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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I'm sorry, I accidently responded to a post from a long time ago
  2. Then something isn't working right. Can you provide me with the craft file for the plane? When you dropped the tank, which was the active vessel, the tanks or the plane? I'll have to test the second case, wasn't something I considered
  3. and I'm saying that it's working, which is why I asked for the log file. And here is your first problem: ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null You need to install/update the Toolbarcontroller I don't even see the KSP-AVC directory in the list of Folders and files in GameData So, why don't you fix the problem I pointed out and, maybe, before saying that a mod has a problem, to possibly INSTALL IT?????
  4. Ummm, actually... See: It does replace the stock RequestResource
  5. In my sig: Read this BEFORE asking for support: http://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  6. Not exactly. What you want to do is to go to the file on Github, then click "Raw", and copy the url of the page that's displayed. Doing it that way will ensure you don't have a typo
  7. Actually, this line: "URL": "https://raw.githubusercontent.com/linuxgurugamer/KSPAddonVersionChecker/master/KSP-AVC.version", the other lines are mainly informational
  8. Yes, it is compiled against 1.4.3, but works in all of 1.4 It's already there, called "Deploy All" and "Deploy All except EVA" No idea, I haven't tested it against SCANsat yet. Can you provide a log file, please
  9. I'm going to document this as I get it figured out, it's not obvious and may help someone else. The UIPartActionResourceTransfer get spawned the first time a PAW menu is brought up on a second part when a transfer is possible. Whenever a PAW menu is brought up on a second part when a transfer is possible, the event is called, which calls (in the above script) OnTransferSpawned(). Entering OnTransferSpawned: transfer.Part is null transfer.Resource is null transfer.targets has no entries Save the UIPartActionResourceTransfer in a local variable, it will be used when starting the transfer When clicking either In or Out buttons: transfer.Part contains the name of the part which was initially clicked on transfer.Resource now contains the resource being transferred transfer.state indicates the flow state (in, out or none) for the part The transfer.targets list contains the first part clicked, as well as all other parts involved in the current transfer Using t2 for each entry in the transfer.targets list: t2.Part contains the name of the part t2.Resource contains the resource being transferred t2.state indicates the flow state for the part The transfer rate appears to be based on the volume of the destination tank. After a number of tests, it seems to take 20 seconds to fill a tank completely. So, 1/20 of a tank per second
  10. Please dont' post log files here. Put them on an upload site and post a link. I need the output_log.txt, not the other file. No, because while it still works, I have no confidence that it will continue to work. I've switched from using that to putting links to the .version file in my Github repo. Less work to maintain.
  11. There are other parts which don't have this problem. It's interesting. I'll look at the code T as he command was written for a single seat, so it does make sense
  12. Only when you put two kerbals in it at launch using Take Command. I think the seat collidiers are just a bit too close together
  13. New release, 0.0.1 - Out of Beta First full release Fixed bug where changing the Active flag in flight didn't do anything Added disableAtAltitude setting
  14. Great idea!!! Finally, a bug report! I'll see what's going on.
  15. If he updated the .version file on git hub then KSP AVC will see that and use that as the current
  16. Ok. ummm, about to show my ignorance. How? Oh, never mind, I've found enough examples to figure it out
  17. Related question: How can I know when a resource transfer has been initiated, and when it has been completed? My issue is that in order to deal with floating point round off errors, I need to have a shadow resource which contains the actual resources multiplied by a large constant. All in-game resource usage is done using the shadow resource, which is hidden from the player. The visible resource is updated on a regular basis. The problem comes when you try to transfer from one tank to another. The transfer is done using the visible resource, but gets replaced by the hidden resource, which is not changed by the transfer. Ideally, I'd like to know when the "In", "Out", and "Stop" buttons are pressed, so that I can do the hidden transfer behind the scenes. I would also need to know the two parts the transfer is going between Thanks in advance
  18. You ARE annoying. Have you even tried reading any of the posts above? and, it's against the forum rules, 2.2.p: Complete forum rules are here: https://forum.kerbalspaceprogram.com/index.php?/guidelines/
  19. If you do post things like a full part's config, please put it into a spoiler. Anyway, I suspect that if you hit F3 after launching with the Meadowlark, you will probably see that at least one kerbal was killed. And the other is probably underground. It's a problem with the part. Short answer, just don't try to spawn two kerbals in it at once
  20. Because kerbals are vessels. Im guessing they are using that to determine which model to use.
  21. Very sad. I can live without TS, but IFS is too much a part of my career. I totally love this idea, wish there was some way to have it work with IFS.
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