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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Like, did you read the post right above yours? I mean, really now. Try reading a little bit before posting -
[1.12.x] Interstellar Flight Inc. Life Support
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hold off a day or so, next beta has major internal changes -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
linuxgurugamer replied to ferram4's topic in KSP1 Mod Releases
You do know that you are supposed to provide the source for everything you put links here for? While you do have the source for your 1.4.2 version, you don't seem to have put up the code (even in a git branch) for this dbg version. Since people have been having problems with it, would have been nice to be able to look at the code to see what was going on- 2,647 replies
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Start off with a log file, and a description of how you installed it -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
linuxgurugamer replied to ferram4's topic in KSP1 Mod Releases
The code for the 1.4.3dbg version is not available on Github. I would offhand say that it's a bug in his debug code, since the 1.4.2 works fine- 2,647 replies
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[1.3.1] Docking camera (KURS) (14.feb.18)
linuxgurugamer replied to DennyTX's topic in KSP1 Mod Releases
Sizes, I believe, are hard coded Sounds like some assets need to be rebuilt, I assume you are using my version? -
New release, 0.0.1.6 Fixed constant message of Abort Sequence Canceled
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[1.12.x] Vessel Viewer Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Well, start off by telling us what you are trying to do, and then provide the config file. -
[1.9.x] Contract Pack: Bases and Stations Reborn
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you. I'll merge and get out a new release New release, 3.7.1 Added Snacks compatibility, thanks to forum user @Pleb -
New release, 0.0.1.5 Fixed bug with decoupling and undocking. After decouple or undock, new vessel had a mission time of 0, thereby sometimes reactiving the mod in deep space Changed min version to be 1.4.3 My apologies to anybody on 1.4.1 or 1.4.2. The fix for this bug required a new method which was only added for 1.4.3 @Waldwolf This should fix your problem, please let me know
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joystick button limitation
linuxgurugamer replied to Chris Solomon's topic in KSP1 Technical Support (PC, unmodded installs)
Take a look at Advanced Fly By Wire -
[1.9.x] Contract Pack: Bases and Stations Reborn
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'll have to look into how Snacks works, but it shouldn't be too hard. Not right now though, I'm just a bit busy -
I've identified the problem, and it's what I thought. Fixing it is a little tricky, but I am testing it now, hope to have it out in the next day or so
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It turns out that the callback GameEvents.onVesselsUndocking does work, but it does NOT fire if a couple of docking ports are together during the launch, in that case, when you separate, it is seen as an uncouple event. In order to catch that, you need to use the GameEvents.onVesselCreate This is a problem if the new vessel needs to know the old vessel. In my case, I need to know the current mission time of the original vessel. The following code seems to work. I'm not done with my testing, but it looks like the callback for the onVesselCreate is called before the VesselModule.Start is done on the new vessel; or maybe it's not being called. I'll update this as I proceed with my testing Edit: I know the code has a problem, the currentVessel is totally incorrect for now. [KSPAddon(KSPAddon.Startup.Flight, false)] public class BPB_Flight : MonoBehaviour { Vessel currentVessel; void Start() { GameEvents.onVesselsUndocking.Add(onVesselsUndocking); GameEvents.onVesselCreate.Add(onVesselCreate); currentVessel = FlightGlobals.ActiveVessel; } void OnDestroy() { GameEvents.onVesselsUndocking.Remove(onVesselsUndocking); GameEvents.onVesselCreate.Remove(onVesselCreate); } void onVesselCreate(Vessel v) { var vm = v.GetComponent<BPB_VesselModule>(); vm.missionTime = currentVessel.missionTime; } void onVesselsUndocking(Vessel v1, Vessel v2) { var vm1 = v1.GetComponent<BPB_VesselModule>(); var vm2 = v2.GetComponent<BPB_VesselModule>(); vm1.missionTime = Math.Max(v1.missionTime, v2.missionTime); vm2.missionTime = vm1.missionTime; } }
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[1.12.x] NASA CountDown Clock Updated
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The mod is broken, I haven't yet figured out what's wrong -
But only for one of the parts, not for both of them. I need to be able to know both vessels, the original, and the new one which was created via the undocking. Edit 1: A bit more info: I tested these three both in a vessel module and in a regular MonoBehaviour class.: In the VesselModule, the Start() is called and adds these three callbacks for all vessels and objects in the system,. Then, when an undocking is performed, Start is called again in the vessel module to add the callbacks for the new vessel which is created. But, the callbacks are never called. In the Monobehaviour class, the Start is called once. But the callbacks are not called when an undocking is done. Code for the regular MonoBehaviour class: [KSPAddon(KSPAddon.Startup.Flight, false)] public class BPB_Flight : MonoBehaviour { void Start() { Log.Info("BPB_Flight. Added Undocks"); GameEvents.onPartUndock.Add(onPartUndock); GameEvents.onPartUndockComplete.Add(onPartUndockComplete); GameEvents.onVesselsUndocking.Add(onVesselsUndocking); } void onVesselsUndocking(Vessel v1, Vessel v2) { Log.Info("BPB_Flight.onVesselsUndocking"); } void onPartUndock(Part p) { Log.Info("BPB_Flight.onPartUndock, part " + p.partInfo.title); } void onPartUndockComplete(Part p) { Log.Info("BPB_Flight.onPartUndockComplete, part " + p.partInfo.title); } } Code for the VesselModule class: class BPB_VesselModule : VesselModule { Vessel lastActiveVessel; BPB_VesselModule vm; bool timeoutInProgress = false; void Start() { if (HighLogic.LoadedSceneIsFlight) { Vessel v = FlightGlobals.ActiveVessel; var vm = v.GetComponent<BPB_VesselModule>(); if (FlightGlobals.ActiveVessel.missionTime > vm.disableAfter) { vm.armed = false; } Log.Info("Added Undocks"); GameEvents.onPartUndock.Add(onPartUndock); GameEvents.onPartUndockComplete.Add(onPartUndockComplete); } } void onPartUndock(Part p) { Log.Info("onPartUndock, part " + p.partInfo.title); } void onPartUndockComplete(Part p) { Log.Info("onPartUndockComplete, part " + p.partInfo.title); } ... } Edit 2: Apparently "uncoupling" isn't the same as "undocking". I've been testing with two vessels docked together in the VAB, I just tested by undocking and redocking, and they seemed to work better
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Nuclear engine to orbit
linuxgurugamer replied to Flying dutchman's topic in KSP1 The Spacecraft Exchange
Lost me when I saw the cheat menu -
I have been trying to catch an undocking of vessels. I found the really cool callback called: GameVents.onVesselsUndocking(Vessel, Vessel), but it doesn't appear to be working. I added the following to the Start() of a vessel module: GameEvents.onVesselsUndocking.Add(undocking); ... void undocking(Vessel v1, Vessel v2) { Debug.Log("undocking"); } I know it was added to the event list, I had a debug statement right before the Add. But the function never gets called
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What is the difference between KW Rocketry
linuxgurugamer replied to max17's topic in KSP1 Mods Discussions
Just download the latest version from Spacedock, it should work -
You said that you installed ALL the mods via CKAN? Are you making any local changes to the files?
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Nothing to do with CKAN, it's a file used by ModuleManager. If missing, it will be recreated. When you uninstall a mod, CKAN cannot and will not delete files it did not create. So, if you are deleting a mod, it is incumbent on you to make sure that all non-distributed files are deleted. Sorry if you don't understand this, but if CKAN were to delete those files, there would be howls of protests from other people who would be complaining about CKAN deleting files it shouldn't be deleting.