-
Posts
24,940 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
A few questions: Can you please explain the differences between the following. I've listed them with what I think you are doing: LCL_DIR the main debug directory STEAM_DIR The source directory for the game itself GIT_DIR unknown. KSP_DIR The directory where the game is copied to and changes made Without an examples of what you are doing, the GIT_DIR and KSP_DIr are somewhat of a mystery. What I don't' understand is what the KSPRefs directory is used for, it's not part of KSP, and other than copying files there, I don't see the script doing anything with it. In fact, I can run the script and leave out the "copyAssemblies" step, and it will works.
-
pqsController.GetSurfaceHeight
linuxgurugamer replied to Xyphos's topic in KSP1 C# Plugin Development Help and Support
Unity is not thread safe. Try using CoRoutines -
@DMagic There is a problem with the SCANtoolbar in KSP 1.8.1. It's not visible unless you are running a debug build, which I was doing. This is the error: UnityException: get_dataPath is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'SCANtoolbar' on game object 'SCANtoolbar'. See "Script Serialization" page in the Unity Manual for further details. at (wrapper managed-to-native) UnityEngine.Application.get_dataPath() at KSPUtil.get_ApplicationRootPath () [0x0001d] in <9d71e4043e394d78a6cf9193ad011698>:0 at SCANsat.SCAN_Toolbar.SCANtoolbar..ctor () [0x00377] in <532e0c7735694646a2dba646ef08b593>:0 I looked at the code, and the problem is in the Instantiator: public SCANtoolbar() { if (!ToolbarManager.ToolbarAvailable) { Destroy(gameObject); // bail if we don't have a toolbar return; } if (HighLogic.LoadedSceneIsFlight) { * * * //Fall back to some default toolbar icons if someone deletes the SCANsat icons or puts them in the wrong folder if (File.Exists(Path.Combine(new DirectoryInfo(KSPUtil.ApplicationRootPath).FullName, "GameData/SCANsat/Icons/SCANsat_Icon.png").Replace("\\", "/"))) SCANButton.TexturePath = "SCANsat/Icons/SCANsat_Icon"; // S.C.A.N else I changed the instantiator to an Awake and that seems to fix it. Submitting a PR to fix. It's rather important, these bugs (in many mods) are causing random crashes
-
Ever think that he might have made a mistake? I looked at his github, and there are commits there specifically for KSP 1.8.1. I just (this moment) downloaded both 6.8.3 and 6.8.4. While the dates on the dll files are the same, the files are NOT identical. Besides having run it through a file comparer, here are the md5sums for both: 6.8.3: 6.8.4: This might be a language thing. Did you mean to say that the icon shows up on the main menu after having been in the flight scene in a game? Even so, that is such a minor thing which affects absolutely NOTHING in the game, [snip]
-
It is possible to hide the Toolbar Controller button. Just put it on the Blizzy toolbar. It has to be available, so it will be on one or the other. But, Blizzy can be configured to not show it. I am interested in hearing about possible improvements. No one has really ever said anything, other than their inherent objection to another dependency An interesting idea. Two things have to be addressed. First, how to display the group of buttons. Not as simple as it seems. And second, would be the UI to configure it. I wrote the mod to keep it small and lean. Adding this would probably require adding code to create a new toolbar which expands out from the head button (head for lack of a better name for now). The Toolbar Controller can be used even without Blizzy. It can hide buttons which aren't needed or wanted, even though the mod is installed Oh, and I forgot to say that I really like this mod, the critical temperature gauge. My only issue is that sometimes it seems to show a hot part when the game isn't showing any bar
-
Did you know that all releases on Spacedock are still there, click the Changelog link. and what bug are you talking about? I have been using this for years, and don’t know what you are talking about. There arent any open issues on github. If this is a real, repeatable bug, open an issue with all the details
-
Inline Ballutes Update thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
It's been fixed, refresh your CKAN and the problem should be fixed -
Inline Ballutes Update thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
It shouldnt be, Ive opened an issue about it. -
Welcome, I too would like to know
-
[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
linuxgurugamer replied to NecroBones's topic in KSP1 Mod Releases
Very nice explanation. I didn't quote it all because of the size- 966 replies
-
- rsb
- real scale
-
(and 1 more)
Tagged with:
-
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
Hi everyone, I just heard from @Galileo. The JNSQ repo has been made private while some issues are addressed. It should be back in the near future. -
[1.7.0] Pangolin Mechanics Toolkit 1.0.2 (2019-05-12)
linuxgurugamer replied to Katten's topic in KSP1 Mod Releases
@Katten will hopefully respond, he's the author -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
I see. Well maybe they are working on a new release? -
Forcing Opengl Crashes My Game
linuxgurugamer replied to WhoAmIYt's topic in KSP1 Technical Support (PC, modded installs)
Welcome to the forums @WhoAmIYt It would help if you provide some information. See my sig below this post for a link to a page that tells you how to find the correct log file. What OS are you running? Computer specs, video card, etc What version of KSP? Any mods, if so, what are they? and why are you trying to use OpenGL? -
[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
linuxgurugamer replied to Galileo's topic in KSP1 Mod Releases
Wait a few minutes and try again. According to the Github Status Page, things are normal. https://www.githubstatus.com/ -
N1 Rocket Mod, where did it go?
linuxgurugamer replied to tk5800thesecond's topic in KSP1 Mods Discussions
Shades of necro’s. This is the longest I’ve seen, a reply to a post 6 1/2 years ago. Anybody know what the record is? -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Because it takes me time to provide support, and getting the wrong information takes more time. Eventually I run out of time -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
linuxgurugamer replied to pizzaoverhead's topic in KSP1 Mod Releases
I've combined all the new wheel sounds into a single file, see below I'm looking to see if I can have this work with KSPWheel as well. If I can, I'll be considering adopting this mod. Silly me, I forgot that KSPWheel has it's own sounds I'm still considering adopting it, if I do, it will get a new name to avoid conflicting with either @DoctorDavinci's version or @pizzaoverhead's version -
[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
linuxgurugamer replied to pizzaoverhead's topic in KSP1 Mod Releases
Are you adopting it, or is this just a one-time rebuild? -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
You are asking for trouble. WhT happens if you have upgrades, and all of a sudden you need to know which version is actually installed. I cant count the number of times I’ve asked for info, only to have the user give me bad info because they didnt have the version file available -
[1.7.0] Pangolin Mechanics Toolkit 1.0.2 (2019-05-12)
linuxgurugamer replied to Katten's topic in KSP1 Mod Releases
Hmm. You should really upgrade to 1.7.3, at least. See below for info on log files