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KSP2 Release Notes
Everything posted by linuxgurugamer
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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?????
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KSP Interstellar Extended Continued Development Thread
linuxgurugamer replied to FreeThinker's topic in KSP1 Mod Development
Ummm, actually... See: It does replace the stock RequestResource -
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
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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.
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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
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Banned for having too many A's
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Great idea!!! Finally, a bug report! I'll see what's going on.
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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)
linuxgurugamer replied to shaw's topic in KSP1 Mod Releases
If he updated the .version file on git hub then KSP AVC will see that and use that as the current -
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
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
linuxgurugamer replied to Thomas P.'s topic in KSP1 Mod Releases
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/ -
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
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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.