raath

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  1. Toolbar control is installed already. In the end I temporarily removed KCT, moved my craft files into a temporary game and welded the parts I needed then removed weld, APIe and reverted MM.
  2. @Lisias APIExtension appears to be breaking Kerbal Construction Time. I followed the instructions above installing MM 4.1.4.1 and getting the following errors repeating in the log : MissingMethodException: bool ToolbarControl_NS.ToolbarControl.LoadImageFromFile(UnityEngine.Texture2D&,string) at KerbalConstructionTime.KerbalConstructionTime.OnGUI () [0x0001a] in <62d999a8f87c484eb1d9f06778574928>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <62d999a8f87c484eb1d9f06778574928> Line: 0) [WeldingTool] ERROR: UbioWeldingLtd.UbioZurWeldingLtd raised Exception System.NullReferenceException: Object reference not set to an instance of an object at UbioWeldingLtd.UbioZurWeldingLtd.Update () [0x00006] in <2565c8d143ba4ca4a86f2d3996151b85>:0 at ex:0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at UbioWeldingLtd.UbioZurWeldingLtd.Update () [0x00006] in <2565c8d143ba4ca4a86f2d3996151b85>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) KSPe.Util.Log.UnityLogger:logException(String, Exception) KSPe.Util.Log.Logger:error(Object, Exception) UbioWeldingLtd.Log:ex(MonoBehaviour, Exception) UbioWeldingLtd.UbioZurWeldingLtd:Update() Removing APIE removes the error
  3. There's an issue I've had with this mod which was there in 1.7 and still appears present in 1.10. In career mode if I go into the Assembly line window quite a lot of the USI parts aren't being listed. None of the Kontainer tanks or Tundra modules are listed so if I want to build something from MKS I have to create it as a subassembly or vessel. all other mods appear to be listed in full.
  4. There is no context menu on the welded part, only on the crew compartments. What I want to do is be able to transfer the crew through the welded part. In the image you can see that the stock mk1 structural fuselage allows transfer to the 2 crew cabins but the 2 that are attached via the welded 3 part section are not accessible. How do I enable crew to transfer through the welded part? Edit : I've found the issue! I've got the mod Connected Living Space installed and it's in there that there is a config defining which parts should allow crew to pass through them. I needed to add the welded part into this config and it's working now.
  5. I've welded some Structural Fuselage parts to create longer connections and hopefully reduce the part count on some of my stations but I've noticed that the welded part looses the ability to transfer kerbal crew to other IVA spaces. How do I re-enable the ability to transfer crew and is this a bug of the mod?
  6. I forked it earlier to try and get it working. https://github.com/aidygus/KSP-ProbeControlRoom I've got it to compile but it's giving me a few errors on the log. [ProbeControlRoom][ProbeControlRoomPart] EventActivateProbeControlRoomPart() (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ProbeControlRoom] refreshVesselRooms() - scanning vessel: probeCoreSphere (Bug-E Buggy) (Vessel) (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ProbeControlRoom] refreshVesselRooms() - scanned vessel: probeCoreSphere (Bug-E Buggy) (Vessel) - rooms: 0 - stockIVAs: 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ProbeControlRoom] startIVA(Part) - Cannot instantiate ProbeControlRoom in this location - Part/ModuleNotFound (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ArgumentException: [ProbeControlRoom] startIVA(Part) - Cannot instantiate ProbeControlRoom in this location - Part/ModuleNotFound at ProbeControlRoom.ProbeControlRoom.startIVA (.Part p) [0x00000] in <filename unknown>:0 at ProbeControlRoom.ProbeControlRoomPart.EventActivateProbeControlRoomPart () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) I'm not a .net dev so over my head, but only needed about 4 things changed to get it to compile on the current Unity dll
  7. 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
  8. Might be something on your DE. I'm on Mint 17.2 cinnamon and Alt+F11 works fine for me.
  9. Could this mod be integrated into RPM? I love to do IVA launches with probe control room but the one thing that's missing is an external static launch pad view that I could put on one of the monitors
  10. Yeah, I'm playing on Linux, Mint 17.2 so will be using openGL.
  11. I've extracted both the EVE-Release and Configs-Release into GameData and getting this strange stobe dappling effect on Kerbin, Laythe and Jool. Also seeing it on KSC when I move the camera around.
  12. I've made a go at starting some kind of support going for head tracking on Linux with pizzaoverhead's KerbTrack but running into a few brick walls. I'm not a .net dev so if I'm making a total noob mistake please inform me. I use LinuxTrack for head tracking in other games on Linux. This usually works via piping linuxtrack to a virtual joystick device (usually /dev/uinput) which I can then select as the head tracking input in most games. I was looking at various .net libraries to pick up on joystick input and the only universal one that works on all OSes is OpenTK which I've downloaded and compiled. I've added a class to use the OpenTK framework but getting this error when trying to switch kerbtrack to it : KerbTrack: Using OpenTKTrack (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TypeLoadException: Could not load type 'OpenTK.Platform.Factory' from assembly 'OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4'. Rethrow as TypeInitializationException: An exception was thrown by the type initializer for OpenTK.Input.Joystick at OpenTKTrack..ctor () [0x00000] in <filename unknown>:0 at KerbTrack.ChangeTracker (Trackers t) [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) I've compiled both OpenTK and KerbTrack in x86 and .net 3.5 My forked KerbTrack's last commit is here Alternatively if there's an easier way of doing this then I'd be happy to look into that. Currently I have a work around going by assigning the Linuxtrack device to the Camera Horizontal and Vertical primary in settings -> Input -> Game but the input is relative so is there a way of altering this into an absolute value? That would allow proper head tracking.
  13. Got a couple of ideas that might fit in with KCT. Adding a timed delay for transferring kerbals from one IVA to another and also for EVA simulating the time it would take to move from one ship part to another or to put on a space suit.
  14. I've never done any .net development before but in desperation to get some kind of head tracking for us Linux users, I'm looking into how this whole thing works. If I copied the FreeTrack.cs, installed SharpDX (done) and followed this stack overflow to try and get DirectInput to grab joystick data does this look like a solution that would work to grab input from a "device"? Another problem I've encountered is that I don't have TrackIRUnity.dll so I won't be able to compile it. Does this look like a viable solution? Is anyone in a viable position to test this?
  15. About being able to use this with linuxtrack, it comes with a tool called ltr_pipe which allows LT to emulate a joystick device at /dev/uinput. In games such as ETS2 and flightgear this works brilliantly. Am wondering if you could just create a generic class to take input from the detected virtual joystick (probably need a way of selecting it first) then read the relevant axis with the Directinput method. The most important being X and Y. The others would be nice, but I'm sure I speak for all linux users, being able to just look around is the most important thing.