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mrenigma03

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Posts posted by mrenigma03

  1. I wish I still had that kind of time! I probably wouldn't even recognize the code anymore.

    I'll test out the pre-release this weekend and let you know if I see anything. Thanks again!

     

    Edit: I didn't check the debug window or anything, but it is working almost perfectly for me. Only issue is the calculator icon that toggles the UI on the right side keeps cloning itself. I currently have 5 of them.

  2. Seeing this in my output_log.txt. Is it anything bad?


    PartLoader: Compiling Part 'Protractor/Parts/protractor - plain/part/protractor_plain'

    (Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

    NullReferenceException: Object reference not set to an instance of an object
    at ProtractorModule..ctor () [0x00000] in <filename unknown>:0
    UnityEngine.GameObject:Internal_AddComponentWithType(Type)
    UnityEngine.GameObject:AddComponent(Type)
    Part:AddModule(String)
    Part:AddModule(ConfigNode)
    PartLoader:ParsePart(UrlConfig, ConfigNode)
    :MoveNext()

    (Filename: Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
    at ProtractorModule..ctor () [0x00000] in <filename unknown>:0
    UnityEngine.Object:Internal_CloneSingle(Object)
    UnityEngine.Object:Instantiate(Object)
    PartLoader:CreatePartIcon(GameObject, Single&)
    PartLoader:ParsePart(UrlConfig, ConfigNode)
    :MoveNext()

    (Filename: Line: -1)

    If memory serves, that's a null reference that has been around in one form or another for a really long time. If nothing appears broken, there's no cause for concern.

  3. Ok, I updated the plugin. It is 100% untested, so I make no promises that it works a) with the atomic rockets or B) anymore, like, at all :)

    Someone please give it a try and reassure me I didn't break anything.

    lyndonguitar, I haven't tested those myself, so others may be able to give you more accurate feedback. However, I coded the plugin with the intention that it not be tied to a particular solar system, so it grabs all the bodies from FlightGlobals.Bodies. If the mod works by altering that, then Protractor should adjust accordingly. The only caveat is, the system has to be somewhat analogous to the stock one in that e.g. moons cannot have moons.

  4. UAL002: The plugin is open source and features a very generous license. Accordingly, I welcome patches to implement the community toolbar. Unfortunately, other real life commitments at the moment prevent me from having the time to add new features myself right now.

    I just rebuilt Protractor with the KSP 0.23 references and confirmed that it is working in the latest version of 0.23. If you were having problems before, try a clean install with the latest version from SpacePort.

  5. I'm still around but out of town without access to my machine to patch anything. I didn't have time to update and test before leaving, but initial accounts pointed to the mod still working as usual post KSP update. For you guys having problems, can you describe what is happening? Are you certain you have unlocked it in the tech tree if you are trying to use it in campaign?

  6. Thanks for your kind answer. Understand, RL always takes precedence.

    I would like to have a look towards implementation of the toolbar with your mod (just trying to see if the approach used by other mods works, I can't figure yet most things with modding for KSP), however it seems GitHub has a problem (page not found, 404) with showing me the page where your source code should be (yes, I have an account there).

    https://github.com/mrenigma03/protractor

    Link in the OP was outdated, sorry.

  7. KerbMav: It shouldn't, unless you have loads of pods and probes all in one place at the same time, in which case you have bigger concerns with resources than Protractor.

    diomedea: I'd love to. I can't make any promises though. Real life demands have put constraints on development of the plugin outside of keeping it patched with new KSP versions. New features are, unfortunately, on the back burner for now. Consequently, it could be quite some time before I get around to implementing that, unless someone else wants to take a crack at it first.

  8. Sorry guys, for some reason I stopped getting e-mail updates when the thread got posts. Coupled with a busy work schedule, I haven't checked back in a while.

    RenatsMC: Yes it works in career mode. See the previous three pages for more details.

    Kass: The planets are not exactly hard coded. It pulls a list of bodies from the game. The only thing that is hard coded are the colors, but it defaults to white for bodies that aren't in a pre-generated color list. However, depending on how RSS (I think that's the real solar system mod? I'm not really up on mods anymore) works, it might make changes to that list or use a separate list that the mod is not querying properly, hence Protractor not showing all the bodies. I can't say for sure without knowing how RSS does whatever it does.

    KerbMav: I'm not quite clear on what your question is. Can you clarify?

  9. Just a quick question - where did you put this on the Tech Tree?

    FOr some reason I can see the item in VAB, but its greyed out so I cant select it.... (havn't researched everything yet - so not sure where it comes from.

    Not sure why it would be greyed out, but it unlocks along with the deployable solar panels.

    This would be super, I just found out about this mod, even registered to ask the same thing. Would love to give it a spin.

    Zip should be fixed now, sorry for the delay guys!

    I have done close to 200 test flights with this mod on its own, another 60+ tests side by side comparison to MJ2 transfer planer, and another 30 or so tests comparing it to manual messuring.

    99.999% Protractor will give you the absolute best transfer burns out of anything, hands down. I honestly dont know why people use anything else for transfer burns...I never will.

    Wow, that's great to know! Thanks for doing that testing!

  10. Hi all!

    I'm having problems with the Protractor mod. When I unzip the latest version (2.4.3) all I see is the "newest version" folder. I changed its name to Protractor and copied to the GameData folder. Engineer Redux works fine this way, but this mod doesn't :( I have KSP 0.22, and I can't see any protractor parts in the R&D or build Hangar. Any help, please?

    Cheers!

    I think I messed up the zip file structure when I hastily got the patch out, sorry!

    If you have a previous install, you should be able to get away with replacing the dll and the cfg files for both parts.

    Can someone post their directory names in the meantime until I can get a new zip out?

    I'm at work without access and don't remember off the top of my head, but what you want might be inside the newest version folder already.

  11. I updated to the new version - deleted the old files, put in the new ones...but now I don't get the protractor window at all. The calculators are still there in the parts and I put them on but don't see the mod anywhere. Tried installing manually and with KSPMM

    Did you follow the new installation instructions (since KSP 0.20) and drop the whole Protractor folder - as is - into the GameData folder?

    Hi,

    getting some Errors with the new Plugin for .21.1

    [LOG 21:52:12.870] PartLoader: Compiling Part 'Protractor/Parts/protractor - plain/part/protractor_plain'
    [EXC 21:52:12.877] NullReferenceException: Object reference not set to an instance of an object
    [EXC 21:52:12.879] NullReferenceException: Object reference not set to an instance of an object
    [LOG 21:52:12.882] PartLoader: Compiling Part 'Protractor/Parts/protractor - tape/part/protractor_tape'
    [EXC 21:52:12.886] NullReferenceException: Object reference not set to an instance of an object
    [EXC 21:52:12.889] NullReferenceException: Object reference not set to an instance of an object

    Apperently it doesn't affect in-game functionality.

    Thanks, this is a known bug without any actual effect from what I can tell.

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