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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Your log says you are using KSP 1.12.3, I'd suggest upgrading to 1.12.4, at least, if not 1.12.5. Nothing big, just good to be on the latest version Some of the cameras need other mods installed. But the fact that your docking cameras are working is a fairly good sign You do have a lot of mods, are you sure it's not just a matter of the cameras not being available due to your game progression? The log file doesn't say anything about what game mode you are playing in. I'd suggest doing the following: 1. Start the game into a sandbox mode, see if the cameras are there 2. If they are, then you just have a science/technology issue 3. If they aren't, then first delete the entire HullCameraVDS directory, boot up and verify the following: a. No docking camera shows up b. No reference to any of the hullcam cameras are in the log file 4. Then, install the mod, start up in sandbox and check again
  2. Would help to know which two cameras you are seeing
  3. As @JadeOfMaar suggested you should also change the name of the namespace in the code. No need for that language there, it ends up in the DLL and just reflects badly on the game
  4. Might be nice to make this optional, via a PAWentry, I can envision times when you would want it occluded until some parts were let go
  5. I prefer the Player.log. not home right now will look later How did you install it?
  6. I was thinking, it's possible thatUCR can merge two acus into one, I'll take a look and let you know Ok, I just looked, Universal Control Remapper DOES have the ability to merge two axis into one output axis. You can get it here: https://github.com/Snoothy/UCR (license is MIT), it's free
  7. No, you are thinking that roll is two axises. It's not, it's a single axis. You can set a single trigger to control the roll left and right, with the center being neutral, but what you are asking for is to have the left trigger roll to the left, and the right trigger roll to the right. Can't be done, not with this mod, not with the UCR utility I mentioned earlier. You want to combine two axis to be as one Sorry
  8. Valentia woke up and stretched.. It was a long mission, but finally was in radio range of the station at Eve. She turned to the other Kerbal in the spacecraft, “Hey Jebediah, can you turn on the radio to see what’s playing?” Jeb took a swan dive and did a mid-cabin somersault to get to the radio, grabbed hold of a stanchion to stop his movement, and turned on the radio, and tuned through the static. “Val, there are 3 stations, I’ll turn on the clearest station”. The sounds of the station wafted through the air, relaxing both travelers. KPRS is a set of parts which will allow you to build a transmitter tower and allow you to receive radio stations throughout the Kerbol system. The contents of the various radio channels are supplied with the mod, although you are able to create your own channels from static files if you like. Usage Create one or more transmitters A radio station will consist of the following: Antenna tower, either the composite or the individual pieces constructed on site. Taller antennas will have greater range. A transmitter box (Note that a transmitter box uses 10 ec/sec) Power supply. Will need to be able to supply the needs of the transmitter box(es) and amplifiers Optionally one or more amplifiers (each amplifier also needs 10 ec/sec) Create a radio station. There are three antenna parts, which can be stacked on top of each other to make a taller tower, the taller it is, the greater the range. There is also a composite antenna, which consists of all the antenna tower parts together which will animate to be raised. To increase the power of the transmitter, attach multiple TransmitterBases to the antenna Once placed, right-click on the transmitter base to open the PAW, and then click the button to select a channel After selecting a channel, you need to activate it, again by right-clicking on the transmitter base to open the PAW and click the activate button Note: The transmitter box by itself has a very limited range. You need to add an antenna tower to get decent range. Receive radio broadcast To receive, you need an antenna. Currently all antennas have the ability to receive radio broadcasts, including command pods with built-in antennas. Also, currently unmanned vessels also allow the receiver to be used Once on a vessel, click the radio button to open the radio panel All active channels are listed in the scrollbox. Click on a channel to select it. The five buttons right below are to save selected channels. Right click on a button to either clear or save the current channel To turn the radio on or off, click the power button on the left, the led to the left of the button will toggle between red for off and green for on The lettered buttons currently are not implemented. The dial at the right is the volume dial. You can adjust the volume either by clicking on the dial, or by using the ^ and v buttons just to the lower left of it Availability Source: https://github.com/linuxgurugamer/K.P.R.S Download: https://github.com/linuxgurugamer/K.P.R.S/releases or https://spacedock.info/mod/3504/Kerbal Public Radio Service (KPRS) License: CC-BY-SA Dependencies Click Through Blocker ToolbarController SpaceTuxLibrary ModuleManager TODO Receivers are now using EC, still need to be tuned Background Processing regarding EC usage on the transmitter stations has not yet been implemented Would be nice to get more radio stations Need to add Ease-in/Ease-out for going EVA, coming back from EVA, changing vessels Acknowledgements Original Idea suggested by @AtomicTech Radio made by @AtomicTech Audio file wrangling managed by @AtomicTech Code written by @linuxgurugamer Toolbar button made by Flaticon.com Shuffle icon made by https://www.freepik.com Tower models made by @Wyleg Additional model work done by @AlphaMensae Note for Streamers Some of the audio streams may trigger copyright claims, so be aware that you might have a problem with them. I did get full permission for the audio stream I got from Steve Lehto, but there are others, I've been told that these (Gaia, Oceans of Time) may be issues Support The Logs These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. DON'T paste the entire log into a thread post! That unnecessarily bloats the thread. Here is where you can find the log: Windows: %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\Player.log Mac OS X: Open Console, on the left side of the window there is a menu that says 'Reports'. Scroll down the list and find the one which says "Log Reports", click that. A list of files will be displayed in the top part of the window, in there will be Player.Log ( Files>~/Library/ Logs>Unity>Player.log ). Right-click on it and select "Reveal in Finder". Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
  9. Got a chance to look at this, I realized I misread some of what you wrote. First, KSP doesn't support most controllers, especially if they are using DirectInput (that includes the XBox controller) To set the left trigger, you need to realize that the trigger is most likely seen as an axis (ie: not a simple on/off). And, the roll setting is only a single input. So, since you have two triggers, you can't directly use them as inputs for roll You would need to use an outside software package, such as Universal Control Remapper (https://github.com/snoothy/ucr/wiki) which can remap an axis to a button, once you do that, you could then use ABFW to map that button to what you want
  10. This sounds like a limitation of KSP. I don't have an XBox controller, so I can't do anything. I do have an old MS controller for pc which looks like an xbox controller, I'll see if I can replicate this, but it will take a few days
  11. Aye aye! I'd love to have this! Do you mind sending it to me via discord? Thought I did, sending it now I'm not a CKAN wrangler and I'm not quite sure how to fix that... Maybe @HebaruSan might know? This sounds like a bad zip file, I looked at it, and the zip file DOES have both the RestockWaterfallExpansion AND the SotckWaterfallEffects folders there
  12. New release, 2.7.2.1 Fixed typo for Start sound Fixed issue when trying to authenticate when not on first screen
  13. New release, 0.8.1 Fixed checking for availability of call to US2 to outside mod to avoid FileNotFound exceptions You need to disable the shroud on the engine, this mod can't do that, and I'm not going to add that, because sometimes you may want both shrouds. It's a single right-click on the engine @NaviGPlease ping me next time so I'm aware of this, because you didn't ping, I didn't know about it until it happened to me
  14. This was solely a problem with the toolbar, because this mod does some odd stuff. Just fixed and released an update to the toolbar, version 1.8.1.1
  15. New release, 1.8.1.1 Disabled log spam of unnecessary warning and info messages
  16. What about if it's enabled on both? I've been able to replicate this, you can ignore it, but I'll get an update out soon to fix it
  17. Ummm, you should read the whole series. It's far future, the dV stuff, acceleration, etc are all vetted by a team of outsiders. That team discusses various things about the storyline, including ficitonal elements like that. Keep in mind that there is also pure fiction in most if not all science fiction. After all, the term "Science Fiction" specifically says the word "fiction". All good science fiction relies upon a "suspension of belief" in that there is always something which is pure fiction, whether it be light speed, shields, etc. But in the early part of the series, they were doing single missle combat, and the shields weren't that effective, over time (the series is more than 25 years long, from the time the first book was printed to now), the technology in the series has improved due to R&D
  18. I suggest you take a look at the Honor Harrington series, by David Weber. Lots of good info there, some of the books have good discussions about this subject
  19. New release, 0.0.3.2 Added "Notes2Log: " prefix to notes to make it easier to find in log file Added missing title line print to log
  20. Where did you get those numbers from? I don't see it in the post
  21. Probably this: DATA { type = bool moonsReached = @mun.HaveReached() || @minmus.HaveReached() dunaReached = @duna.HaveReached() || @eve.HaveReached() }
  22. While the part models might be able to be converted, the configs are not and will never be portable
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