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Everything posted by JPLRepo
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The Grand "Imgur albums/links are broken" thread.
JPLRepo replied to Bloojay's topic in Kerbal Network
Um, Single Imgur images can be pasted straight into the forum if you use the "Direct Link" from Imgur - which has always been the case and still works. This thread is about the problems with posting Imgur Albums into the forum. Which is broken, and has been temporarily disabled. -
Yep It's a bug. Will fix in next release. https://github.com/JPLRepo/AmpYear/issues/37 There is a bug with ModuleCommand in the current release version, and that part from USI Sounding Rockets is using ModuleCommand. Will be fixed in next version. https://github.com/JPLRepo/AmpYear/issues/25
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The Grand "Imgur albums/links are broken" thread.
JPLRepo replied to Bloojay's topic in Kerbal Network
All I see is a white box with a black border. -
Changing the building upgrade level?
JPLRepo replied to Angelo Kerman's topic in KSP1 C# Plugin Development Help and Support
I think you need to be looking at the SpaceCenterBuilding class instead. You need to probably iterate the destructible array that is part of this class for each building and call the Reset method on each, and then setNormLevel. I'm guessing your issue with the Highlighting is tied to the GUI and the fact that you are not triggering this via the UI, I suspect it is therefore not doing something to the UI that you are missing which is causing that issue. So the Tooltips? are not working when you over over the Facilities after you do this? What about the Building Picker? (the icons down the left side). The timing could also important here.. are you doing this in the Spacecenter Scene? After Awake? If before, timing will be an issue. -
Changing the building upgrade level?
JPLRepo replied to Angelo Kerman's topic in KSP1 C# Plugin Development Help and Support
what are you trying to do exactly? I'm confused what you are trying to do? You are reading the current level of each Upgradeable (although there is an easier way see below) and then trying to set the level to the same value and then save the game? Not sure I understand why you are doing this? The ScenarioUpgradeableFacilities is automatically persisted to the save file already? BTW: ScenarioUpgradeableFacilities.Instance.GetFacilityLevel(SpaceCenterFacility enum value); will get the current facility level for whichever SpaceCenterFacility you pass in (it's an Enum). -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
The input lock is to prevent click through. Not sure why it's not working as it's the same code I use in all my mods. I'll take a look as I can understand how that would be annoying, but next version it will become very relevant. All will be revealed then. In the meantime The correct action is to clear the input locks in the debug menu. -
internal static bool IsModInstalled(string assemblyName) { Assembly assembly = (from a in assemblies where a.FullName.Contains(assemblyName) select a).FirstOrDefault(); return assembly != null; } Returns true if the passed in string matches a loaded assembly name. eg: Bool IsEveInstalled = IsModInstalled("EveManager"); Sorry for the formatting. This forum software is not phone friendly
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
A new contract appears as a flyby world first. With the latest CC and RB. I don't think you will get another in that save until you complete the Duna one (or decline it) -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Yes but is this still the same save you sent me the other day? the Contract has already been generated in older versions of CC and RB.... I need a new occurrence. -
Cool! and does KSP load your Internal Space and it all works?
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Yeah - just not sure PartTools will create a mu with no meshes, etc. Never tried it.
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I think what SpannerMonkey was suggesting is just define an empty Transform for the seat and an empty Transform for the Camera. Export that as a mu for the internal. (Assuming PartTools lets you do that). and define that as a Internal.cfg then add it to the part.cfg as InternalSpace. If the PartTools doesn't work with just the transforms you might need to look at adding a bubble mesh around it that is transparent (so you can see through it to the outside).
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You will need to defin your IVA as InternalSpace in your Part config file as well.. If that is going to work.. Not sure it will or not, but let us know
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[WIP] Nert's Dev Thread - Current: various updates
JPLRepo replied to Nertea's topic in KSP1 Mod Development
I'm working on something that will allow fully integrated custom KSC facilities. Upgradeable/Destructible. Currently for one of my own mods. But I plan on probably(TM) making it something more, or at least sharing the knowledge. Have to wait for KSP 1.2 to come out first. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
V1.8.1 Released. See OP. Improves integration with Contract Configurator. If you are not using Contract Configurator then there is nothing else to see in this small release, but I have HUGE plans for an upcoming update once KSP 1.2 drops. @Brigadier - I could not find the problem of you Flyby World First contract and could not replicate it. I have left the bug open and on the OP. If anyone else has this problem or if you are able to reproduce it then please capture and send my your logs and save file from the Game session when you get a World First Flyby contract for a Body that should be Un-discovered so I can investigate further. -
Updated Background Processing to re-factor @jamespicone updates and improved RayCasting (courtesy @ShotgunNinja) V0.4.4.0 Available on Github here (hoping jamespicone comes back and updates all the other links, otherwise I might just have to start new ones). Background Processing will do exactly that for Electric Charge background processing of: Solar Panels, Command Pods, Generators, and any other mods that use this mod (like my DeepFreeze mod). Will maybe look at adding ResourceConverters as that would be nice to have as well.
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Loading screen hints
JPLRepo replied to THX1138's topic in KSP1 Suggestions & Development Discussion
My LoadingTips mod might be able to use those. I know this is for sugestions for the stock game, but it's probably going to be a while, like never before the stock ones got changed, as it would be a nightmare to maintain. @Deimos Rast is the curator of the Community Loading Tips list that he is in the process of putting together. -
Answer- 1) No - What is the Dawn ION Engine? and what fix? There is no Bug report on Github. I don't even know what part you are talking about. what mod is it from? 2) What is your request? You want the surface darkness time displayed in the Dark-Side window?
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Well if you are so insistent on saying you are running 64 bit KSP why are you supplying logs that are from 32 bit KSP? Your log: [KSP Version]: 1.1.3.1289 (WindowsPlayer) ==================================== If you were running 64 bit it would say: [KSP Version]: 1.1.3.1289 (WindowsPlayer) (x64) ============================== Sorry but either you are NOT running 64 bit, or you are supplying the logs from the WRONG folder. Here is how it works: KSP.exe - if you run that - it's 32 bit. KSP_X64.exe - if you run that - it's 64 bit. 32 bit logs are in \GameData\KSP_Data 64 bit logs are in \GameData\KSP_X64_Data ...and the crash in your log confirms you are running 32 bit KSP.exe: Crash!!! SymInit: Symbol-SearchPath: '.;C:\Users\hugob\Desktop\KSP_win;C:\Users\hugob\Desktop\KSP_win;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'hugob' OS-Version: 10.0.10586 () 0x300-0x1 C:\Users\hugob\Desktop\KSP_win\KSP.exe:KSP.exe (00DC0000) and 32 bit RAM limit is NOT 1GB as you claim. Do the maths. It is 2^32=4GB Under 32 BIT you will usually run out of RAM anywhere between 3-4GB running KSP. If you are going to continue raging and not listen to advice, I'm done.
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Issue with Contracts
JPLRepo replied to Ksp Slingshooter's topic in KSP1 Technical Support (PC, modded installs)
It means your install is full of old versions of mods and duplicates. Up to you how you want to handle that. I recommended you start clean with a fresh install. but you can go through manually cleaning it all up if you know what you are doing. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
JPLRepo replied to nightingale's topic in KSP1 Mod Releases
I think it's an RB issue. The contract in question is a stock World First contract.https://github.com/JPLRepo/ResearchBodies/issues/14- 5,213 replies
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
JPLRepo replied to JPLRepo's topic in KSP1 Mod Releases
Ok I think I know what is going on here. bug report raised: https://github.com/JPLRepo/ResearchBodies/issues/14