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stupid_chris

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Everything posted by stupid_chris

  1. As Starwaster pointed out earlier, you had downloaded the source of RealChute, not the mod. Can you confirm that you have downloaded the mod correctly by giving us logs again and a screenshot of your GameData folder?
  2. Okay, that's the part I wasn't too clear about. That makes a lot more sense actually. I've been working a lot with the new object based UI lately on personal projects and yeah I do agree it's probably gonna be a lot more handy to have an assembly directly into Unity. Thanks! Other than that, is there any particular reason it seems to be recommended to anchor in the top left? Just as a convenience or does KSP handle it's Canvas in a specific way that makes this more convenient?
  3. I'm currently taking a look at this too and also had some confusion at this part. Should I reference the generated Asembly-CSharp generated by the Unity project? Do I also need to bundle this with my mode afterwards? Or should I force all this code into an external .csproj to the Unity generated project and bundle this?
  4. Might not have caught on, but this is kinda dead/not being worked on anymore. It works as is and I have no further plan to work on this.
  5. Theres about less than 15 parts left in the mod. The rest is now stock. Last update was in 2016. I don't really know what you expect lol.
  6. Not in the need of any guarantees, like I said, I like them as is, entirely up to you!
  7. Thank you all for understanding, hopefully it will be timely Mostly speaking of code haha, the parts are staying, with potentially a graphical update if @sumghai wants to do it. I'm still content on how they look though, so I'm fine with just keeping them as is!
  8. Alright, did a quick test and everything is clean on my side, so I'm gonna call this one a day. Recompiled to new KSP binaries and everything seems to go perfectly. If anyone is having issues, I recommend switching to this version. August 25th 2018 v1.4.6.1 -Recompiled for KSP 1.4.5 Should do the job for the near future, thanks everyone for your understanding. On this, cheers!
  9. I'm planning to just slot in a new CPU in two years then I'm basically good to go for quite a while
  10. I mean, I think right now an R7 1700 goes for about 250$USD... which is insanely low. No need to be a rich man Also, a clean swap-in upgrade path is offered all the way through to 2020, which is great when comparing to Intel who gen-locked 300 series boards. Going Ryzen also stimulates competition in the CPU market, which can only be good for long term pricing on both sides.
  11. I like bright things haha! I find myself staring into my case while working more often than I'd like to admit. I mean, at this point the IPC from Ryzen and CoffeeLake (and incoming 9th gen since it's still SkyLake architecture) are like within a few percent point from each other. Sure, Ryzen has lower clocks, but OCs much better, on cheaper B350/450 boards, and has MUCH lower $/core. So unless you want to run very high framerates, they should pretty much handle any game very easily, for cheaper than what Intel has to offer. In my case, given I also have a lot of professional workloads on my hands, 8c/16t is a godsend. Back in 2016, that meant i7-6900k, which was a 1200$ chip... the fact I spent less than 400 on it is crazy. Ryzen's real advantage is not raw performance, but rather pricing, which makes it very competitive at nearly all price points. Benchmark wise, my highest Cinebench score (I didn't push too hard) was 1867 @4.2GHz As for the GPU, I just needed something that could run The Witcher 3 4k ultra 60fps ¯\_(ツ)_/¯ I kind wish AMD had a competing product at that performance point, but I didn't have much choice. Kinda glad I didn't wait on Turing... And yes, Asus is bae. Board is insane, GPU is kept cooler than I even thought possible, keyboard feels amazing, mouse is very comfortable and not crazy flashy. Their 4k 27" G-Sync monitor was way overpriced though, saved like 400$ by going Acer with the same specs.
  12. Alright guys, announcement time. Lets start with the good stuff. I'm starting to work on RealChute 2 as I'm writing this. As I mentioned before, this will be a whole new project from the ground up, too much to fix, to little to keep. It'll be a fresh start. I'll try posting updates about once a week, but this will likely take quite a while. Now the less good stuff. Given the energy I'll have to put in this, I'm not going to be supporting/updating RealChute 1.X through this. This would scatter my work too much, and I do not want to get into this mess. I apologize for the dissapointment. I do not know if @Starwaster still wanted to keep doing some updating work, but otherwise if someone wants to help out, feel free to PM me. I can however confirm I will not be personally updating RealChute 1 any further. I'm seeing some issues right now being reported. I'll probably quickly boot it up to see if a quick recompile might not fix the issues, but otherwise, It'll have to wait unfortunately. That being said, I have a brand new shiny build to help along this project Don't want to derail this thread, but I'll link to the post below. That being said, thank you everyone for your patience. Good things will be coming down the pipeline!
  13. Thank you! Had been saving up for quite a while Here's the Imgur album as promised
  14. Seeing that this thread is still a thing, I guess I should post here as well! PCPartPicker build page Part list: Ryzen 7 2700X @4.2GHz 1.375V Asus Crosshair VII Hero 32Gb (4x8Gb) G.Skill Trident Z RGB @3200MHz CL14 Corsair H150i Pro 360mm Asus Strix GTX 1080Ti Corsair HX850i Samsung 960 evo 250Gb Samsung 860 evo 1Tb WD Black 7200rpm 1Tb Phanteks Enthoo Pro M SE Fans: 2xCorsair ML140 Pro (front), 3xCorsair ML120 Pro Red (top rad), 1xCorsair ML140 Pro Red (back) Acer Predator 27" IPS 4k60Hz G-Sync Asus Strix Flare MX Brown Keyboard Asus GX950 Laser Mouse
  15. Given they are parts, I highly doubt there is any maintaining to do, they should all work fine.
  16. Hey guys! Status update!! So I officially finished my semester, and I have four months of relaxation/paid work in front of me, which is much more releasing than you might think it is. I just bought NieR: Automata as a way to congratulate/reward myself for being done, so I'll probably spend the next three weeks glued to my PC Next step after that is revamping RealChute. I'm actually pretty motivated about it. I'm hoping to tear down the whole thing and rewrite it from the ground up. I've grown a lot as a programmer since I first started this five years ago (damn it's been a while). There's a lot of work to do. This will however be during my free time, as I'll still be working full time in order to be able to afford my new development machine later this summer to replace my laptop. I'll keep you guys updated as I make progress
  17. @Starwaster Squad needs to stop doing microhanges to their API every single update <.< I don't really have time to dig into something complicated either right now :| If it works without localization it'll have to do
  18. The bug reporting format link is fixed. I really just need logs. Thought that was a download for the whole install, whoops. EDIT: Exception handling event onGUIEditorToolbarReady in class RCToolbarManager:System.NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) [0x00000] in <filename unknown>:0 at RealChute.RCToolbarManager.AddFilter () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) [0x00000] in <filename unknown>:0 at RealChute.RCToolbarManager.AddFilter () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.<SetInitialState>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) KSP.UI.Screens.PartCategorizer:Setup() EventVoid:Fire() KSP.UI.Screens.EditorPanels:ShowPartsList(Action) EditorLogic:SelectPanelParts(Boolean) EditorLogic:StartEditor(Boolean) <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Look at that, Squad messed with the Editor Toolbar, again. Goddamnit.
  19. It sounds like a UI issue, and I certainly don't have time to tamper with this. Take a look what other tools tell you the actual part mass is. Other than that, please, again, logs, and proper debugging information. The mass from the part config/RealChuteModule is used when there is no ProceduralChute module. The mass from the appropriate ProceduralChute instance for caseMass overrides it completely otherwise. Just fixed it
  20. Yes I am. @Starwaster and/or @NathanKell are the only people I will trust RealChute with other than me. But as you may notice, we are all busy people, and I can't constantly keep up with everything. I've said it before, and I'll say it again. I'm pursuing a CompSci degree in order to get a career in video game dev. I have full time university, that I pay for myself (it's a few $k per year, and I don't get access to loans), a car, an apartment, and a full time job to make ends meet. So right now, no, I do not have much time. I was not in university when I started this, and had a lot more time to afford for mods. That doesn't mean I've abandoned this, and very far from it. I have plans to rewrite this whole thing from the ground up this summer if I can find the free time to, because I've grown a lot as a programmer since I've started writing this. We'll see how that goes. I'm fresh out of midterms and just spent the past week non-stop working on an OpenGL (hell) assignment. Go take a look at my Github, you'll see that I still do this kind of stuff all the time. I'll see if I don't have an evening to fix whatever is wrong right now. In the meanwhile, I'll just remind everyone: ~~~ LESS COMPLAINING, MORE LOGS ~~~ This has been a PSA The mass you are seeing is the mass of the canopy itself. Trust me, the SRB canopies did not weigh three tons. The whole assembly did. The actual parachute case accounts for the rest of this mass, and while it is not *three tons*, it is in line with the masses in KSP in general.
  21. Which is why I won't do that. My implementation works independently of other installed mods, which reduces possible conflicts and the possibility of a dependency going stale.
  22. Not sure what you're implying here, I have no control over this. The parts work and don't need updating as far as I can tell, so I have no need to do maintenance.
  23. Absolutely can't reproduce this on my side. Remove every other mod and try this on a clean new game, if it still happens I'll take some logs and see whats up! Change the maxTemp in the materials config, in the RealChute folder
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