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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Would it make any difference to use this on a higher-end system? and if so, any suggested values for it?
  2. Wan't actually an update yet, just told Spacedock. There are some texture issues with 1.12, will be fixing that in a few days
  3. It downloaded, but still very unclear as to what's happening. Going back to the first log file, what strikes me is that this: Uploading Crash Report ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <9577ac7a62ef43179789031239ba8798>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Collections.Generic.List`1[T].RemoveAt (System.Int32 index) [0x00009] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.FlagDuplicatedPlugins () [0x0015e] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at GameDatabase+<LoadObjects>d__90.MoveNext () [0x00194] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() is happening at the very top of the file, and NO other assemblies are being loaded. Normally I'd expect to see lines similiar to the following: Note: The blank lines and lines which refer to Debug.bindings.h are also removed: 100 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_Career-JNSQ - Copy\GameData\ModuleManager.4.1.4.dll 103 AssemblyLoader: KSPAssembly 'ModuleManager' V2.5.0 106 Load(Assembly): 000_AT_Utils/Plugins/000_AT_Utils 109 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_Career-JNSQ - Copy\GameData\000_AT_Utils\Plugins\000_AT_Utils.dll 112 AssemblyLoader: KSPAssembly 'AT_Utils' V1.9.0 115 Load(Assembly): 000_AT_Utils/Plugins/001_AnisotropicPartResizer 118 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_Career-JNSQ - Copy\GameData\000_AT_Utils\Plugins\001_AnisotropicPartResizer.dll 121 AssemblyLoader: KSPAssembly 'AnisotropicPartResizer' V1.4.0 124 Load(Assembly): 000_AT_Utils/Plugins/002_MultiAnimators 127 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_Career-JNSQ - Copy\GameData\000_AT_Utils\Plugins\002_MultiAnimators.dll 130 AssemblyLoader: KSPAssembly 'MultiAnimators' V1.2.0 133 Load(Assembly): 000_AT_Utils/Plugins/0_00_AT_Utils_UI 136 AssemblyLoader: Loading assembly at R:\KSP_1.12.0_Career-JNSQ - Copy\GameData\000_AT_Utils\Plugins\0_00_AT_Utils_UI.dll 139 Load(Assembly): 000_AT_Utils/Plugins/CC.UI So as much as it's going to hurt, I think you have something left over in the Steam directory which is causing problems. You need to do the following: Open Steam and browse the local files MOVE the entire Kerbal Space Program directory out of the Steam folder somewhere else Tell Steam to verify the files, it will reinstall the entire game since it's been moved. I strongly suggest you copy the updated game somewhere else, and use that new copy for your gaming Open CKAN, make sure it's pointing to the directory which you are using Install the mods, 10-12 at a time, and after each group, start the game and make sure it starts Once you've gotten all the mods installed, copy the save dir from the old directory to the new directory
  4. Is it causing you a problem? This mod unfortunately does generate exceptions.
  5. How did you install it? Did you install the dependencies? If you are still having a problem, provide a log file as described in my signature
  6. Explain, please. OS, other details would be useful Same problem. Where did you upload it to, the one on Spacedock is still the same one
  7. It is, I just downloaded it, Windows zip couldn't open it. However, 7Zip was able to open it How did you create the zip file?
  8. Getting the following error in a 1.12 install during the initial startup of the game: 2397 [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager' 2400 Uploading Crash Report 2401 NotSupportedException: The invoked member is not supported in a dynamic module. 2402 at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <9577ac7a62ef43179789031239ba8798>:0 2403 at _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) [0x00000] in <e4b5582dab1d42df871d52053423f128>:0 2404 at System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () [0x00019] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 2405 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 2406 at _BuildManager._BuildManager.logVersion () [0x0005c] in <e4b5582dab1d42df871d52053423f128>:0 2407 at _BuildManager._BuildManager.Awake () [0x00000] in <e4b5582dab1d42df871d52053423f128>:0 Not really sure why, the code looks ok, but I'm going to guess it may be this code: Assembly buildManager = Assembly.GetExecutingAssembly(); String location = Path.GetDirectoryName(buildManager.Location); List<AssemblyName> assemblies = AppDomain.CurrentDomain.GetAssemblies().Where(x => Path.GetDirectoryName(x.Location) == location).Select(x => x.GetName()).ToList();
  9. Not ended, just completed. There will still be at least one if not more patches, and mods are still a thing
  10. Presenting the information in a usable manner is as always a problem, would be interested in seeing the solution. OTOH, this would appeal to a small niche of players. Most players depart fro, and return to, Kerbin
  11. New release, 0.5.0.9 Version bump for CKAN & Spacedock
  12. New release, 0.0.2.5 Fixed partVolumes.cfg getting deleted every other run
  13. Cant do that that, I'll have to make a new release . Will try to do that this afternoon
  14. Note: This page is complete, but please let me know if I missed anything Introduction The procedural dynamics procedural wing (pWing for short) is a wing piece that the user can procedurally manipulate, the wing automatically generates colliders and set its .cfg parameters accordingly. This is a new fork of the PWings mod, curated by Linuxgurugamer The mod had several different forks, with different additions and bugs, This fork merged all of these back together with all the features and bug fixes merged. See the Changelog.txt for details of changes in this version New repository is here: https://github.com/B9-Procedural-Wings/B9-PWings-Modified There is a large number of people who contributed, either directly or indirectly to this. An incomplete list is below, if I missed someone, please let me know so I can include them: @bac9 @DYJ @Taverius @ferram4 @xEvilReeperx @Snjo @Crzyrndm @01010101lzy @NathanKell @CarnationRED @Jebman82 @taniwha @jrodriguez @Me1_base Previous threads are (roughly in order) https://web.archive.org/web/20150831035904/https://forum.kerbalspaceprogram.com/threads/29862-0-90-Procedural-Dynamics-Procedural-Wing-0-9-3-Dec-24 https://forum.kerbalspaceprogram.com/index.php?/topic/94621-102-b9-aerospace-procedural-parts-040-updated-090615/ https://forum.kerbalspaceprogram.com/index.php?/topic/117236-13-procedural-wings/ https://forum.kerbalspaceprogram.com/index.php?/topic/175197-13x14x15x16x17x18x19x-b9-procedural-wings-fork-go-big-or-go-home-update-40-larger-wings Optional Patch There is an optional patch which increases the speed of the control surfaces. It's designed to work with the PatchManager mod Instructions Find the parts in the Aero section in the editor Press "j" to bring up the part settings On the sliders left clicking the buttons on either side will do a large increment change, right click for a small increment change and fine tuning An alternate texture is provided. You can also overwrite the texture if you wish A test aircraft is supplied with control surfaces setup including spoilers, levcons, canards, flaps etc. This aircraft functions in stock aero and with FAR use it as a guide or to test if the mod is functioning Dependencies None Availability Download: https://github.com/B9-Procedural-Wings/B9-PWings-Modified/releases Source: https://github.com/B9-Procedural-Wings/B9-PWings-Modified License: All licenses from the original mod apply to this fork, the plugin is MIT Recommended Mods (not required for Pwings to function) Atmospheric Autopilot (helps tame unstable aircraft designs) PWB Fuel Balance (helps keep the CoM in the same spot while using fuel) FAR (more realistic aero simulation for KSP, things tend to be less draggy but generally more challenging) OPT Reconfig (nice spaceplane parts to play with) Kerbal Foundries (has 4 types of procedural configurable landing gear) Textures Unlimited - The mod has textures for TU, but see the Recolour Depot for better textures Textures Unlimited Recolor Depot Features and Images Note: These images are compressed by the browser, download and view them in an offline image viewer to see all the detail Currently there is a TU (Textures Unlimited) config file, which, if TU is installed, will override access to the following textures. If you want to get these textures, delete the file: B9PWingsUnlimited.cfg from the GameData\B9_Aerospace_ProceduralWings directory
  15. Then maybe you are not finding the correct file, or not playing the right version of the game. ModuleManager, which you show in the picture, is NOT running in the log file you posted, which will cause endless errors. One thing you can look for is a folder in the main KSP folder called Logs. If that's there, zip up the entire contents and post that as well. That directory contains log files made by ModuleManager and several other mods.
  16. Hi all, We finally have a full release, available here: https://github.com/B9-Procedural-Wings/B9-PWings-Modified/releases/tag/0.43.0.8 I'll be starting a new thread for this tomorrow, just wanted to get this out there for you all ASAP
  17. New release, 1.4.11 Thanks to @tivec for this: Add scroll position for build plan window Thanks to @DarthPointer for this: Build Points of merged vessels is now calculated in a better way, now consistent with parameter name "Merging Time Percent". KRASH simulation was reenabling merge buttons for already-merged vessels.
  18. New release, 2.3.12.8 Moved drop-down button to the right to avoid a conflict with the new alarm clock
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