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BigNose

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Posts posted by BigNose

  1. First I want to say, I'm aware of this thread:

    But, not wanting to necro it and using this as an opportunity to gather all recent information into one thread, I'm starting this here.

    To state nothing new: In the vanilla state, freshly installed, the 64bit KSP (for quite some time now) is not able to connect to the TrackIR 5 software. The user could work around this problem by replacing the TrackIRUnity.dll in the KSP_Data/Managed folder with this one: https://github.com/medsouz/Unity-TrackIR-Plugin-DLL/releases.

    However, this does no longer work in KSP 1.2.1x64.

    TrackIR 5.4 does no longer connect to the 64bit Unity application at all, with or without fixed DLL.

    I'm fully aware that this issue is already known, but also afraid that it might be ignored for now, as in this issue ticker, http://bugs.kerbalspaceprogram.com/issues/9456 the last response says:

    Quote

    Updated by -dead- about 1 month ago

    Still a problem in KSP 1.2 -- workaround still works.
    I know it's low priority, but it's also a 2 second fix: just replace the file -- it's not exactly rocket science (ironic). ;-)

    However this is no longer the case for KSP 1.2.1x64. The vanilla DLL that comes with the clean install AND the supposed fix do no longer provide a connection between the TrackIR 5 software and the game engine.

    I'm also aware there is a community modification for Headtracking equipment of all kinds, found here:

    However, the DLL provided by this mod has the same problem on a 64bit install as the supposed 'fix' (likely the same). I myself was using KerbTrack up until KSP 1.2, then the update to 1.2.1 broke headtracking completly for me (and others I imagine). I ruled out the update replacing the fixed DLL with the stock one by replacing it again, still no joy.
     
    As I want this thread to become an easy to use hub for users with the same problem, I'll edit this post with the solution once there is one I know of.
     
    Might be useful: The author of the fixed 64bit TrackIRUnity.dll, medsouz, also posted this: https://github.com/medsouz/Unity-TrackIR-Plugin-DLL
    A decompiled version of his DLL might be a good starting point for the programmers and tech savvy people, maybe someone knows what's happening.
     
    And please: If anyone manages to get TrackIR 5 running on 64bit KSP 1.3, post your solution here!
  2. After some testing all I can say is, the problem of crafts behaving like there is a slight asymmetry even though they are mirrored seems to be either gone or unnoticeable now. Before I noticed it several times although I never thought it was that much of a problem, flying with joystick and hatkey for trim makes it easy to get rid of any constant roll.

    Lanchester runs smooth and so far no further problems found! Nice work Ferram! :)

  3. 9 hours ago, Sol Invictus said:

    This mod is destined be the final gem in the crown of my KSP 1.1.3 setup. I tried USI Life Support, but it wasn't real enough for me. I wait thirstily for a new update, knowing that it may never come.

    Dude... Chill. 6 posts above you he said he is aware it needs an update and he will update it, but RL got in the way for now. Patience.

    AFAIK it's a relatively simple fix regarding how timewarp is handled in the code, every mod that interacts with timewarp needed a similar fix so far I think.

    EDIT: In the RemoteTech thread, someone posted a simple syntax change that did the trick after a recompile. He changed the Timewarp.SetRate function like this:

    Quote

     

    TimeWarp.SetRate(TimeWarp.CurrentRateIndex - 1, true);

    to

    TimeWarp.SetRate(TimeWarp.CurrentRateIndex - 1, true, true);

     

    I reckon it will be something similar for this mod, not 100% sure but just a guess.

  4. On 19.5.2016 at 2:58 PM, raath said:

    The new Unity changed a bunch of things so that it stopped working.

    I had a fiddle this afternoon and got it working with 1.1.2. https://www.dropbox.com/s/26ecux4tl2v816e/KerbTrack.dll?dl=0

    I've tweaked a few things on this mind.  There's a couple of sliders to help align the centre point for the Joystick control because I've had a mixed bag of results where sometimes starting the center is perfect and others it's offsed by about 80 on the X and Y so the sliders let you correct that.

    Working for me on Linux Mint 17.3 and LinuxTrack

    Edit : Pushed my changes to my fork https://github.com/aidygus/KerbTrack

    This got it working for me in 1.1.2 64bit with Win10 64bit, using TrackIR 5.3.

    Thank you so much!

  5. 23 minutes ago, TMasterson5 said:

    @BigNose any chance of us getting a tutorial on how to get lights to work with KSP?

     

    MOARdV kindly fixed this AddOn to work with the most recent KSP version, I just updated the front page.

    You can get the working version on the GitHub he set up, right here: https://github.com/MOARdV/AviationLights/releases

    Sorry for being so absent guys, but I really have my focus elsewhere right now. But I'm still glad everyone who likes this mod now can use it again, thank you MOARdV for your kindness in doing this! :)

  6. Here is the working mediafire link: http://www.mediafire.com/download/w6030axv8byoxq4/Aviation_Lights_v3.8.zip

    For some reason in the front page this freakin WYSIWYG editor shows it as a clickable link showing just the word 'Mediafire' like I want it, once I hit save it shows the full link as text... My activity dropped to an all time low, sorry guys, but this forum makes me want to just leave it.

    EDIT: Just checked what has been going on, I'm starting to worry. First they ignore KerbalStuff, the clearly best modsite out there for this game, completly, until the guy has to give up before working full time on it due to crazy traffic and almost no gain from it. They make an unnecessary forums change for the worse in my opinion, and now even starting to block other filehosters like mediafire. If they don't stop forcing curse down my throat I'll throw the towel I tell you. I don't feel at home here any longer.

  7. 9 hours ago, Stone Blue said:

    So, I managed to get a working update for KSP v1.0-v1.0.5 on the DeadSkins textures for Aviation Lights, for anyone who may be interested...

    DeadSkins for Aviation Lights Continued


    Hope you dont mind me posting this here, @BigNose... (If so, LMK & I'll remove it).. and THANX for the original Aviation Lights mod... I've been using them, exclusively, on everything I build, ever since I first discovered the mod... :thumbsup:

     

    I've no problem at all with you posting this here. Nice work! :D

  8. 17 hours ago, ferram4 said:

    I tried to make a post earlier, but apparently it got wiped out by the 502 fun.

    Anyway, the gist was: WYSIWYG editor is a pain.  I always turned it off, especially for editing the initial post of a mod thread to help with making things responsive enough that I could be sure that it was updating properly AND so that I could be sure that the formatting was right because I could see where the BB code markers ended.  I have no control over this anymore, and frankly, that's a huge step backwards.  Not to mention all the links that are busted.

    The nice thing about forums was always the lack of silly formatting shenanigans.  Why bring it here?

    Exactly, I had exactly the same problem with the Aviation Lights thread. My changelog has gone mostly missing due to a 502, and reformatting was a massive pain. WYSIWYG sounds way better than it actually is. I feel functionality has been compromised greatly, I'm especially mad about losing the "preview post" function. Having to actually make something public if you are not sure it's the way you want it is just horrible.

  9. 1 hour ago, sashan said:

    May I suggest rectacting landing light? Like this one:
    -pic snip-
    Making it have visible flare when watching from distance would be awesome as well.

    There are actually some mods which add retractable lights already, B9 Aerospace for example adds lights which close up into a somewhat aerodynamic form when switched off.

    Regarding the the more visible flares from a distance, I would recommend this great upcomming mod from Why485: Surface Nav Lights

  10. [quote name='BahamutoD']Heh that is actually part of BDArmory :P[/QUOTE]

    Really? Never noticed it before... duh.

    [quote name='theend3r']Great work, as always. Any plans to integrate a radome and a targeting pod into the cockpit? No need for a separate parts, although they wouldn't hurt either. :D[/QUOTE]

    Look at the front page, Baha posted a radar module for ppl who want to add that to the cockpit.
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