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R0d1n

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Everything posted by R0d1n

  1. This looks really cool! Does it work with engines that use ModuleEnginesFX?
  2. Hello all, First off I want to say that I think this is one of the coolest addons available for KSP. Thanks to everyone who works on this for making something really interesting that has encouraged me to get back into arduino and has the potential to make my KSP experience much more fun! ...if I can get it working. I just started building an Arduino controlled display/interface, but reading the last couple of pages it looks like I've picked a bad time. Unfortunately, my computer has only Windows 10 on it. I'm testing using a clean KSP 1.0.4 install running at 32bit, along with version 13 of the demo sketch running on an Arduino Due. I'm also running the latest version f the Arduino IDE. I have tried the following versions of the plugin: 0.17.3 0.17.4 Zalta's Dontwork fork Zalta's Work fork For the first three, my GLED communication light turns on briefly while the scene is loading, before turning off and remaining dark. Onscreen it tells me it hasn't found a display, and in my KSP log it finds the correct COM port for my Arduino, but then says "KSP Display not found": [LOG 15:25:23.901] AddonLoader: Instantiating addon 'KSPSerialPort' from assembly 'KSPSerialIO' [LOG 15:25:23.910] KSPSerialIO: Version 0.17.4 [LOG 15:25:23.912] KSPSerialIO: Getting serial ports... [LOG 15:25:23.914] KSPSerialIO: Output packet size: 191/255 [LOG 15:25:23.924] KSPSerialIO: Found 2 serial ports [LOG 15:25:23.926] KSPSerialIO: trying default port COM8 [LOG 15:25:23.934] Error opening serial port COM8: The port `COM8' does not exist. [LOG 15:25:23.938] KSPSerialIO: trying port \Device\USBSER000 - COM5 [LOG 15:25:27.999] KSPSerialIO: KSP Display not found [LOG 15:25:28.000] AddonLoader: Instantiating addon 'KSPSerialIO' from assembly 'KSPSerialIO' Zalta's Work fork does some interesting stuff, however. My GLED sometimes briefly lights up as with the other three versions, but usually doesn't. Either way, once the scene is loaded all my leds remain blank and hardware controls are unresponsive. Nevertheless, the onscreen notification and the KSP log file both tell me I'm getting a connection: [LOG 14:09:08.801] AddonLoader: Instantiating addon 'KSPSerialPort' from assembly 'KSPSerialIO' [LOG 14:09:08.812] KSPSerialIO: Version 0.17.4 [LOG 14:09:08.814] KSPSerialIO: Getting serial ports... [LOG 14:09:08.816] KSPSerialIO: Output packet size: 191/255 [LOG 14:09:08.822] KSPSerialIO: Found 2 serial ports [LOG 14:09:08.824] KSPSerialIO: trying default port COM8 [LOG 14:09:08.832] Error opening serial port COM8: The port `COM8' does not exist. [LOG 14:09:08.836] KSPSerialIO: trying port \Device\USBSER000 - COM5 [LOG 14:09:11.450] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:11.451] 164 [LOG 14:09:11.453] KSPSerialIO : Calling succefull ... [LOG 14:09:11.456] KSPSerialIO : Calling succefull ... [LOG 14:09:11.458] KSPSerialIO : Calling succefull ... [LOG 14:09:11.459] KSPSerialIO : Calling succefull ... [LOG 14:09:11.461] KSPSerialIO : Calling succefull ... [LOG 14:09:11.463] KSPSerialIO : Calling succefull ... [LOG 14:09:11.464] KSPSerialIO : Calling succefull ... [LOG 14:09:11.497] KSPSerialIO: found KSP Display at COM5 [LOG 14:09:11.499] AddonLoader: Instantiating addon 'KSPSerialIO' from assembly 'KSPSerialIO' Unfortunately, the game runs at an abysmal framerate with this version, and the plugin spams the log fiercely: [LOG 14:09:21.570] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:21.572] 0 [LOG 14:09:21.668] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:21.670] 0 [LOG 14:09:21.775] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:21.779] 0 [LOG 14:09:21.784] [PlanetariumCamera]: Focus: Kerbal X [LOG 14:09:21.964] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:21.967] 0 [WRN 14:09:22.060] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 14:09:22.065] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.068] 0 [LOG 14:09:22.126] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.128] 0 [LOG 14:09:22.228] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.231] 0 [LOG 14:09:22.310] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.312] 0 [LOG 14:09:22.382] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.385] 0 [LOG 14:09:22.455] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.458] 0 [LOG 14:09:22.535] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.538] 0 [LOG 14:09:22.605] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.607] 0 [LOG 14:09:22.681] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.683] 0 [LOG 14:09:22.757] KSPSerialIO : Calling our event, trying to read ... [LOG 14:09:22.760] 0 In each case, I made sure the baud rate matched, tried increasing the Handshake Delay, etc. If you want to take a look at the full logs, you can get them HERE. I'm guessing this is an ongoing problem with Windows 10, but I figured I'd post my test results here for posterity, and to see if anyone has suggestions for how I might try to get the plugin working. Thanks!
  3. Thanks again, sal-vager. Yes, I am indeed running in a virtual machine! I apologize; I did not think that would be relevant. I'm on virtualbox, using the guest additions to allow 3d hardware acceleration, etc. The underlying OS is Windows 10 64 bit, and my CPU supports Hyper-v and other forms of virtualization. I also have been using a link from the desktop, but I get the same problem even if I delete the desktop link and start from steam or by clicking in the folder directly.
  4. Just reinstalled an un-modded copy. Unfortunately the problem's still there. Here's the new log file. Thanks for your help!
  5. Ok here's a weird problem. I just installed KSP on a new Ubuntu system. Everything seemed to be going well until I got to KSC and saw this: Notice the bright green blob that would normally be text. I didn't think it was a big deal at first, so I went ahead and installed some mods. I then realized the problem is more serious: Essentially all of the mod windows are unusable in this state. I've already looked at the section of this thread on fonts. I installed arial.ttf and arialbd.ttf. For good measure I then installed all the Microsoft core fonts, then tried installing several font metapackages to see if maybe there was just something I was missing. The problem persists. Here's a link to my log file. If anyone has a clue about why this is happening I'd really appreciate a helping hand! Thanks in advance!
  6. This mod is awesome! I really love the IVAs. I was thinking; with such great IVA and such big windows, it's a shame we can't see inside. Have you considered making the windows clear using the RPM mod? The ASET ERS rover uses it and it's one of my favourite features.
  7. Someone is reviving PlanetFactory: http://forum.kerbalspaceprogram.com/threads/102363-Planet-Factory-Revived-Version-2-0 Perhaps the new version will be more stable?
  8. Actually, I think I fixed that problem, but now there's a weirder one. There are a couple of lines that use "Path.Combine();". As far as I can tell there's nothing wrong with that syntax, except that I get a bunch of errors saying "'Path' does not contain a definition for 'Combine'".
  9. Hmm, tried to do this for RealChute. Eventually found the right segment (labeled as "SixtyFourBitsMustDie"). When I tried to build, though, I get the following warning: I then get this error repeated a bunch:
  10. This is awesome! Any chance of MechJeb Landing Guidance integration?
  11. I'd actually love to see a return of the old CBMs as well. I like the IACBMs, but that hole in the middle looks awful when they are used with anything other than a Karmony module. The old CBMs had an included hatch texture, so you could use them on anything without looking like someone forgot to put in a door.
  12. What I would really love to see converted to a spinny bit is the FusTek Karmony Compact Node Mk III
  13. Lack Luster Labs has something very similar as well.
  14. Yea, I had the same problem with MFD previously and applied the same fix. Unfortunately Probe Control Room still has the problem. Presumably it's for a similar reason, and commenting something out in DefRPM.cfg would fix the problem, but I couldn't find anything directly matching the offending bit in MFD's cfg, so have absolutely no idea what line to get rid of.
  15. Hey just wanted to point out a problem with VesselView compatibility. - Using the display menus in VesselView only really works with a functioning back button. Right now the back button just pops you straight back up to the "main info." screen.
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