-
Posts
25,061 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by linuxgurugamer
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Found either a bug or something had changed. The field for the agent name in the agent config used to allow spaces in the agent name. It doesn't anymore, so I'm going to have to update all my contracts to fix this :-(- 5,225 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
New question, this time regarding Waypoints. Currrently the contract is accessing a single waypoint near the rover. Full contract is in the spoiler below: Not sure if this is possible, but .... I'd like to be able to generate a random number of waypoints within a range (ie: 2-5). It's easy enough to create the 5 random waypoints in the WaypointGenerator block, but I'd like the main contract to be able to iterate over the available waypoints. It's a rather big contract, I don't want to simply copy/paste the sections 5 times. I am guessing it might need to be a list of indexes, and then have the index for the location arrival point to that, but not sure (yet) how to do it. Pointers would be appreciated.- 5,225 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
First, the hardPlanetsTemp was part of my trying to get this to work, I tried to clean up all my unused statements, I guess it got through. Second, the symptoms are shown in the image below: Even this stanza: planet = Prestige() == Trivial ? @/easyPlanets.Random() : Prestige() == Significant ? @/mediumPlanets.Random() : @/hardPlanets.Random() was met (second line, Must bean orbited body), and it relies on the stanza which is unmet to succeed. It seems to me that CC thinks that if any value in a DATA block is empty that it's an unmet condition. even if it's intended for use in a different DATA block. I tried making it hidden, but that only hides the result, but it still affects the outcome. There doesn't seem to be a way to tell CC that the results are intermediate and should not affect the conditions And of course, 5 minutes after typing that, I found this: I just added the requiredValue = false, and it's now working- 5,225 replies
-
- 2
-
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
deleted- 5,225 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
I'm reviewing some old contract packs, and have a problem. The contract in question is in the spoiler below: The problem is with this part of the contract: DATA { type = List<CelestialBody> easyPlanets = HomeWorld().Children() mediumPlanets = OrbitedBodies().Where(b => b.HasSurface()).ExcludeAll(@easyPlanets).Exclude(HomeWorld()) hardPlanetsTemp = AllBodies().Where(b => b.HasSurface()).ExcludeAll(@mediumPlanets) hardPlanets = HomeWorld().Children() title = Planetary body orbited } It seems that if any of the values are null, then the contract is considered as not being ready to be generated; in the Mission Control, it say that Planetary body orbited is unmet). However, the contract is using those in the earler DATA stanza: DATA { type = CelestialBody planet = Prestige() == Trivial ? @/easyPlanets.Random() : Prestige() == Significant ? @/mediumPlanets.Random() : @/hardPlanets.Random() title = Planetary body } The final result is the value for planet. The problem is with the mediumPlanets = OrbitedBodies(). If I change that to AllBodies, it works, but then it selects ANY body, including those which haven't yet been reached. Can anyone suggest a solution?- 5,225 replies
-
- 1
-
-
Techo's (Stock) Planet Revamp V0.10
linuxgurugamer replied to Mrpasta44's topic in KSP1 Mod Development
The mod is very nice, but it appears that Parallax 2 is not doing that much. Not sure why, I don't know that much about how Parallax 2 works. It also seems to prevent KSC++ from working I tried this in my graphics-heavy install, while it looks nice, and is, in many ways more interesting, I'm not sure I'm going to keep using it. Loses too much of what I have.- 132 replies
-
- 1
-
-
- totm nov 2023
- revamp
-
(and 2 more)
Tagged with:
-
Techo's (Stock) Planet Revamp V0.10
linuxgurugamer replied to Mrpasta44's topic in KSP1 Mod Development
I just checked CKAN, it now has the 9.1.1 update, I installed it and tested, that seemed to fix it Thanks. I'd suggest that in the OP you mention the specific version of Kopernicus that's needed, also, have you considered putting this into CKAN? I did a quick 2 minute flight, looks very, very nice- 132 replies
-
- 3
-
-
- totm nov 2023
- revamp
-
(and 2 more)
Tagged with:
-
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
QuickGoTo doesn't use the toolbar controller, at least not yet. -
New release, 0.0.2 Fixed window not seeing an attached or detached part until a seperate click was made Left-justifed & larger font for contracts in contract selection window Removed toggle from contact selection window Added color coding of contracts in contract selection window (red == not selected) Added support for DMagic science parts Added support for REPOSoft parts Fixed autoselection of all when none selected not working at times Fixed last open status being honored Fixed window not closing immediately upon scene exit Added a confirmation window before launching a new vessel Made settings window use entire window when active Removed need to compile with KIS and SCANsat dlls (added a bit of Reflection) Replaced the "foreach" statements with "for (int i = 0; i < var.count; i++)" where applicable (for efficiency) Updated and reorganized Help window reflecting new mode for settings pane Added support for SCANsat Added the ConstructionParameter support Fixed style of the Contract Selection window to match main window Changed button name for contact selection to "Contract Selection"
-
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 0.2.1.2 Thanks to github user @KSAMissionCtrl for finding this: Fixed typo in OrionNewScience part (missing brace) Fixed path for the BSLsnackprobe model Fixed model path for J Mobile Lab LP3, short version Updated restock whitelist for the probeStackSphere model Updated batch copy scripts to remove unnecessary cfg which created a duplicate command pod -
Couple of things: You can use something like the following code to test that you are in a game directory: @echo off set "targetSubDir=MiningExpansion" :: Extract the last subdirectory from %CD% for %%F in ("%CD%") do set "currentSubDir=%%~nF" if /I "%currentSubDir%"=="%targetSubDir%" ( echo You are in the correct subdirectory: %targetSubDir% ) else ( echo You are NOT in the correct subdirectory. echo Current subdirectory: %currentSubDir% ) pause Second, let me know when you have it all done. I can get it into CKAN for you. It's a bit more complicated than just a simple mod, but is perfectly doable. Third, it's not a great idea to put files into the Squad directories. Makes it very difficult to undo what you've done. Better is (IMHO), what I've done, which is is to first copy the files to a NEW directory in the mod folder called Squad, copy the files into this directory and then update the mod to use those new textures. It's a bit more work, you will have to write a patch file for each one, but this is the better solution. That way when the mod is deleted, all changes are removed as well
-
Couple of things: You can use something like the following code to test that you are in a game directory: @echo off set "targetSubDir=MiningExpansion" :: Extract the last subdirectory from %CD% for %%F in ("%CD%") do set "currentSubDir=%%~nF" if /I "%currentSubDir%"=="%targetSubDir%" ( echo You are in the correct subdirectory: %targetSubDir% ) else ( echo You are NOT in the correct subdirectory. echo Current subdirectory: %currentSubDir% ) pause Second, let me know when you have it all done. I can get it into CKAN for you. It's a bit more complicated than just a simple mod, but is perfectly doable.
-
Looking for some help. I'm trying to look at the Techno's Stock Planet revamp mod, but it keeps giving this error: [LOG 17:59:03]: [Kopernicus]: Configuration.Loader: Failed to load Body: Squad/Eve: Value cannot be null. Parameter name: type I looked at the file and saw that the ScaledVersion stanza sdidn't have a type statement, so I added: type = Atmospheric but that didn't seem to help. When I removed the Eve config, I got the same error on the Mun: [LOG 18:07:37]: [Kopernicus]: Configuration.Loader: Failed to load Body: Squad/Mun: Value cannot be null. Parameter name: type Would someone have any idea what to do , or what this even means? Thanks
-
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
That's probably by intention. I assume that you can unmute it after you've reloaded? I've just checked the code it actually saves the settings (where the true volume is stored) after muting or unmuting it. I'd rather not try to make it restore the volume upon quiting, that can possibly cause other unrelated issues -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
What do you mean? -
Techo's (Stock) Planet Revamp V0.10
linuxgurugamer replied to Mrpasta44's topic in KSP1 Mod Development
There are very recent update on github, I can only assume it's still under development- 132 replies
-
- 1
-
-
- totm nov 2023
- revamp
-
(and 2 more)
Tagged with:
-
Official Notice I've adopted this mod, the current version is now 5.1.0 I'm not going to be making a new thread for this, since I don't really expect any changes moving forward, now that I've gotten the BP Procedural wings and the FAR patches updated. If you do have a problem please ping me by using an @ sign in front of my name, I'll get a notifcation via email to look at it
- 167 replies
-
- 2
-
-
- customizable
- wings
-
(and 3 more)
Tagged with:
-
I've tested, confirmed the problem even with my patch, will be releasing an update soon
- 167 replies
-
- 1
-
-
- customizable
- wings
-
(and 3 more)
Tagged with:
-
I've adopted this mod, fixed an error when B9 PWings is installed (without FAR). Fix ws just to remove the B9_Aero_Wing_Procedural_TypeC for the first line of the Fuel Wings PW.cfg Can you be specific about which file that line that needs to be updated in, I'll updated it and get it out. Also, could you check to see if it's needed with my patch? LGG
- 167 replies
-
- customizable
- wings
-
(and 3 more)
Tagged with:
-
No, it's not a hard dependency. The error will be removed in the next version, I figured out how to work with the mods without those references. I'm working right now on getting full SCANsat integration. It's a pita, I'm making progress, but will be another few days