.com/jarosm/KSP-BonVoyage/blob/master/BonVoyage/BonVoyage.cs
  7. Second try. My first reply was lost due to forum upgrade. I tested it and found, that the Parking brake state is not saved when you quit from flight scene to desktop. In other cases, quitting to the main menu and scene change, it saved the state and parking brake was engaged after returning to the craft. Is it possible, that you closed the game directly without quitting to the main menu or changing scene?
  8. There was one. Or it was maybe an oversight. I changed it for the next version.
  9. https://github.com/jarosm/KSP-BonVoyage/wiki/Settings Rotation vector advanced tweakable Rotation of a rover or a vessel depends on the orientation of the root part. You can set the vector used for rotating the rover or the vessel. This setting is accessible after enabling Advanced tweakables in the KSP settings. Default value is "Back" - for rovers (and it seems, that for ships too), whose root part is a probe or a cab oriented in such a way, that you see horizont line on the navball. Other usual values are "Up" and "Down", if the default setting is putting your rover on it's (usually) shorter side. You need experiment a little bit in this case to find the right setting. First, check, if you have Disable rotation check box in the Settings checked or not. Default value is unchecked. That means, that BonVoyage will try to rotate your rover, so it will be perpendicular to the terrain after you switch to it.
  10. Kerbals and engines are probably the same issue. There is something, that overrides function of my mod.
  11. What works for me with VS 2019: My project build as Debug and mod's pdb file copied along with dll into test version of KSP Dll from Sarbian Unity debugger attached to the port 55555 Then I start ksp_x64.exe and as soon as the main menu (and my mod) is loaded, the breakpoints are registered
  12. @steve_v Next BV version will have a little change based on your issue. Usage of batteries will be switched off during system chek and user will be notified about it when there isn't enough of power to recharge a rover.
  13. The problem is, that the rover has not enough power to drive AND recharge batteries, so a hidden check stopped it during move phase. I agree, that the message can be more specific. I'll do something about it.
  14. @steve_v I found, why it stopped. You have the option Use batteries enabled, but there isn't enough power to recharge them. If you look at messages, there is a message, that rover stopped and a reason why. If you switch that option off, than you rover is good to go. Regarding that exception, that must be an interaction with some other mod. If you find it, I'll (try to) fix it.
  15. @steve_v I can test it myself, if you upload the craft and save files.
  16. I can identify the function where it crashes, but I need more information. If you manage to replicate it in a clean install, then it will be easier.
  17. First of all, you don't need the patch zzzz_local/BonVoyage_Rovemate.cfg anymore, because RoveMate is patched by BonVoyage. About the exception. If there isn't another active BonVoyage module on your rover, then only way how to find what's going on is to try it in a clean installation. If it works, then add mods to find out if there is some incompatibility. You probably know the drill Btw, you can have more parts with BonVoyage module on one vessel, but you need them to shutdown and leave online only one of them. My philosophy is: "Let users be responsible for what they do".
  18. Is it possible, that you have more parts with BV module on the rover? If yes, shutdown all but one. If no, than I need to see, what's going on.
  19. Sorry, I don't understand what you mean. Can you elaborate it?
  20. The best way is to make a copy of your game just for the test, install BV and then try it. You will see if it's working or not.
  21. Versions 1.1+ are build against libraries shipped with KSP 1.9.1, but there is a possibility, that it will be working in KSP 1.8.1. Be brave and test it
  22. I suppose, that this function is in the PartModule. Use KSPEvent instead. For example: [KSPEvent(guiActive = true, guiName = "#LOC_BV_ContextMenu_Panel", category = "Bon Voyage", requireFullControl = true)] public void BVControlPanel() { BonVoyage.Instance.ToggleControlWindow(); }
  23. If you have a craft, which stil drifts (or rotates) in KSP 1.10.x even with my Parking brake, send it my way. I tested it and all looked well.
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