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Everything posted by parachutingturtle
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Hi! I'm getting a lot of these: [EXC 21:57:24.536] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.toggleCoronas () scatterer.SkyNode.UpdateNode () scatterer.Manager.Update () scatterer.Core.Update () Otherwise loving the mod, keep up the good work! Cheers.
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A really cool example of planetshine recently posted by Scott Kelly on the ISS: https://twitter.com/StationCDRKelly/status/612297716530565120
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@Adamantium9001: I guess your last example would be fine, but I haven't actually tried that kind of thing yet. You can test it easily though, and see if the save file contains what you want it to contain. I can't help you with that. I feel like this thread is the best place to get overlooked. If it's important, why don't you make a separate thread for it?
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The way of doing this would depend on wether you're writing a custom part (inherit from PartModule) or a plugin (inherit from MonoBehaviour). But in any case, you can't control when the game will be saved, so you'll need to store that time in a variable first, and set the persistent data whenever saving occurs. If you're in a plugin, you can do it something like this: void Start() { GameEvents.onGameStateSave.Add(new EventData<ConfigNode>.OnEvent(OnSave)); GameEvents.onGameStateLoad.Add(new EventData<ConfigNode>.OnEvent(OnLoad)); //(...) other startup code here } private void OnSave(ConfigNode node) { node.RemoveValues("MyCustomDataKey"); node.AddValue("MyCustomDataKey", "my saved data here (serialized)"); } private void OnLoad(ConfigNode node) { string[] vals = node.GetValues("MyCustomDataKey"); if (vals.Length > 0) { string loadedData = vals[0]; //do whatever you want with the loaded data here (deserialize, etc.) } } If you're in a PartModule, you just need to have a KspField (preferably a string or a number type), and store your value in that. Set it up like this: [KSPField(guiActive = false, isPersistant = true)] public string MyStoredData;
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hmmm, is this fix targeted at .NET 4.0 by any chance? I'm getting this in my .NET 3.5 project: warning MSB3258: The primary reference "Assembly-CSharp, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL" could not be resolved because it has an indirect dependency on the .NET Framework assembly "mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" which has a higher version "4.0.0.0" than the version "2.0.0.0" in the current target framework. and then a bunch of KSP types won't load error CS0246: The type or namespace name 'PartModule' could not be found (are you missing a using directive or an assembly reference?) (etc etc.) If I target .NET 4.0, it builds fine, but then KSP won't load my plugin. EDIT: recompiled the patcher for .net3.5 and it works like a charm
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[1.1] RemoteTech v1.6.10 [2016-04-12]
parachutingturtle replied to Peppie23's topic in KSP1 Mod Releases
Does anyone know anything concrete about the current state of RemoteTech+kOS working together? (I absolutely love these mods, and I have the utmost respect for their devs. But I wonder if the devs of either mod realize these two should really go together? Are they on speaking terms with each other?) The reason I'm confused right now is because this thread says "RemoteTech is not yet compatible" with kOS, but kOS 0.15.6 changelog says it "Fixes RemoteTech Integration". So what's the deal now? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
parachutingturtle replied to erendrake's topic in KSP1 Mod Releases
So does kOS work properly with RemoteTech now? I see it in the changelog, does this mean the execution of scripts will actually be delayed according to signal delay? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
parachutingturtle replied to shaw's topic in KSP1 Mod Releases
The wiki based its statement on science/EVA reports, but since I don't play career mode, I don't know. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
parachutingturtle replied to shaw's topic in KSP1 Mod Releases
This mod is great, i just have one issue: I have isAtmSuitEnabled enabled in the config, and my kerbals go on EVA in their IVA suits on Laythe. The config says "Spawn a Kerbal on EVA in his/her IVA suit without helmet and jetpack when in breathable atmosphere (oxygen + sufficent pressure).", but the wiki says Laythe air is not directly breathable.. (it has oxygen, but it may be too salty or something) -
These parts are absolutely great! My only problem is with the masses... really, the "Lean" connector corridor needs to be 5 tons?! same as the lobby and the others? also, IVAs would be really great! (but my dream is to have connected IVAs and IVA movement, obviously that's not gonna happen for a while.. )
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This looks great, i just have one question about the "installation". Wouldn't this be better as a mod on its own, one that could be used as a dependency in other mods? I mean, if multiple mods copy this dll into their Plugin folder, it'll be loaded multiple times pointlessly. (Sorry if this is a dumb question, i don't fully understand how mod dependencies are supposed to work in ksp anyway.)
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
parachutingturtle replied to TaranisElsu's topic in KSP1 Mod Releases
It would be really cool if the hydrogen generated by TAC water splitters could be used as LiquidHydrogen in Near Future Propulsion! Also, if Oxygen could be used as Oxidizer and vice versa -
thanks! yeah, it was left click. I guess this is because there is no IVA implemented yet?
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I love these parts! There's just one problem: the "F.L.A.T." container eats my Kerbals After boarding, the kerbal disappears from the bottom right list. He's still in the crew, i just can't select him to go EVA or IVA. All the other containers work fine. I'm using ksp 0.24.2 right now. Anyone else has this problem? Is there a fix? thanks