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KSP2 Release Notes
Everything posted by AlphaAsh
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v0.4PRE4e now available from KerbalStuff. It's all editor improvements for this version. Changelog: Changed the layout of the primary editor window (now known as the Statics Editor). Added a Local Instances and All Instances filter to the Statics Editor. Local Instances will only list what's within 10 km of your position. When filtered to Local Instances, a new feature to group all the instances in one go is enabled. At the bottom of the Statics Editor, enter a name you'd like to call the group and then press Set as Group. All the listed instances will be immediately placed in that group. Don't forget to then Save Objects. Changed the titles of the various editor windows for easier identification. Unhooked camera zoom from quick keys for changing an object's altitude. New quick keys are [ and ]. For now. Sped up camera zoom quite a bit. When selecting an object from the Statics Editor list, the button in the list is no longer disabled. Removed redundant buttons from the Instance Editor. Changed the details of objects shown in the Statics Editor.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
1 - Check if you have a directory in GameData called Hubs. If you do, delete it. 2 - Then delete KerbinSide directory. 3 - Then delete medsouz directory. 4 - Go to KerbalStuff, grab the latest version of KerbinSide, install that. 5 - After that, grab the latest version of Kerbal Konstructs from KerbalStuff. 6 - Install that. How much RAM does your computer have? A straight out crash like that, on x32 KSP with "several other mods" is likely the memory limit (of the game which is approximately 3.5 Gb) being exceeded.- 2,488 replies
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Improving the camera for the editor side of KK is on the to-do list, no worries. Next up is a 'local instances' filter for the editor. Only lists instances within 10 km of your current location, making it easier to focus on just the base you're working on. An extension of that I'm hoping to do is being able to set all listed objects to a single group. This is assuming that groups are actually working to improve the efficiency of caching. I need to confirm that first.
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v0.4PRE4d now available from KerbalStuff. Changelog: Removed some now redundant debug - less verbose in the log. Some initial EditorGUI improvements for usability. Disallowed filters in VAB and SPH are disabled as appropriate. Finally completely killed the revert/recovery bug, where mod statics at the space centre or a base don't appear sometimes. Still, please report re-occurrences. Prove me wrong! May have fixed the odd centering bug in the right panel of the launch selector. Please report re-occurrences. May have fixed the camera sticking bug when first launching after loading a save. Again, please report re-occurrences. Fixed the snap to surface bug where multiple clicks just incremented an object's altitude. Credit: Ravencrow.
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Good call. Watch out for the increased memory footprint that'll give you. KerbinSide uses a single directory, for the most part, to share the textures across all assets. I am uncertain whether KK's static configs support directory pathing for models and textures and that might make things harder on you.
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Reproduce the crash then the log I need is ksp.log. I'm fairly certain the Administration Building currently has a memory leak and this issue will be caused by any custom strategies. Until I have some more info, I can't begin to track down any issues. Also keep in mind, custom strategies are essentially 'codeless' - they're just config files - so if there is a bug, it's in KSP rather than the mod.
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Is gameobject.SetActive broken?
AlphaAsh replied to AlphaAsh's topic in KSP1 C# Plugin Development Help and Support
That's a good idea. Thanks chap. -
Is gameobject.SetActive broken?
AlphaAsh replied to AlphaAsh's topic in KSP1 C# Plugin Development Help and Support
Comes back true even when the problem occurs. -
Is gameobject.SetActive broken?
AlphaAsh replied to AlphaAsh's topic in KSP1 C# Plugin Development Help and Support
That's what's worrying me too. KK does only explicitly de-activate a parent and no-where does it purposefully de-activate children. More to the point, 99% of the time that code up there works fine. Actually reproducing the circumstances where it suddenly thinks all the children are inactive is proving problematic and therefore makes a band-aid the only thing I can think of atm. -
Is gameobject.SetActive broken?
AlphaAsh replied to AlphaAsh's topic in KSP1 C# Plugin Development Help and Support
Gotcha. So the fix looks like using the overloaded GetComponentsInChildren and then setting each child active. Sound about right? EDIT - Saw your edit. Cheers chap. -
Gleetings fellow codng type persons. I'm trying to track down a bug in Kerbal Konstructs, specifically that sometimes when entering the flight scene or space center scene, third party statics fail to appear. Here's a nice chunk of code to consider: public void updateCache(Vector3 playerPos) { foreach (StaticObject obj in childObjects) { float dist = Vector3.Distance(obj.gameObject.transform.position, playerPos); Debug.Log("KK: Distance is " + dist); bool visible = (dist < (float) obj.getSetting("VisibilityRange")); if (visible != obj.gameObject.activeSelf) { Debug.Log("KK: Setting " + obj.gameObject.name + " to visible =" + visible); // obj.gameObject.renderer.renderer.enabled = true; obj.gameObject.SetActive(visible); Debug.Log("KK: .layer is " + obj.gameObject.layer); Debug.Log("KK: .activeInHierarchy is " + obj.gameObject.activeInHierarchy); // ASH 06112014 // What if SetActive isn't actually properly activating children? Transform[] gameObjectList = obj.gameObject.GetComponentsInChildren<Transform>(); List<GameObject> rendererList = (from t in gameObjectList where t.gameObject.renderer != null select t.gameObject).ToList(); foreach (GameObject renderer in rendererList) { Debug.Log("KK: Child renderer.visible is " + renderer.renderer.isVisible); Debug.Log("KK: Child renderer.enabled is " + renderer.renderer.enabled); } } } } The bug is difficult to reproduce but it involves hanging around a launch location and playing with the camera for a bit. Then reverting or recovering. This takes you to the space centre where the third party statics fail to appear. When the bug occurs, this suddenly decides that each gameobject doesn't have any children anymore: Transform[] gameObjectList = obj.gameObject.GetComponentsInChildren<Transform>(); It's almost as if all the poor little children have suddenly been disowned. It's a very inconsistent bug and I'm out of ideas what to do next.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
I'm having problems reproducing it too. Until I can, I can't really fix it, or rather, know that I have fixed it. I've made a tweak to the code of the next version of KK that MAY make the selector GUI a little more robust but whether it fixes this bug, no idea.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
That's the VAB. You've got helipads selected. Unless you set launchFromAnySite = True in KerbalKonstructs.cfg, helipads won't be listed in the VAB.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
*scratching head* Okay, let's 100% make certain you're on the right versions. Grab KerbinSide v0.38.2 again, from Kerbal Stuff. Then delete the medsouz and KerbinSide directories from your current KSP Gamedata. Then install KerbinSide v0.38.2 again (and the included version of KK that's in that). Don't add any of the other individual packs - the All in 1 has everything including those. Then test again and come back and let me know what happens. Edit - Bid spalling- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Last request. Can you go in to GameData/KerbinSide/Parts/Static and examine ksairstripv24.cfg in a text editor such as notepad. Scroll down until you find an Instances, then look to see if the following line is or is not at the bottom of the code in there (just before the next }): Category = Runway- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
AlphaAsh replied to AlphaAsh's topic in KSP1 Mod Releases
Investigating. Can you confirm whether you have used the KK editor at all to add your own bases or not? That'd help me narrow down the issue very quickly. Also, do you use the All in 1? Only the latest KerbinSide All in 1 has the configs changed to make use of the categories. If you do, then it's only the above I need to know.- 2,488 replies
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