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ronillon

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  1. Hello @Lisias, first let me thank you for all the work you have done on TweakScale. I hope you could provide me with some advice and information, that would help me to solve my rather specific issue. Here is the context (optional): I'm trying to setup a KSP multiplayer server (based on lunamultiplayer.com) with mods, TweakScale being one of them. For reasons (not relevant imo, but I can explain if needed) I need to keep *.craft files under certain size (700KB). I need to decrease the amount of MODULE (and other) entries in the *.craft files. ( In order to stay under the size limit, but still allow for complex crafts with many parts. ) Now to my issue: My KSP version is 1.12.3 but TweakScale for that have KSP Recall as a dependency, which adds AttachedOnEditor and Refunding modules. Can I get rid of these two modules? Because I do not think I need them. ( Surface attached parts should not be a problem since Im running higher version than 1.9.1. Refunding is not an issue in Sandbox mode. ) How I see it I have 5 options: 1) Ditch TweakScale completely. ( I would like to avoid that, because it is damn useful. ) 2) Use older version of TweakScale 2.4.3.21 (KSP 1.4.1-1.10.1) which is not compatible with KSP 1.12.3 ( But does not depend on KSP Recall and seems to be working on 1.12.3 ) 3) Somehow disable AttachedOnEditor and Refunding functions in KSP Recall. ( There don't seem to be any options for that in the settings or in the .cfg files. ) 4) Remove AttachedOnEditor and Refunding modules from parts using ModuleManager. ( This should remove the modules from *.craft files but still keep TweakScale intact and with dependencies satisfied. ) 5) Delete attached-on-editor.cfg and refunding.cfg patches from KSP Recall folder. ( This should remove the modules from *.craft files but still keep TweakScale intact and with dependencies satisfied. ) So finally the question. Are my assumptions about 4) and 5) correct? Which solution do You think I should pursue? Anything I missed? Thanks in advance for your time. Cheers
  2. Please provide a log of a game session where you recreate the issue. And craft file would be nice too. I will try to recreate the problem myself (If I will be able to get the same game version and mods.).
  3. Or switch "Control Point" to match driving direction. Or if you have multiple probe cores or docking ports etc. try "Control From Here" I have similar problem with space probes. When they detach from mothership I have to change control point or control part, else they can't perform MJ orbital maneuvers (they are switching thrust on&off and keep trying to turn)
  4. 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
  5. 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.
  6. 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
  7. 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), end the game, upload the log file.) Once you upload the log file to some file sharing service, please add the link to your previous post using the EDIT (the three dots in the top right corner of your post) function (so all important information will be together). Possibly even add commentary relevant to that testing game session. Any additional information might be helpful (although we can read game version and mod versions from the log file, it does not hurt to list them). Even a *.craft file might help in some cases, if there is a need to replicate the issue on solvers end. Another thing you can do, when you think there is a problem with a particular mod, is to try a clean KSP installation with just that mod. That will make sure the issue is isolated to said mod and not a case of mod vs mod interaction. This will highly increase the chances of your issue being solved. ------------------------------------------------------------------------------- Now that we have introduction and basic troubleshooting guide done, lets see about your issue. I'm don't know about the landing issue in general, as I do not use the function at all. The first thing, that comes to mind is, do you really have the same scenario as the guy in the video you mentioned? Maybe he has some mods you do not have, or you have some mods he does not have? Maybe you have different game/mod settings than he has? Mods can change the flight model completely, making some feats possible/impossible. Is the ship you are trying to land similar enough?
  8. 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.
  9. You mean this part? https://wiki.kerbalspaceprogram.com/wiki/FTE-1_Drain_Valve Nice ship, I wonder about the partcount though.
  10. 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 forgot about). Who knows, maybe you can free up some keys you do not use, or find keybindings for things you never even thought about. And for the possibility of the QuickSAS maintainer coding the support of controllers into QuickSAS, I think we can take his like of this post as at least a soft no.
  11. 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.
  12. 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. The current maintainer of QuickMods should have the knowledge, but since he maintains a LOT of mods, I do not think he will have time to add additional features. I assume this by the fact, that he did not reply to your's and @frankieorabona posts in the Quick Mods thread. But I might be wrong.
  13. You are right, it looks like your EVE version from that log was indeed 1.11.2.1 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 (Consider Edit if you are not replying to someone and just adding information.). This wastly increases your chances of getting help. Not everyone can/wants to read through many postst to gather relevant information. That being said, you might want to consider to repost all relevant information you got so far/after some more testing in new post so it is all easily accessible when someone more knowledgeable comes here. If you want to tinker with it to find solution for others, that is great! I would suggest installing/removing the mods one by one (or rather try half, see if it breaks it, then try the other half to narrow it down, considering the amount of mods in JNSQ) use CKAN where possible so you do not have to hunt dependencies. Once you find a culprit, try it on clean install with MJ to rule out multiple mods collision. Good luck
  14. 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.bindings.h Line: 35) Uploading Crash Report NotSupportedException: The invoked member is not supported in a dynamic module. at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 So I would start with checking EVE, there is a link to the most current version of it I know of in the post linked above. Sadly @GregSeventy7 did not report whether updating EVE solved the issue, but you can give it a try and tell us. Other than that, B9 seems to be throwing a lot of stuff too, so you might want to check that as well. Keep in mind that MJ reports issues of other mods/dlls, as mentioned in the linked post. All in all, latest version of JNSQ is a year old and for 1.8.1+ so some issues might be expected when you try to run it on 1.10.1. You might want to consider either downgrading to 1.8.1 or updating individual mods contained in JNSQ, I highly suggest using CKAN for that.
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