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Jiraiyah

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Posts posted by Jiraiyah

  1. On 6/17/2023 at 8:09 AM, linuxgurugamer said:

    Refresh my memory, what "negative effect"?

    • Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot.
    • Science spots detected far away from the rover will have a bonus multiplier added to them.

     

    Ouch, did I understood this in reverse? Going farther away, will "increase" the science reward and chance to find science spots?

  2. On 6/16/2023 at 4:33 PM, linuxgurugamer said:

    I noticed something very odd in the log file:

    Mono path[0] = 'E:/{GAMES}/KSP/1.12.5 Light Moded/KSP_x64_Data/Managed'

    It's the {GAMES} which I'm concerned about.  It's possible those braces are triggering a problem in some string functions.  The issue seems to be coming up during the startup, when it's checking for correct installation paths.  If this is so, then for now you can ignore the modal dialog and see if the rest of it works.

    Would be nice to see if it works in a normal path (ie:  C:/Games/.......)

     

    Edit:  I've just tested this, and that IS the problem.    Easy fix is to just change the name of the directory where the game is

    wow, never thought of that one, thanks for all the effort

  3. On 6/11/2023 at 5:49 PM, linuxgurugamer said:

    Would still like to see your log file

    That's very odd, DeepFreeze doesn't use RPM.

    In the log file you posted, (FYI, I prefer the Player.log), I don't see any issues from DF regarding RPM, in fact, I don't see any of the messages that would be posted if that  modal dialog was shown.  Did you post the correct log file?

    1. There is another mod causing issues

    Since you still haven't mentioned how you installed it, I can't really help much more

     

    my log file is in the first post here :

     

    Also, I tried installing with ckan and when I got the error, I tried removing it by ckan and then installing manually from git hub, didn't work, again when people talked about rpm, I tried using ckan, same issue exists

  4. On 6/10/2023 at 6:12 AM, joynerm said:

     

    reverted raster prop monitor version to 1:v0.31.11.1 and it fixed the issue with deep freeze for me. Good temp fix for now, so it looks like the issue is with RPM itself vice deepfreeze

    In my case this version didn't solve the issue, the modal box is still there, will try lower versions to see if they fix it or not

  5. On 6/5/2023 at 4:38 PM, linuxgurugamer said:

    @Jiraiyah I saw your upload to Spacedock, but those patches, as bundled, can be quite dangerous, since if someone put the entire thing into his GameData folder, very unusual things would happen.  Some of those patches conflict with each other, etc.

    Why not use Patch Manager to set up the configs so that they can be enabled/disabled via the PM screen rather than forcing people to do it by hand? 

    Actually the author of this thread, @Alshain has already done that.  

    I think it would be best if you removed this from SpaceDock, as it is going to cause confusion

    Hi

    thanks for the warning, removed the upload as you suggested, although I thought I collected only those that would not conflict with each other, but didn't know that OP had an upload, I had done it to keep a reference for my future self lol, anyways, deleted now.

  6. On 6/6/2023 at 3:56 AM, linuxgurugamer said:

    What specifically are you talking about here?  Where does it complain, and what doesn't work?

    I've looked at the log file you posted, I don't see anything obviously wrong

    honestly I didn't try playing to see if parts and mechanics are ok or not, as soon as I install the mod, when I start the game, on the main menu there is a warning modal box saying that something seriously wrong about deep freeze installation happened and tells me to close the game and reinstall the mod properly!

  7. On 3/6/2023 at 4:15 PM, Jiraiyah said:

    @JPLRepo

    Today I downloaded deep freeze from github, and I put everything inside the game data folder, so, lacking of a dependency is not an issue here, how ever, when I run the game, it complains about something went bad and about bad installation!

    Here is my player.log file, please help LINK

    thanks for your help

    until @JPLRepo can find a time to see to this error, can anyone help me getting rid of it with an unofficial build? I want to play interstellar and honestly, without deep freeze it's almost impossible to send kerbals to other stars in galaxies.

    If there is no way to fix this for time being, can anyone help and recommend an alternative way? Personally was thinking about playing with civilian population hand in hand with deep freeze, but now, I don't know if I can use civilian population for years away from kerbol system!

  8. Hi

    I was developing a little module plugin and it's inheriting from ModuleLight, it was my first time doing a module plugin so, I tried to look into the stock module code and learn from it, how ever, when I tried to used resharper, the code that was generated was not much readable, many sections inside any method is obfuscated and decompiled as something like calling internal methods! That rise a question in my mind, is there any way of properly decompiling a single module class like the module light for learning purposes?

  9. 7 hours ago, zer0Kerbal said:

    @Bizobinator +1 :rep: thank you


    probably - but should be an easy fix - if you could find the module manager patch that fixes this will update the addon with the fix.

    I don't know; but should be fine. As far as I know any body with a ORE deposits should be minable for gold-ore; specific bodies can be added - but I have no clue as to what would be balanced; 

    I might be willing to look at it providing you provide the link to MKS-WOLF github/download so I can easily look at an overview and like always GitHub PR's are welcome.

    I mean it like, would wolf be able to handle the mining or not. I think we still need the good old drilling for gold. Honestly I prefer it that way. Wolf essentially removed the need for drilling in time for most of resources. Having one or two mechanics that would need drilling is not bad.

    One more question, do we need to baby sit the drilling / processing or will it work in the background (at least like what mks does, revisit and everything will be calculated properly like you had baby sit the craft)?

  10. Hi everyone.

    Stock KSP game has a ModuleLight. Let's have an example, think about a part that will sit on the surface of your vessle and behave like a mountable four direction light. Naturally you would have four spot lights in the modeling phase. You would like to turn all four of them on or off at the same time. Also, you would prefer to make all four lights blink at the same time. The stock ModuleLight, will only accept a single light geometry from your model. So, you would have to add four ModuleLights to your part file to handle all four spot lights. This will cause a huge headache for you. Using four ModuleLigths, means that now, in the part action window, you will have four buttons for turning lights on/off, and four buttons to make them blink. Unless you bind these actions to an action group, this won't work as intended. Also, now you would have four light color options. In some cases that is exactly what you need, then by all means, use the stock module. How ever, if you want to turn many light objects on/off and blink syncronously with a single button click, this little module is for you.

    How to use

    The syntax is similar to ModuleLight, how ever, when you have lightName in ModuleLight with a single name of the object, here you can have as many objects as you want, separate names with a comma and you can even use single space between comma and names to make things readable more. The final result will be something like this :

    MODULE
    {
    	name = ModuleMultiLight
    	lightName = light_obj_1, light_obj_2, light_obj_3, light_obj_4, light_obj_5, light_obj_6, light_obj_7, light_obj_8
    	lightRange = 10;
    	useAnimationDim = True
    		animationName = ANIM_NAME_TURN_ON
    		lightBrightenSpeed = 2.5
    		lightDimSpeed = 2.5
    	disableColorPicker = False
    		toggleInEditor = True
    		toggleInFlight = True
    	canBlink = True
    		blinkMin = 0.2
    		blinkMax = 2.0
    		blinkRate = 0.5
    		isBlinking = False
    	useResources = True
    		resourceName = ElectricCharge
    		resourceAmount = 0.002
    }

    Notic, beside having many object names, now you have one additional parameter that you can set, the light's range value! The default number for this value is set to 60. This default value would work properly in case you have one or two ligths, but with more lights in close space, you may want to tweak and nerf this value down like this example.

    You can simply download the mod from SPACEDOCK

    The source is published on GITHUB

    Keep in mind, the license is MIT. If I was not able to keep this repo up to date in future for next versions of game, anyone who wants to maintain this, already have permission!

    Version History :

    1.12.5.1:

    - Added the functionality for searching child objects for light, now, if you want, just put a single name (the parent) of the light object holders, the code will find all the children that are lights

    - Added the slider for light range into the part action window both in editor and in flight

    Known Bug : When you turn on the light on an active vessel and then leave it and go for other vessels, if you come back to the vessel, only the ring in colored and no lights are active, simply turn off the light (single light or on the whole vessel) and turn them back on, it should work. Unless someone can help me with this issue, no matter what I tried, nothing fixed this. If anyone can help with a pull request that would fix this issue, by all means please do it.

  11. ok, one little thing, when I was talking about light intensity, I was thinking about intensity AND light range being tweakable from module code in part file, I just wrote the intensity, because I didn't know if light range was available or not and didn't have enough time to dig into the code. Any one has any idea about the whole code and possible solution for multiple children under a single parent?

  12. I put together some code, didn't compile it, and didn't test if it's working or not, I just did it to give you guys a rough idea of what I'm looking for and a possible starting point :

    using System.Collections.Generic;
    using UnityEngine;
    
    public class ModuleMultiLight : ModuleLight
    {
        [KSPField]
        public float lightIntensity = 60;
    
        public override void OnStart(PartModule.StartState state)
        {
            base.OnStart(state);
            lights = new List<Light>();
            string[] temp = lightName.Replace(" ", "").Split(',');
    
            foreach (var name in temp)
                this.lights.AddRange(part.FindModelComponents<Light>(name));
    
            foreach (var light in lights)
            {
                light.intensity = lightIntensity;
                brightnessLevels.Add(lightIntensity);
                // Not sure if the reflection bellow will work or not!
                light.color = (Color) typeof(ModuleLight).GetField("lightColor").GetValue(this);
            }
        }
    }

    If this code works, I had covered the multiple names, how ever, I was a little confused on how to look for children case. If this was pure unity game development, I would know what to do, how ever, this is an API for KSP and I am not familiar with this API at all.

    If someone is familiar with this, please take a look at this piece of code and if possible, add the ability to look for children of objects and find lights to add to list, and, please confirm if the reflection code is correct or not!

    thanks

  13. Hi

    I am sure you are aware that the stock ModuleLight accepts only a single object with light component on it. How ever, we see many mods with multiple light objects on a single part. In many cases, there is a need for many lights being turned on/off/blink simultaneously suing a single button in PAW.

    I am not familiar with plugin development for ksp at all, but, went on and looked into the code for module light..... On the Start method, We have :

    this.lights = new List<Light>((IEnumerable<Light>)this.part.FindModelComponents<Light>(this.lightName));

    As you see here, the module obviously has a list for lights, this is nice how ever, it only looks into a single model name, and tries to capture as many light components it has!

    Changing this behavior shouldn't be that hard, you just need to observe a list of objects from part file separated with comma, loop through them, and look for the light components on each one of them and add it to list, how ever, if there was only one object named, not only you would capture the light on the object, but also should loop through it's children and see if there are any lights there and capture them as well. Up until this point, I could sit down and write the code in 5 minutes my self how ever... few lines bellow that... we have this :

    light.color = this.lightColor;

    This is happening inside a loop that is looping through the above generated list. I thought to myself, ok,... let's inherit the class for ModuleLight, Override the OnStart, call the base first, regenerate the list and duplicate the loop (there is no other section on the OnStart that works with this list other than this loop). Problem is.... this.lightColor on the ModuleLight, is a private field ! I am not that familiar with Reflection but I think we would need an instance of the object in memory to be able using reflection and get the private filed value?!

     

    SO, long story short, I hit a wall that passing it is beyond my knowledge of C#. How ever, I think, this module should not be that complicated to write. The end goal is clear, in part file, where we had :

    MODULE
    	{
    		name = ModuleLight
    		lightName = OBJECT_NAME
    		useAnimationDim = True
    			animationName = ANIMATION_NAME
    			lightBrightenSpeed = 2.5
    			lightDimSpeed = 2.5
    		disableColorPicker = False
    			toggleInEditor = True
    			toggleInFlight = True
    		canBlink = True
    			blinkMin = 0.2
    			blinkMax = 2.0
    			blinkRate = 0.5
    			isBlinking = False
    		useResources = True
    			resourceName = ElectricCharge
    			resourceAmount = 0.003
    	}

    We should have something like this :

    MODULE
    	{
    		name = ModuleMultiLight
    		lightName = OBJECT_NAME1,OBJECT_NAME2,OBJECT_NAME3,....
    		useAnimationDim = True
    			animationName = ANIMATION_NAME
    			lightBrightenSpeed = 2.5
    			lightDimSpeed = 2.5
    		disableColorPicker = False
    			toggleInEditor = True
    			toggleInFlight = True
    		canBlink = True
    			blinkMin = 0.2
    			blinkMax = 2.0
    			blinkRate = 0.5
    			isBlinking = False
    		useResources = True
    			resourceName = ElectricCharge
    			resourceAmount = 0.003
    	}

    and if we have only one name, then we would look for the children of that object. If we had many names like the code above, then no need to look for children. After that, if we properly generated the mentioned list, we should be able to handle ALL those lights with one on/off or blink button in PAW?!

    One extra feature that would be nice is the ability to change the light intensity from part file module parameter. This should affect all the lights in the list at the same time and set all of them to a single value.

    So, please, I beg someone with enough knowledge on coding for KSP to do this little module plugin.

  14. 4 hours ago, zer0Kerbal said:

    I've been eyeing an update pass on it

    I now have much more experience dealing with part.cfg's and lighting.

    check your inbox,  although I replied like two years late lol, please check the  answer, also, if  you recall, we had a conversation on  this  mod and it looked like the base mesh had some issues? I really look forward to see this as a part of a mod or a mod by itself again

  15. Hi everyone,

    I was going to ask it few days ago but forgot about it until now, actually, it's few ksp versions that I have this question about ascending guide, when you click on show ascend guide on the interface, there should be a blue marker on the nav ball, but for few versions of ksp, it's missing, anyone knows why? is there any way to fix it?

    sorry guys, wrong thread... sorry sorry

  16. 2 hours ago, eberkain said:

    I was thinking more of "if you wanted to" you could specify a default master channel for each body, so if you are flying a ship and you change SOI then your ship''s master channel would automatically switch over to the proper channel for the relay network that you have setup. 

    Hmm maybe a combination of our suggestions in the constellation window would work? to let the user choose if he wants the current behavior, auto switch or fixed frequency in flight?

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