Jump to content

linuxgurugamer

Bug Hunter
  • Posts

    24,940
  • Joined

  • Last visited

Everything posted by linuxgurugamer

  1. I found the problem there were a few more Unity calls which I missed. Fixing and testing, hopefully will be done soon
  2. Well, for now I'm forcing the Engineer's Report to go away and then reshow itself, seems to fix the issue. Just is annoying that it flashes. If anyone has any bright ideas how to fix this, Please let me know
  3. Does it actually reach the main menu? I'm thinking that maybe it gets to the main menu too fast, and the thread is orphaned. Problem with that scenario is that with my 195 mods, it gets to the main menu and continues to look for mod info and eventually completes Edit: Well, running it without any mods, seems to trigger the issue, so at least I have something to test with
  4. Hmm. Looks like I missed some threading calls. Unity is not thread safe, I thought I had gotten them all. Working on it now Not that, I had replaced the Unity http call with a System call becuase of that
  5. That's odd, because I'm testing it with 195 mods, and it does get through all of them.
  6. Actually, it makes sense. If the parachutes were deployed, and THEN he ran out of fuel, it could be argued that there weren't any REMAINING undeployed parachutes. If this is so, then @Nereid you need to check to see if there are any deployed and active parachutes
  7. There is another mod called EVA Struts. Not quite the same thing, but together with KIS you can put struts wherever you want
  8. I'm trying to find a strange bug in my SRB mod. It seems to be specific to keeping the engineer's report open while building. If I put a singe part down, the mass in the engineer's report is fine; for example, just an SRB segment. The segments have three different variants, each of which has a different length, and you can cycle through them. The motors are similar, they can either have a segment or not. When I put the two of them together, and change the variants on either, the mass in the engineer's report seems to not be updated properly. Simply hiding and showing the report again fixes it. But somehow it's not getting updated properly. Anybody know of a way to force the engineer's report to update it's data? I suppose I could toggle the button, but that seems kind of silly I am calling the following to change the dV of the motor, but there isn't anything to call to change the mass: GameEvents.onChangeEngineDVIncludeState.Fire(this); Edit: Just noticed that the height is being updated properly, it's only the mass which isn't
  9. New release, 0.5.31.4 Fixed bug which occurred when leaving the editor while the selector window was open Added cost adjustment ability, accessible in stock settings page I've had comments in the past the the costs were too high. I added the cost adjustment to address this without changing any existing configs
  10. New release, 1.9.2.1 Thanks to GitHub user @mwerle for these fixes: Fix for StageRecovery failing to recover certain stages. Change a couple of error logs to info logs to stop log spam.
  11. @Kerbas_ad_astra is working on it. He is optimistic, but doesn't have a timeline yet
  12. Stage Recovery works with liquid propulsive landings. The difference between the two is that Stage Recovery does it for you, FMRS you do it yourself
  13. Neither. The one which is labeled Download, top right, just below the blue banner This is why as a modder I always recommend that people use CKAN. I've never had a problem of it making a mistake installing any of my mods or anyone else's
  14. If you are installing by hand, then you should download it from here: https://spacedock.info/mod/219/StageRecovery It sounds like you copied the GameData from the source, not the release. ModuleManager is not required for this mod. If you are still having problems, a log file will be required. Pictures of directories does not show what's happening in the system, or if certain files are even there
  15. Is this a Steam install? If so, then you might have left over files from previous mods which may not have been fully uninstalled You need to follow these instructions to fully delete all files from the game: Open Steam, select the Library tab Find KSP, and right-click on it, select Properties Click the tab labeled Local Files Click the button labeled Browse Local Files Delete all the files shown, then close the window Click the button labeled Verify Integrity Of Game Files That should clean everything out, so now go ahead and install the mod and try again
  16. @RealKerbal3x look out the open doors of either building, at different times of the day and night
  17. Ok, I'll look into it. Can you send me a list of mods and if possible, a save file to test with?
  18. Probably something to do with the update I did to fix some other bugs. I'll see if I can get an update out soon My apologies, It seems that I forgot to push out a release. Working on it now New release, 1.4.8.18 for KSP 1.7.3 & 1.4.7.7 for KSP 1.8.x Fixed issue where switching editor building while editing a new vessel would end up having the new vessel rolled out to the wrong launchsite (fixed in ClickThroughBlocker), listed here for completeness Fixed issue when closing Upgrades was not returning to main KCT dialog Fixed issue where a kerbal on EVA could be recovered to either the SPH or VAB Added 3 more buttons for upgrades to allow easier upgrading of multiple points Added check to disable the "Reset Points" if not enough points available @fenderbender41 @SmarterThanMe Please test this and let me know if the Select Launchsite is working or not.
  19. Just to follow up, what I'm doing is a full set of MM files to apply updates to the mod. You will still have to download it from Curse Please provide instructions and links to the programs. I won't be able to include them because of forum rules I had been planning on releasing this on Wednesday as a holiday surprise, this kind of spoils that
  20. I'll be coming out with an AIES Continued soon, with two variations on the antennas. @zer0Kerbal if you write a batch file, could you send it to me for inclusion?
  21. New release, 1.4.0.4 Fixed the order of initialization. In NavHud.cs, moved the initial initialization up to the AddComponent into an Awake(), everything past that was left in the Start() In MainBehaviour.cs, changed Start() to Awake() Sorry about the mistake. I've been fixing the Unity issue in over a dozen mods in the past few days, not all of them mine, and had limited time for testing. Essentially, I was testing to see that the error was gone, and expected to miss a real issue here or there.
  22. It is, I’ll look at it later thisafternoon
  23. @Papa_Joe's script makes it easier to set up a debug build, once you can figure it out. I've rewritten it in bash, targeted at CygWin on Windows. While I haven't tested it yet on Linux, there are only a few places in the code which are Windows-specific, and I've hopefully been able to surround them with if/else/fi I provide it here for free, any license which may apply would be the UnLicense. While not an official mod per se, I'll answer questions about it and update it if necessary #!/bin/bash # detailed information located here: https://forum.kerbalspaceprogram.com/index.php?/topic/102909-*/ # This file sets up a fresh Development mode install of KSP from a specified KSP installation. # If CKAN is installed, it will present a list of all installs in CKAN to choose from. # Change Log: # v2.0 add support for unity 2019. # v3.0 Converted to bash shell, tested in Cygwin # Now accesses CKAN if installed and specified to get list of installs # # This script was written for use on CygWin on Windows # While untested, setting the variable WINDOWS to false should disable the Windows-specific code # It also assumes that all the # # # The script currently is set up for KSP 1.8. For earlier versions of the game # you will have to update where the correct version of UNITY for that version of KSP is installed # clear # # The following lines need to be customized for each environment # WINDOWS=true CKAN_EXE=/d/KerbalInstalls/ckan/ckan.exe KSP_EXE=ksp_x64_dbg.exe GAME_DIR=/r/KSP_1.8.1_Career # source game directory LCL_DIR=/r/dp0 # source directory for Unity debug finish # # Specify the desired window size here # WIDTH=1600 HEIGHT=1024 # # The location where the correct version of Unity is installed # UNITY="/e/Program Files/Unity524f1" ##### End of customizable lines ############################ # ##### You should not need to change any of the lines below UNITYDIR="${UNITY}/Editor/Data/PlaybackEngines/windowsstandalonesupport/Variations/win64_development_mono" WINDOWSPLAYER="${UNITYDIR}"/WindowsPlayer.exe UNITYPLAYER="${UNITYDIR}"/UnityPlayer.dll EVENTRUNTIME="${UNITYDIR}"/WinPixEventRuntime.dll if [ ! -f "${WINDOWSPLAYER}" ]; then echo -e "\nMissing WindowsPlayer exe: $WINDOWSPLAYER" exit fi IFS=$oIFS KSP_DIR=${LCL_DIR}/kspdev # destination for the debug install tmpfile=tmp.$$ oIFS=$IFS doallsteps=false # ########### Functions ################ # function GetKspInstalls { [ "$CKAN_EXE" = "" ] && return [ ! -f $CKAN_EXE ] && return $CKAN_EXE ksp list > $tmpfile cnt=-1 IFS= while read line; do if [ $cnt -le 0 ]; then echo " $line" else printf "%4d " $cnt echo $line arr[$cnt]=$line fi cnt=$((cnt+1)) done < $tmpfile rm $tmpfile echo -ne "\nEnter number of install to copy, press <return> for default ($GAME_DIR): " read n } # # Display a prompt, if supplied and wait for user entry # function prompt { echo $1 [ $doallsteps = false ] && read -p "Press <return> to continue" } # # Do all steps to set up the dev install # function DoAll() { doallsteps=true backupGame removeGame createFolder copyGame copyDebugFiles createLinkedFolder resetResolution finish } # # Make a backup of the current dev build # function backupGame { if [ ! -d $KSP_DIR ]; then echo "No game directory available to backup" else prompt "- Backup existing game folder..." echo echo - Backup in progress, please wait... #xcopy /E /Y /Q ""${KSP_DIR}"/*.*" ""${KSP_DIR}"_%VERSION%_old/" rm -fr "${KSP_DIR}"_${VERSION}_old mkdir "${KSP_DIR}"_${VERSION}_old cp -a "${KSP_DIR}" "${KSP_DIR}"_${VERSION}_old echo - Backup complete... echo fi } # # Remove the current dev build # function removeGame { if [ ! -d $KSP_DIR ]; then echo "No game directory available to remove" else prompt " - Removing existing game folder..." pause #rmdir /s /q ""${KSP_DIR}"" rm -fr "${KSP_DIR}" echo - Removal complete... echo fi } # # Create new game folder # function createFolder { prompt " - Creating new game folder..." pause if [ ! -f ""${KSP_DIR}"" ]; then mkdir "${KSP_DIR}" echo - Game folder created... else echo - Game folder exists. Skipping... fi echo } # # Copy the entire game from the $GAME_DIR # function copyGame { echo - Ready to Copy specified KSP Game to local Game folder... echo from: ""${GAME_DIR}"" echo to: ""${KSP_DIR}"" prompt "" cp -a "${GAME_DIR}"/* "${KSP_DIR}"/ echo - Copy complete... echo } # # Copy the files needed to setup the install as a debug build # function copyDebugFiles { prompt " - Ready to Copy unity debug files to game folder and set debug mode..." echo player-connection-debug=1 >> ""${KSP_DIR}"/KSP_x64_Data/boot.config" cp "${WINDOWSPLAYER}" "${KSP_DIR}"/ksp_x64_dbg.exe cp "${UNITYPLAYER}" "${KSP_DIR}" cp "${EVENTRUNTIME}" "${KSP_DIR}" echo - Copy complete... echo } # # Copy the Game savefiles, not called when doing all # function copyGameSaves { prompt " - Ready to Copy ships, Saves and mods to the new game folder." pause #xcopy /E /Y /D ""${KSP_DIR}"_%VERSION%_old/GameData/*.*" ""${KSP_DIR}"/GameData/" #xcopy /E /Y /D ""${KSP_DIR}"_%VERSION%_old/ships/*.*" ""${KSP_DIR}"/Ships/" #xcopy /E /Y /D ""${KSP_DIR}"_%VERSION%_old/saves/*.*" ""${KSP_DIR}"/saves/" cp -a "${KSP_DIR}"_${VERSION}_old/GameData/* "${KSP_DIR}"/GameData/ if [ -d "${KSP_DIR}"_${VERSION}_old/ships ]; then cp -a "${KSP_DIR}"_${VERSION}_old/ships/* "${KSP_DIR}"/Ships/ else [ ! -d "${KSP_DIR}"/Ships } && mkdir "${KSP_DIR}"/Ships fi if [ -d "${KSP_DIR}"_${VERSION}_old/saves ]; then cp -a "${KSP_DIR}"_${VERSION}_old/saves/* "${KSP_DIR}"/saves/ else [ ! -d "${KSP_DIR}"/saves ] && mkdir "${KSP_DIR}"/saves fi echo - Copy complete... echo } # # Create the link needed for debugging # function createLinkedFolder { prompt " - Ready to create the linked folder for debugging..." pause #REM cd /d ""${KSP_DIR}"" #REM @echo - Curr Dir: "%cd%" #REM @echo - Game Directory: ""${KSP_DIR}""... #REM @echo: #REM pause #rem mklink /J ""${KSP_DIR}""/KSP_x64_Dbg_Data ""${KSP_DIR}""/KSP_x64_Data ln -s "${KSP_DIR}"/KSP_x64_Data "${KSP_DIR}"/KSP_x64_Dbg_Data echo - Linked folder created... echo } # # Set the resolution to the predetermined values. This will overwrite # whatever is set in the settings.cfg # function resetResolution { sed -i "s/^SCREEN_RESOLUTION_WIDTH.*/SCREEN_RESOLUTION_WIDTH = ${WIDTH}/" ${KSP_DIR}/settings.cfg sed -i "s/^SCREEN_RESOLUTION_HEIGHT.*/SCREEN_RESOLUTION_HEIGHT = ${HEIGHT}/" ${KSP_DIR}/settings.cfg sed -i "s/^FULLSCREEN.*/FULLSCREEN = False/" ${KSP_DIR}/settings.cfg } function finish { echo echo - script complete... echo } GetKspInstalls if [ "$n" != "" -a $cnt -gt -1 ]; then if [ "$n" -ge 0 -a "$n" -le $cnt ] 2>/dev/null; then echo ok selected=`echo ${arr[n]} | cut -c59- | sed 's/://g' ` if [ $WINDOWS = true ]; then selected=`echo "${selected,}"` selected="/$selected" fi else echo Invalid number entered, exiting exit fi fi [ "$selected" != "" ] && GAME_DIR=$selected echo -e "\n\n\nSource game directory: $GAME_DIR" echo read -p "Press <return> to use default or enter the source directory: " sd [ "$selected" != "" ] && GAME_DIR=`echo $selected` GAME_DIR=`echo $GAME_DIR | sed 's/ *$//g'` echo "Selected game directory: '$GAME_DIR'" if [ ! -d "${GAME_DIR}" ]; then echo "Source game directory not found, exiting" exit fi VERSION="" # will contain the version number only cat <<__EOF__ Path tokens: LCL_DIR: "${LCL_DIR}" GAME_DIR: "${GAME_DIR}" KSP_DIR: "${KSP_DIR}" Let's get the version of the existing game... __EOF__ # get_versions steamVer=`grep ^Version "${GAME_DIR}"/readme.txt` [ -d "${KSP_DIR}" ] && thisVer=`grep ^Version "${KSP_DIR}"/readme.txt` VERSION="$thisVer" echo $thisVer VERSION=`echo $thisVer | cut -f2 -d' '` echo - Game Version found is: $steamVer [ "$thisVer" != "" ] && echo " Dev Version found is: $thisVer" echo read -p " - Do you wish to continue? (Y/N): " quit if [ "$quit" == "n" -o "$quit" == "N" ]; then echo "Terminating batch operation without executing Dev Setup..." exit fi while [ "$optn" != 'X' -a "$optn" != 'x' -a "$optn" != 'Q' -a "$optn" != 'q' ]; do cat <<_EOF_ ==================================================== Main Menu: 1 - Perform all steps 2 - Backup existing game folder 3 - Remove existing game folder 4 - Create new game folder 5 - Copy source game folder 7 - Copy Dev Debug files to Game folder 8 - Copy Game Save and Ships to Game folder 9 - Create linked folder 10 - Reset screen resolution R - Run the copied game Q | X - Quit script ==================================================== _EOF_ read -p "Select option (1 - 9, X): " optn echo echo Choice made: "$optn" echo case $optn in 1) DoAll ;; 2) backupGame ;; 3) removeGame ;; 4) createFolder ;; 5) copyGame ;; 7) copyDebugFiles ;; 8) copyGameSaves ;; 9) createLinkedFolder ;; 10) resetResolution ;; r|R) cd kspdev ./${KSP_EXE}& echo "Starting ${KSP_EXE}\n" sleep 5 cd .. echo -e "\n\n" ;; esac done
  24. New release, 0.2.0.1 Updated antenna values for the two NAU antennas to bring them in line with other antenna values
×
×
  • Create New...