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hab136

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About hab136

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    Master of Asparagus

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    The beach
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    Burritos

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  1. I wish I had better news. I've tried to figure out what the issue is, but haven't been able to fix it in my dev environment. I also haven't been able to dedicate a lot of time to this mod. I haven't even played KSP (other than testing) in over a year. I've updated my other mods because they just needed a quick recompile, but this one apparently needs more. I had even wanted to do a re-write, using a central controller instead of each part firing every tick and doing its own pumping (woefully inefficient), but that work never even started. Geordiepigeonowner wrote this mod (whic
  2. SafeChute v2.1.20 for KSP 1.10 is now released.
  3. I finally updated AutoAsparagus for 1.9, see main page for links. Note that it has new dependencies, Toolbar Controller and Click-Through Blocker, where are also linked. I submitted a change to CKAN for the the new dependencies.
  4. Loused up output naming? Do you mean the KSP.log output or the binaries? I've been working on updating my mods to 1.9.x; I normally do the easy ones first then the harder ones, because it's a lot easier to sort out version-specific issues on the simpler mods. SafeChute and Undockinator are already done; I still have to do AutoAsparagus and GPOSpeedFuelPump. This mod has had problems lately and some of that has been because of my testing environment, so I'll probably do it last, but hopefully soon.
  5. Undockinator 1.1 for KSP 1.9 is out. I switched to using ToolbarController; this should eliminate any of the double icons or other weirdness with the app icon. This does introduce two new dependencies, listed below and on the main page. I've submitted a request to CKAN to add the dependencies, so they should auto-install.
  6. Why is ZeroMiniAVC now a dependency of Toolbar Controller and ClickThroughBlocker? https://github.com/KSP-CKAN/NetKAN/commit/7deecbad489def6e23bf19e89d795902530d79b0#diff-ae9fe82cf6c88ccb776ce0cd5b3b5b64
  7. It's not. GPOSpeedPump.dll is the correct DLL, but it should have been named GPOSpeedFuelPump.dll like previous versions. You should be able to just delete GPOSpeedFuelPump.dll and then rename GPOSpeedPump.dll to GPOSpeedFuelPump.dll. I'll do some testing and hope to put out a fixed version this week, along with a 1.8.1 version. The above issue is probably the reason. Deleting one of the DLL's may make it work. Or not? Anyways I hope to put out new versions this week.
  8. It's been suggested, but not implemented. TAC Fuel Balancer can dump resources, as can Smart Parts if you attach their fuel valve before launch.
  9. I've been away a while, and am picking up MKS again (KSP 1.7.3, MKS version 1.2.0 - 2019.08.04). My drills are overheating, even on a test ship in a new save with ridiculous amounts of cooling and no other heat sources. No other mods installed, and two 5-star engineers on board. If I use one bay on an Industrial Strip Miner, it levels off at 500 K and Thermal Efficiency is 100%. If I turn on a second bay, it levels off at 618 K and 64 % efficiency. All 5 bays on levels off at 703 K and 24% efficiency. Doesn't seem to matter how much cooling I add - dozens of large stock Thermal Contr
  10. There was an issue with my dev environment which has now been fixed with v2.1.18. Please update when you can and it should fix the issue.
  11. Thanks, merged. I'm still having weird issues, so there must be another bug but I don't see it. Yep, NFC uses B9 part switch which is already supported via Patches/FuelSwitch.cfg, but GPO specifically looks for "moduleID = fuelSwitch". NFC seems to only change the mesh (moduleID = meshSwitch): MODULE { name = ModuleB9PartSwitch isEnabled = True stagingEnabled = True moduleID = meshSwitch currentSubtype = LFO EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } GPO used to simpl
  12. Undockinator v1.0.3 for KSP 1.7.3 is released, which fixes a bug that caused the icon to not show up.
  13. I was unable to reproduce this problem until I finally just created a Windows VM and installed KSP on it. Then it was obvious - the DLLs are totally different between OS X and Windows. On OS X, there's like a bazillion UnityEngine DLLs whereas on Windows there's only UnityEngine and UnityEngine.UI. So when I linked UnityEngine.CoreModule on macOS, it just doesn't exist on Windows. Or rather, it's rolled into UnityEngine.dll on Windows so you don't have to link it separately. I vaguely remember this problem.. I've moved my development environment around over the yea
  14. It's not loading because it can't find "UnityEngine.CoreModule". It works on my machine, and I see your other mods are loading correctly. Can you try this updated DLL and see if it works for you? Just overwrite the existing DLL in GameData with this new one. https://github.com/henrybauer/AutoAsparagus/releases/tag/UnityEngine.CoreModule [ERR 19:35:33.940] AssemblyLoader: Exception loading 'AutoAsparagus': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at
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