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JPLRepo

KSP2 Alumni
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Everything posted by JPLRepo

  1. You can't as the sounds are distributed as part of the Unity deployed game package. They are not individual files. The EULA prohibits you from touching them. To do what you want to do your only option IS to MM the sounds out of config files and replace them with others that way.
  2. What exactly are you referring to? Your post from 31 July? This mod is having a few maintenance issues (as per the three posts and wall of text you are referring to). From what I gather you are asking for permissions to use art assets from this mod (TACLS) to submit them to another mod (Kerbalism)? All I can ask is to be patient a week or two longer until we get TACLS back on track and we can talk about what you are wanting to do and what is the right thing to do. Send me a PM explaining in detail what it is you are wanting to do and let's see what the best way forward is. For everyone else, I am working with @danfarnsy on oganising the team to maintain and enhance TACLS going forward. I will be managing the releases and code drops as well as contributing in whatever capacity I have left to code changes (given I already have a lot of my own mods), but I do this because I am a user of TAC LS myself and love to play with it and don't want to see it suffer. @danfarnsy will be continuing on managing this thread and contributing code changes. Anyone else willing to contribute - whether that's as a coder, artist or even tester please send me a PM. Cheers.
  3. In discussions with @danfarnsy - we are working on a solution and setup to go forward with TAC LS.
  4. as TheDestroyer111 said. You have installed the mods into the wrong directory. The mods in question cannot find their Icon files as theya re not in the correct folders.
  5. You are missing parts for a mod you quite clearly didn't list in the OP. So either you installed and uninstalled mods which has left craft files in your save folder or you have done who knows. Thing is none of those parts are stock. Do either remove the craft files or install the mod's those craft files require.
  6. Click bait. Nothing more: nothing less. You click YouTube pays them. I won't be clicking.
  7. screenshots? what parts are missing? usually if you still load to load the ship it will give you a list of missing parts (that's if you are in sandbox mode). If it won't load or allow you to click load, I believe that occurs when you are NOT in sandbox mode.
  8. @Errol & I forget someone else I think asked. https://github.com/JPLRepo/AmpYear/issues/42 Raised with regard to the SemiSaturable Reaction Wheels issue. Will look at this next time as it will take some time I suspect to figure this one out. Again, for all, if you want a certain mod added or an issue to raise, doing so on GitHub will mean I will get to it sooner rather than later.
  9. That still won't work. As I said, ScanSat has changed the way it stores and processes EC. Until I update AmpYear it won't work. (But you're in luck - V1.3.6.0 fixes the issue). @elogateumsato - added your asked for feature. @Brigadier - try this version. V1.3.6.0 Released fixes above issue with ScanSat as well as adds DarkSide calcs for Surface of select bodies.
  10. Maybe you have missed the point. The original author is still working on it and updating it. He is around if you know where to look. Forking something actively being worked on, despite what licenses may allow, is just plain rude. It's been discussed in numerous places, and is just not the right thing to do when it has not been abandoned.
  11. It has a built in generator, and in the last version I re-balanced it all very nicely. So I would suggest you have something else going on causing your problem. What mods are you playing with? Can you supply a log please as per the OP instructions.
  12. Yep it appears new version of ScanSat 16.4 has changed how it works internally.Unfortumately I seem to have a bug which means it keeps repeating that log message over and over which is a shame otherwise it would just issue it once and disable ScanSat integration. Go back to the previous version of ScanSat and it should be ok until I can release a fix. https://github.com/JPLRepo/AmpYear/issues/40
  13. So it worked? That's Excellent. Sorry for a bit of a run around earlier in the week. I didn't sit down and actually think it through properly the first time.
  14. Let's go back a step. I believe what you are doing in your original code is the correct way to set the upgrade level of the facilities. I think the issue here is, in stock it does not set the level in that way during the game (only on scene load) and what is missing is reset of the ToolTip UI objects attached to the facility prefab. During normal gameplay the user initiates the upgrade via the GUI windows. I suspect by calling the setlevel function, the GUI is not being updated correctly to identify the upgraded building prefab. You said originally that highlighting and mouse-over events stop working on the upgraded buildings. What about the building picker icons? The icons down the left side of the space center. Do these still appear? and do they still work? I think what is missing here is by call setNormLevel you are skipping the GameEvents that trigger the UI SpaceCenterBuilding from updating. I think you actually need to call the SetLevel method of the UpgradeableFacility as it triggers the GameEvents. Try changing that bit of your code like this and see what happens: <snip - rest of code the same above> if (ScenarioUpgradeableFacilities.protoUpgradeables.ContainsKey(nodes[index].name)) { level = float.Parse(nodes[index].GetValue("lvl")); foreach (Upgradeables.UpgradeableFacility facility in ScenarioUpgradeableFacilities.protoUpgradeables[nodes[index].name].facilityRefs) { // You have to set your level to an in from the normalized value first, which is what setNormLevel does, but it doesn't fire the GameEvents level = Mathf.Clamp01(level); level = Mathf.FloorToInt(level * (float)(facility.MaxLevel + 1)); level = Mathf.Clamp(level, 0, facility.MaxLevel); //Now call SetLevel, which does fire the GameEvents using the int level value from the normalized value. facility.SetLevel(level); } } <snip - rest of code the same below>
  15. How about PsystemSetup.Instance.GetSpaceCenterFacilities(); - will give you an array of PsystemSetup.SpaceCenterFacility or PsystemSetup.Instance.GetSpaceCenterFacility("<nameoffacility>"); will return the single PsystemSetup.SpaceCenter
  16. This one has been flogged to death. Go read the thread. The author has already stated he's working on it. But you know? RL has to come first.
  17. What I'm saying is you can make your own sounds and modify them into most engines using ModuleManager.
  18. That's all been done before. @pizzaoverhead can chime in here.
  19. Interesting. I had a PartModule that was definitely not Enabled in the editor and was not running OnUpdate.
  20. PartModule.OnUpdate is only called if the PartModule is Enabled. This does not occur in the Editor for one. I believe the same goes for PartModule.OnFixedUpdate
  21. They are inside the unity deployed game files. You are not allowed to extract them without breaking the license terns. You are allowed to reuse them in mods using stock modules and config files.
  22. Yeah you see, this is what happens when you don't file an issue on GitHub it gets completely missed....
  23. V1.3.5 released. Compatible with Realism Overhaul and a bunch of bug fixes. See the changelog in the OP for details. EDIT: Forgot to mention in the ChangeLog, the KSPedia pages have been updated for the new SI unit display functionality.
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