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About ronillon

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  1. Hi, it is not a log, it is a config file. And you left a trailing "}" sign outside the spoiler, which might cause issues when people try to use it. Don't take it in a bad way, I know you mods have tons of work here, which I appreciate. Just pointing it out and letting you know. Cheers Thank you for your contribution. I'm playing stock-ish career now, but might use it in the future. Cheers
  2. I see, and there might be other bugs in the newer versions of Unity as well. Maybe they will update if there is enough incentive. With the new features comming in 1.11 and possibly next versions, the might be some reason to update. Can you tell me which version fixes the UI events issue? Maybe there are some interesting changes in the versions after that.
  3. A year later KSP switched to Unity 2019.2.2f1 https://wiki.kerbalspaceprogram.com/wiki/Version_history#v1.8 and has been using it for more than a year now. Do you think it might be worth giving it another look? Thanks in advance
  4. Hello and Welcome to KSP forum I'm not sure if I myself will be able to solve your issue, but I will try to guide you so more experienced others can. First, let me quote from the first post of this thread by the creator of MechJeb, please follow the link in the post regarding logs If you can, try to post a log from a short game session, where all you do is replicate the issue. This will decrease the log size and makes it easier to troubleshoot. (For example, in your case, start the game, load your save, switch to ship you want to land, attempt to land it (multiple times even
  5. Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days. Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it.
  6. You mean this part? https://wiki.kerbalspaceprogram.com/wiki/FTE-1_Drain_Valve Nice ship, I wonder about the partcount though.
  7. No problem, you are both dealing with the same issue, so it was only logical to include you both in the possible solution. You need to decide what you need/want to get and what you are willing to trade for it. I do not have any controllers available, so I can't help you with that, other than the program I mentioned. As for the KSP Keybindings, just open setting and make notes. Although there are some keybinding lists on wiki, the ingame ones are the most uptodate and accurate (specially considering you might be running different KSP version, or made some binding changes you already f
  8. The reason could be wanting more keys, than just what he has available on his keyboad. Otherwise I agree, controller-keyboard chain mapping is the easiest way to go. Although I hardly use half of my keyboard keys myself in KSP, I can imagine someone wanting more, it all depends on playstyle I guess. For example I'm playing this other space game, where although you can manage with keyboard+mouse with clever modkeys, it would be much more convenient to have 2-3 full keyboards, couple hotas, mouse and touchscreen or two.
  9. As @FruitGoose says, you might try programs like AutoHotkey to chain the controller keys to keyboard keys, then use those in QuickSAS. Sounds like the best bet to me. Other than that, yes, it seems QuickSAS code would require modifications to recognize anything else than keyboard keys. I tried to assign 4th and 5th mouse buttons (do not own controllers) and it did not work. The source code is available ( https://github.com/linuxgurugamer/QuickMods ), so just find someone with knowledge of C#, hooking controller inputs that has KSP/Unity? (so he can compile it) and is willing to do it
  10. You are right, it looks like your EVE version from that log was indeed I missed that sorry. Likely because it was pretty late that night (early morning hh) Keep in mind, that updating the mod will not help, if the issue persists in the newest version. Try to remove it to see if that helps. I'm honestly out of solid ideas, but perhaps someone else will find a solution for you. Just a hint for next time, always include full logs straight away, describe exactly what is happening, try the mod you suspect is causing issues on clean install and write it all in one post (Cons
  11. So, MJ itself is fine, JNSQ itself is fine (I doubt that considering the ammount of errors and warnings I see.) seems to me it is some kind of collision. I'm not an expert and there is a lot in those logs, but it seems to me this might be related to issue we saw earlier, see my post about it: I see the same errors: at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindi
  12. Do I understand it right that you are trying to build MJ yourself from the source? Anyway I'm running similar configuration without issues. Not sure about changes between 1.10.0 and 1.10.1 but I wouldn't expect anything major. Configuration: Windows 10 x64 | KSP | MJ 2.11.0 As always, have you tried MJ on clean KSP install so mod collision can be ruled out? In any case, full logs please.
  13. Thank you. Alright, I will give you some time and wait for your reply, before proceeding further. I could have contacted CF support myself, but felt like it was proper to try to go through some more official KSP/SQUAD channels first.
  14. Perhaps you could add a reputation bonus for safe recovery of crew and science bonus for safe recovery of craft. BTW, the mod sounds pretty interesting, will give it a try in near future.
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