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KSP2 Release Notes
Everything posted by linuxgurugamer
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New Release: 0.1.7 Added FTL Analysis window, when you right-click the drive module For anyone who is having problem such as @slontone, before you contact me, please get an FTL Analysis report and post the data.
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I need the whole file, not just a part of it. anyway, the success depends on, among other things, the location of the jumping ship and the location of the beacon, specifically in relation to the nearest planetary body. If you are too close, nothing will work and you will explode. So, before you jump next time, record exactly how far you are from the nearest body, and how far the beacon is from the nearest body. Nothing is hard-coded, I'm thinking (without the full log file) that you are too close with one or both of them.
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Nothing to be annoyed about (yet). That episode was when there was a new set of parts and new code,people were saying there was a problem but nobody posted. In your case, I would still appreciate the log file. Among other things, it shows me what OS you are on, what version of the mod you are using, what version of KSP, etc. None of which, you realize, you mentioned above :-) Anyway, the log file: To find your log file: Windows (32-bit): See {KSP}\KSP_Data\output_log.txt Windows (64-bit): See {KSP}\KSP_x64_Data\output_log.txt Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log. Aka Files>~/Library/Logs>Unity>Player.log Linux: See ~/.config/unity3d/Squad/Kerbal Space Program/Player.log
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I've made some changes for my own use. If anyone would like to use it, it's available on Github here: https://github.com/linuxgurugamer/KSP-KEI/releases/tag/1.2.1.1-Unofficial Recompiled with KSP 1.2.2 Check for null added, in case an experiment is missing the experimentID Config file added to list all excluded experiments Code added to read config file and check the loaded data for exclude experiments Old code removed which had hard-coded experiments for exclusion: SEP_SolarwindSpectrum SEP_CCIDscan I'd be very pleased if @RealGecko would accept these changes, it makes the mod more reliable and versatile. If the changes are used, I'll then remove my zip since it won't be needed anymore
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
linuxgurugamer replied to steedcrugeon's topic in KSP1 Mod Releases
To enhance what @DStaal says, and expanding on my earlier comment, if you want to keep everything in SHED, you can do the following: YourNestMod GameData-> SHED-> REKT (with the Changelog, license & readme included) YourNestMod RetractableLiftingSurface (the entire mod) -
[1.9.x] EVA Enhancements Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Probably that would work, but I'll take a look at it -
Appreciate the support
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I'm in IT; I've dealt with too many prima donna coders who cause way more problems than they fix because they won't take advice. I might not have a lot of coding talent myself, but I have enough experience to see code problems and why they're problems.
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Me too. I have over 35 years of development experience before I moved up, still love to code. And atitudes like what I just encountered are the reason projects sometimes fail
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Because there were two errors here. One in your code, which was missing a check for a nullref, and one in L-tech, which was missing a line in a cfg file. [x]Science had already implemented a check for a nullref, which is why it wasn't generating an error. and, if any other mod makes the same mistake, you will get the same error. On another note, I believe that some of that code is to prevent experiments which aren't local to the KSC from running. Right now you've hard-coded in two experiments (the SEP). It would be good if you were to make that configurable, so that other experiments can be added without having to change code. Specifically,, L-Tech experiments will need to be (haven't yet figured out other stuff), and I'd rather not have to keep pushing changes to your mod if I could do it in a local MM patch
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[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
linuxgurugamer replied to steedcrugeon's topic in KSP1 Mod Releases
Looks much better, thanks. I'll do the netkan by this evening, if I don't get to it sooner. -
[1.3] REKT Escape Pod Mod - v0.4.5.1 (more fixes)
linuxgurugamer replied to steedcrugeon's topic in KSP1 Mod Releases
@steedcrugeon I can't add REKT to CKAN because of the included RetractableLiftingSurface.dll. Not that you aren't allowed to include it (you are), but that it's in the wrong location. Essentially, you need to include mods like that in their original directories. Also, the directory structure is not great. Ideally, you should have the follinwg in the zip file: GameData-> SHED (with the Changelog, license & readme included) RetractableLiftingSurface (the entire mod) Otherwise, when another mod also includes the RetractableLiftingSurface, there will be a DLL collision and strange things can happen. This directory layout makes it much easier for people to install mods manually, and also makes it easier to add to CKAN Edit: the 4.3 file does not have a version file for REKT, it looks exactly like the 4.2 file -
@Z-Key Aerospace I'm working on the L-Tech mod. I've found the problem which used to cause thenullrefs in both this mod and KEI. I noticed that you had fixed it already by checking for the experimentID != null which is really great! What I'm noticing is that none of the L-Tech experiments are showing up, in any scene. I did a little digging and was able to see that the mod is seeing the L-Tech experiments in the UpdateExperiments function, in the ScienceContext.cs (around line 235 or so) file. But I haven't yet figured out where the L-Tech experiments are being filtered. I've checked both in the main screen, and in the Flight screen. Any suggestions as to where to look, or what might be keeping it from showing up? Thanks
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Not really a but per-se, those are placeholders for the external camera and for the skylab experiments. I'm not sure if anything can or should be done. I suppose I could write a patch for KEI which would just ignore those (similar to a patch for a couple of other mods), but I want to discuss this with @Olympic1 first
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[1.2] L-Tech Scientific Industries V4.2
linuxgurugamer replied to ludsoe's topic in KSP1 Mod Releases
I just found the problem with this, and while it was a one line fix, finding it took several hours. To fix manually, add the following to the SkyLabCore module in the SkyLab.cfg: // This module is also a ModuleScienceExperiment, which means it also // needs this line: experimentID = error -
I just found the problem in L-Tech, it was a missing parameter in a cfg file. The line: experimentID = error was missing from a module which didn't obviously inherit from ModuleScienceExperiment. Which means that any part which has a science experiment which is missing this would cause the problem. I'm not sure when @Olympic1 will do another release, but this will be included in it. The fix is discussed here: http://forum.kerbalspaceprogram.com/index.php?/topic/49319-12-l-tech-scientific-industries-v42/&do=findComment&comment=2925667
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You've been objecting to everything I've been saying. I will find the problem in L-Tech, but that doesn't change the fact that the code in KEI has a possibility of having a nullref because a value which has been demonstrated to be null in admittedly rare circumstances. Adding this simple check can't hurt, and will provide protection for the future. Merge the PR or not, I really don't care anymore. I spent time debugging your mod, found a problem and posted a fix, which you then kept saying won't work. Whatever, as you say, conversation is over.
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The code I pulled down from github did not have that, and neither did the code you posted in that post: Here is the KEI code on Github, look at line 152: https://github.com/Real-Gecko/KSP-KEI/blob/master/KEI/KEI.cs No check for null, just checks for an empty string (which is not a null) and other checks: if (ex.experimentID != "" && ex.experimentID != "SEP_SolarwindSpectrum" && ex.experimentID != "SEP_CCIDscan") ex.experimentID !="" still requires that ex.experimentID is not null
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Please look at that post again, his patch is: if (ex.experimentID != "" && ex.experimentID != "SEP_SolarwindSpectrum" && ex.experimentID != "SEP_CCIDscan") Notice it is NOT checking for ex.experimentID != null I've confirmed it works here, would you like me to provide you with a DLL? or a video? I don't know what else to say. You are ignoring what I'm saying about the check for a null value, which is missing in @Kerbas_ad_astra original patch