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KSP2 Release Notes
Everything posted by linuxgurugamer
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Ablative wings (or ablative everything)
linuxgurugamer replied to Noud's topic in KSP1 Suggestions & Development Discussion
I believe that some of the aero changed a bit on the Unity upgrade. They did some adjustments in 1.8.1, beyond that, it's just a matter of working it out. Maybe you are coming in too fast? -
Ablative wings (or ablative everything)
linuxgurugamer replied to Noud's topic in KSP1 Suggestions & Development Discussion
Because that would make it unplayable for new players. Look at this mod: Not sure if it does what you want, but it more realisticly deals with heat -
Try this (still for 1.7.3 only): https://www.dropbox.com/s/cn5cxxkjdn4cbv2/SoundtrackEditor.dll?dl=0 Has the following changes: Fixed node value being saved in Persisor.cs, line 457, was saving the vesselState as a vesselSituation Fixed a nullref when entering the editor, nullref was because constructionPlaylist was empty, and it appears that the game code is assuming there is always a playlist Replaced toolbar code with ToolbarController Made left click open/close the player, right-click open the main gui Added ClickThroughBlocker This now requires the following: ClickThroughBlocker Toolbarcontroller SpacetuxLibraries
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Sounds good. As I said, I prefer bash, but perl or python would also be fine. If you are a real glutten for punishment, you can use batch files I'm not familiar with PowerShell, but am willing to use that if that's what you write it in. I look forward to seeing the results
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I'll say it one more time: I cannot and will not make an environment change to a single mod. This is a hobby. I don't get paid for it. Thinking about it, I think I've put in somewhere around 40 hours of work just to do the changes I've done. And every change I make has the possibility of an error. I think that over the past month I had about 5-6 errors in the updates I put out, which I don't consider to be a bad ratio, an error rate of about 0.625% I can't accept it in a PR, because that is not repeatable. The changes would have to be done for every other mod as well. Write a script, (I prefer bash, but whatever you want) which you can run in the top source directory for one of my mods, which will make all those changes correctly, and I'll consider it. But I don't have time right now to do more than what I'm doing.
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With an eye towards making my mods more easily built by others, I have just spent the last month updating ALL my mods, more than 160 dlls, with this: $(KSPDIR)\GameData\000_ClickThroughBlocker\Plugins\ClickThroughBlocker.dll as well as updating all the AssemblyVersion.tt with this: // For Visual Studio / MSBuild Build-Time Template Resolution string RootDirectory = System.IO.Path.GetDirectoryName(Host.TemplateFile) + @"\..\"; // // Update the following with the name of the .version file which is in the root directory // string versionfile = RootDirectory + "StageRecovery.version"; I realize that you are eager to help, but I have to keep all my mods consistent, otherwise I would not be able to do this. I cannot update a single mod to what may be an admirable goal at the expense of incompatibility with my other mods. Nor do I want to spend time right now to figure out what may or may not be working in my environment. What would be more useful would be write a document detailing each suggested change. This way I can more easily understand what it is you are suggesting, and be able to apply those change at my next round of updates. I cannot make major changes in a way that causes problems. I need to be able to create a script which I can use to do the updates on a project as I need it. If you would like to write such a script, I'd be happy to review and possibly use it when the time arises. Regarding the patches regarding changing Log.Error to Log.Info, changing the ones in onVesselRecovered is reasonable, although they aren't generating "log spam". Log Spam is something that writes continually to the log, these functions only write a line to the log when a vessel is recovered. That's not spam, and can be useful at times whe a log file is submitted for analysis. Also, the one in the RecoveryControllerWrapper is an error and needs to be reported
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I'm working on adopting it, I've fixed another bug and have some improvements to make
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I believe it is RosterManager - Added KerbalLifeSpanInfo including Age and lifespan processing setting for each kerbal. - If this setting is on all kerbals in the game will age over time and eventually die from old age. I also believe that @Papa_Joe might be updating it soon
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[WIP] SOS - Save Our Settings
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Development
KSP uses radio buttons, not checkboxes :-) That's what I've come up with, I have had to rewrite the pause menu for this. Added bonus is that since I can't call the stock Load Save dialog, I'm using Better Load Save Files mod if it's available (I'm adopting that because of this) I have one halfway decent suggestion for a name, won't make a decision until later. Current status is as follows: Staging can be saved when reverting to launch Action Groups can be saved when reverting to launch Axes Groups can be saved when reverting to launch Current working on identifying when a change has been made in each of the above. This is not a trivial problem, each is stored differently, and my first attempt has failed so far Once I have the above working, I'll be able to work on the revert to the editor. That's not going to be too difficult. Finally, I'm thinking of adding a way to be able to save multiple sets of settings. The idea would be that you could try different variations and then when reverting to the editor, you could selected which one to use. And of course, I still need to fix bugs and finish the updates for 1.8 -
Check to be sure you don't have two copies of the DLL. I don't see that, but then I wasn't looking for it. It was a fairly simple fix, I don't think I did anything special.
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True, but given the age, I'm sure that the original participants in the thread have moved on and aren't thinking about it
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[1.12.x] Click Through Blocker - NEW DEPENDENCY
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.1.9.4 Fixed nullref which occurred with CRASH Updated AssemblyVersion.tt -
@siimav Got a report of a NullRef in the update, https://github.com/linuxgurugamer/KCT/issues/42 All he gave was the following, hopefully it will be enough for you. I'll look in to this this evening after I get home NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KCT_GUI.DrawEditorGUI (System.Int32 windowID) [0x0075b] in <3168da851a334d2087cd18ff0fbe2e91>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) [0x00077] in <5c0adbf4bfd64247bdedbb543f29b763>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00077] in <5c0adbf4bfd64247bdedbb543f29b763>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <3168da851a334d2087cd18ff0fbe2e91> Line: 0)
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You do realize that you necro'd a 2 1/2 thread?
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I've seen the same artifact in other mods. Would love to know if/when you fix it and what the reason is But, I don't think it is specific to translucent. Where I've seen it there aren't and translucent parts
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Technologies That Do Not Need To Be Developed Further
linuxgurugamer replied to Spacescifi's topic in Science & Spaceflight
Ball point pens -
Take a look at the config file to see if the part mass is zero. That can cause odd issues. Also, check the ModuleManager.ConfigCache file for the same part. Always possible that an odd patch could do that
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New releases, 1.4.6.15 for KSP 1.7.3 and 1.4.7.4 for KSP 1.8.x For both: Added check for full tanks to the "Fill Tanks" button, which was already there for the "Fill Tanks & Launch" button Deleted old commented out toolbar code Thanks to @siimav for this fix: Fixed lag in editor by moving FindObjectByType to where it was used and not called every frame For 1.7.3: Created dedicated deploy-173.bat for local testing