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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. GameEvents.OnCrewTransferred fires immediately after OnCrewOnEva and contains the PCM
  2. Yes I think this one might have slipped through. Try this and let me know how you go. So try using: textObj = InternalComponents.Instance.CreateText("Arial", fontSize * 15.5f, textObjTransform, "", Color.Green, false, "TopLeft"); This creates a TMPro text element using the base underlying method (that you were calling) but also adds the TMPro text element. You don't have to set textString, color, etc on the initial call other than a default. You can adjust the text element on the InternalText that is returned through the textObj.text field - which is a TMPro text element. eg: textObj.text.enableWordWrapping = true; textObj.text.color = Color.Red; textObj.text.text = "This is a test string"; The following are valid Values for the last variable in that call which is the TextAligment: "TopLeft", "BottomLeft", "MidlineLeft", "Left", "Center", "Top", "TopGeoAligned", "CenterGeoAligned", "BottomGeoAligned" (EDIT) - Just to explain why. The base method JSI was using used to work and now doesn't because of the font changes for Localization. If you still have alignment issues let me know and I can take a closer look. I'm guessing because I only quickly looked at it but I think the problem is enableWordWrapping = true by default. try it with it set to false.
  3. Yep this confirms it in your log: FileNotFoundException: Could not load file or assembly 'BackgroundResources, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. at Tac.LifeSupportController.ConsumeResources (Double currentTime, .Vessel vessel, Tac.VesselInfo vesselInfo) [0x00000] in <filename unknown>:0 at Tac.LifeSupportController.FixedUpdate () [0x00000] in <filename unknown>:0 CKAN you said you used to install it? So CKAN is not installing TAC LS correctly. You will have to take that up with the CKAN mod. If you download TAC LS via one of the three links in the OP and install TAC LS manually it will work fine. This is because I have included new files in TAC LS to do background resource processing, and CKAN needs to update it's metadata (which I do not maintain).
  4. I just realized you said you installed using CKAN. Can you install it without CKAN and see if that fixes the problem please? My money is going to be on CKAN not doing the right thing.
  5. The log file is empty... Can you describe a bit more? So you clean installed 1.3 with TAC LS. You built a ship and launched it... and you are seeing no resource consumption on the vessel?
  6. I've published a continuation of this mod.. Should @SirJodelstein return I will more than willingly hand it back over to them.
  7. Persistent Trails. Document your epic journeys! Fly in formation! Race your friends! Paint the skies! Features: - Vessel geometry track replay. Optionally with physics colliders (so you can crash into the recorded vessels). Optionally with playback looping for continuous motion. Or with Fast-Forward. - optional direcitonal markers - "continue track" function allows to resume a previously recorded track - add "log entry nodes" to a track to have georeferenced labels on your track - fully customizable style - Each track is stored in a separate file for easy sharing This is a continuation of the original Persistent Trails mod (original thread here) As per the MIT license, the license continues to be MIT. Should the original author re-appear I will gladly hand this mod back to them. Formation flying (with track line visualization switched off) DOWNLOAD For a comprehensive version checking experience, please download the KSP-AVC Plugin Source Code on GitHub here If you like my mods and you want to show your support, then you can support me on Patreon: Install Instructions: Completely delete any previous installations of Persistent Trails from GameData before updating from a previous version. As of V1.5 the install folder location has been changed. Please ensure you remove \GameData\PersistentTrails folder if you have one in your install. You can copy your craft and trails files from previous installs into the new install location. Un-zip into your GameData folder. Download from SpaceDock, CurseForge, or GitHub SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least Consider pledging to keep SpaceDock going if you use it. Support: Known Issues: Sometimes spawned ghost/replay vessels are created orientated incorrectly. Returning to the Space Center and then back to flight mode is the current work-around. Some animated parts spawn on ghost/replay vessels deployed. Be a COOL PERSON and help me by raising bugs and feature requests on GitHub here. For support please ensure you are following these instructions. From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps. NO LOGs = NO SUPPORT. When I ask for a LOG I mean this LOG: Windows: C:\Users\<username>\AppData\LocalLow\Squad\Kerbal Space Program\Player.log - This folder is usually hidden so you should enable the view hidden folders option (more information). Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs/Unity/Player.log Linux: The log is written to ~/.config/unity3d/Squad/Kerbal Space Program/Player.log Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. ChangeLog: Current Contributors (V1.3 above): @JPLRepo - All codes changes, packaging, support. Original Contributors (up to V 1.3): @SirJodelstein @Snjo
  8. Oh I see. yes that's completely doable. and... done. (edit) assuming 3 decimal places is sufficient.
  9. Correct. But you can write a mod to change/swap the internalmodel. In fact a number of mods do this already.
  10. Which dialog are you referring to? Just updating this for 1.3 and looking at those couple of bugs from last time. Think I'll open a new thread for this mod as well seeing how @SirJodelstein hasn't been back to the forums since Sept last year.
  11. It has come to my attention there may be an issue with EC consumption at high timewarp (again) - I am Investigating. http://forum.kerbalspaceprogram.com/index.php?/topic/161333-quick-tac-life-support-question-glitch-or-dumb/ TAC LS uses the Community Resource Pack (CRP) for definition of the resources it uses. If you send me the translations (assume it is one of the supported languages for KSP 1.3?) I can get CRP updated. If on the other hand you are wanting this information so you can just change the language for your own purposes (or a language that isn't supported by KSP 1.3, then you have to change the resource definitions in your own install.
  12. Nearly finalized on Ability to highlight parts from the part list. First you are able to select your own highlight color for EC production parts and EC consumption parts in the settings (Ampyear button at the KSC) via two new R,G,B sliders. You can also highlight/un-highlight individual parts in the Parts List in both the VAB/SPH and in Flight. There is also a new Highlight/un-highlight all button for each as well. (pics in spoiler - NOTE: UI Colors not final)
  13. Yeah this is a known issue from the past with EC consumption and timewarp. I've got some ideas already on how to tackle this and a few options. I'll try them out and come up with the best solution and let you know.
  14. Under what version of KSP? Working fine for me under 1.3. Logs please.
  15. I've added support for the Kopernicus solar panels. And I've been working on part highlighting (See pic in spoiler)
  16. It's a reported bug for 1.3. autoPersistence if true will persist the variable into the sfs save file and reload it for you automatically.
  17. Nope. This looks like a bug... Can you provide a bit of info or a save file? Was the vessel launched and looked good? did you leave the vessel and come back and it was showing this?
  18. Oh.... new version of the free TMPro. Was worried about that. Hmm. Ok. Will do something like this for an update.
  19. As long as you follow the license and include a copy of the TAC license with your mod.
  20. The idea of the new parttools is everything should work in 5.4.0p4. No need for the old one. So I will take a look at it again see if it works for me.
  21. Will have to take a look at it. It should be 5.4.0p4 (for the latest part tools). Did you try restarting Unity? and if so do you still get those errors?
  22. That's a very kind offer... you could be very busy... I have 10 mods that need translation. Can I ask Spanish - Spanish? what dialects of Spanish?
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