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SIT89

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Everything posted by SIT89

  1. Hi Guys. I am not dead, as some might have expected! I have just uploaded a new version on curse. This is just an experimental build though. (I had no time for excessive testing). I have added an additional window, in which you can mark a bug in the log file. So if you encounter any bug, please mark it with the addition button and share the log file with an explanation what you have done and what went wrong. I also fixed the issue with the window id. I would be really appreciate it, if you could help me out with the testing! Thanks a lot!
  2. Update v1.0.01 released That went faster than i thought. I built it with the 1.0.5 files and FRMS is working for my install. If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you! Thanks for your report. I am sorry, i was not able to reduce the bug on my install. Please try to recreate it with the new version and send my the log file if the bug still exitst Thank you!
  3. Hi there. Sorry for being absent for so long. I will still continue to maintain or further develop FMRS. My problem is that I have changed my job and now I have very limited time for this. I have planned to release an update for 1.1, because I am sure it won`t work after that many changes. From time to time I have a look at the forums if there is a major problem with FMRS. This seems to be now. So I will update my development environment and have a look into it. I hope to come up with a fix soon.
  4. Update v1.0.00 released change log: compatible with KSP 1.0.2 If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you! - - - Updated - - - No it wont break existing save files. You can install and delete the plugin at any time.
  5. Update v0.3.02 released change log: bug fix: Recovering main vessel leads into mission progress loss If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you! - - - Updated - - - The craft which you want to put into orbit has to be your main vessel. You can also switch the main vessel til 10s after separation. Just use the keys "Focus Next Vessel" and "Focus Prev Vessel".
  6. Update v0.3.01 released change log: compiled with 0.90 minor fixes to support the update bug fix: changes the default text size of the game If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you!
  7. Update v0.3.00 released change log: massive code overhaul of the essential functions (ModuleManager is now required) KSP-AVC support added strategy support added (recovery factor) messaging system now can be disabled in the settings max window height reduced some minor bug fixes WIP feature ThrustLogger added If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you!
  8. Update v0.2.03 released change log: serious bug fixed: switching to spacecenter or trackingstation, while flying a dropped vessel, doesn't kicks you to your main vessel also effects the recover button above the altimeter decouple detection delay increased auto thrust cut off delay decreased main menu module added (deletes wrong save values after a game crash)
  9. Update v0.2.02 released change log: bug fix: starting plugin with toolbar could lead into loading an old save file bug fix: switching to tracking station, while flying dropped stage, doesn't kicks you to main vessel bug fix: the disabled texture for the stock toolbar is not loaded recovering vessel in sandbox now prints a recovery message bounce suppression for the reset button gui added
  10. Thanks for your reports! The bug with the killed Kerbals has been fixed in v0.2.01. I have added a function, which allows you to change the main vessel, within 10 sec after separation. Just switch to the vessel which should be the main vessel. I am afraid i can't do anything against that. The plugin doesn't effect the physics of the game. It uses the quicksave and quickload function of the game to switch between the stages. Please check the "write debug messages to log file" option in the settings, then try to recreate the bug and send me the log file. This makes it a lot easier for me to understand what is going wrong! Thank you!
  11. Update v0.2.01 released change log: compiled with 0.25 x64 stock toolbar support added "Jump back to Separation" button is now dependent to the settings in the debug toolbar (Quicksave & Quickload) all non staged vessels are all listed as separtated (no more undocked listings) recovery message now lists parts and resources after separtion the main vessel can be changed for 10 sec ("Focus Next Vessel", "Focus Prev Vessel") bug fix: kerbal in main vessel killed, while flying separated stage, leads to rep loss in main save bug fix: closing the plugin using the toolbar kicks you not to the main save bug fix: reading empty save file entrys = nullreference exception If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you!
  12. Would be great if you could check the "write debug messages to log file" option in the settings, recreate your bugs and send me the log file. This would make it a lot easier to me, to find out what's exactly happening. Thank you!
  13. Are you landed/ on the launchpad or during flight? If you close the window during flight the plugin deactivates. You can reset it when you are landed or again on the launchpad. There is a bug in the game itself. If you load a ship under an altitude of 22 km, the objects which would be in physics range will be deleted by the game, like they where not in physics range. http://bugs.kerbalspaceprogram.com/issues/2429 If you load a ship over the 22km the nearby vessels will be there.
  14. Update v0.2.00 released BEFORE UPDATING FROM v0.1.xx TO v0.2.00 DELETE THE FOLDER "PluginData" INSIDE "GameData\FMRS" ! change log: settings window added ("s" button next to the "_" button) auto engine cut off for dropped vessels added (auto) recover function added (returns stored science data an funds) tracking for killed kerbals added (kill kerbal while flying dropped craft = reputation loss) recovering crafts and killing kerbals generate messages changed window style, layout and resizing text box for recovered vessels added recognizes stages with RealChute as controllable window is now clamped inside the screen revert to launch button is now dependent to the settings in the debug toolbar save file structure changed bug fix: window disappears after decoupling before launch bug fix: plugin doesn´t resets after revert to launch (to a not on launch pad launch) various smaller tweaks to support the update If you encounter any bugs: Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file. Thank you!
  15. Update v0.1.04 released Thanks to the log file of hapaxLegomina, i was able to fix a bug. There was a problem loading the window position values from the save file, if the values haven't been whole numbers. I guess this bug doesn't apears on windows systems. change log v0.1.04 compiled with 0.24.2 x64 reset window appearance modified (current vessel must be commandable and no flag, kerbal or debris) moved toolbar init form Awake() to Start() routine changed convertion of the window postion values Please let me know if this fixes your problems.
  16. Thank you for the log. That helps me a bit. What makes me wonder is that I only see a few log entries from the plugin. Have you set _SETTING_Debug = true in the save.txt? There should be much more entries if this setting is set to true. I will have a look at it, but I can't promise anything. Mod to Mod interactions are mostly difficult. Yes, I'm working on a new version. But as already mentioned, I,m really busy currently. So it can take a while till the next release. According to your issue with the window no longer popping up. Clicking the button on the toolbar closes the plugin, not only the window. So you only get a new window with your active vessel in the states prelaunch and landed. Could this explain your issue?
  17. Thank you for testing! I will try to figure out what could have gone wrong with the toolbar. I plan to make a update when 0.24 is out. But it could take a while, because i am currently quite busy.
  18. First. Thanks to all of you, for your great feedback! I´m glad that you like my work! Is the FMRS button in the toolbar visible? If it the FMRS letters are green the plugin window should be visible, if you are on the launchpad or your current vessel has landed on a surface. If not try to disable it with the toolbar (letters are red) and the enable it with the toolbar again. If it is still not there, the stored window position is maybe out of your KSP window. I will add a function in future versions to prevent this. You can fix that by changing to the main menu or close KSP. Go to the folder GameData/FMRS/PluginData/FMRS Open save.txt and set _SETTING_Window_X and _SETTING_Window_Y to 0. The "Arm" button is right next to the "_" and "X" button. No. It only saves after stage separation. Just like quicksaving. If you jump back to the separation it loads that save file. After you have landed and jump to a other vessel it merges your landed craft to the main save file.
  19. Does it allways don´t work with the same craft? Or appears it sometimes and sometimes not with the same craft? Which mods have you installed? Do you have any mod part on that craft? Is there a mod which also shows a window?
  20. Update v0.1.03 released changes the plugin now can be reset, to preflight, if the controlled vessel has landed on a surface window height adapts to displayed content fixed an issue with the manual activation of decouplers by mouse click scene change (other scene than flight scene) now closes the plugin
  21. That would be great! In the next version it will be possible to reset the plugin. That means that you can land your rocket, refuel / reassemble it, reset the plugin and then start again with the armed FMRS. So i recommend to wait for the update. I guess it will be finished till the weekend.
  22. Hi there! I am back and currently working on a new update! I found a on youtube.FMRS appears at 15:30 I guess you have been under 20km of altitude. Under 20 km the nearby vessels are deleted due to a KSP bug. If you are above ~20 km, all separated boosters will be there after loading and you can use your Burn Together plugin for landing. I have tried that and had no problem with it. Means no kerbal ended up MIA.
  23. That'll be awesome! I tested the plugin out with my falcon heavy ish craft. It works very nicely. But please be patient! I'll be out of town for 9 days, from now. Maybe i can read forum posts, but i will not be able to make any update. Meanwhile have fun with it!
  24. Yeah, its important to handle this if you want to reuse spent stages without recovering them. (Redocking and refuelling on the ground) Decoupling with docking ports now works with v0.1.02. Restarting a rocket, with the plugin, which has been refueled will not work currently. Because the plugin only resets at the launch pad. But i will implement a solution for that.
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