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KSP2 Release Notes
Everything posted by linuxgurugamer
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KSP Version: 1.2.2 What Happens: Nullref No mods or addons, this is a totally new install Steps to replicate: 1. Go into Editor 2. Select a pod 3. Remove all kerbals from the pod 4. Click the New button, and don't bother to save Result: This is the fragment from the log file: [GenericAppFrame] Reposition 0.09140638 51524 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [UIMasterController]: ShowUI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_transform () at ShipConstruction.CalculateCraftSize (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EngineersReport.UpdateCratStats (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.EngineersReport+<UpdateCraftStatsRoutine>c__Iterator11C.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) [MessageSystem] Save Messages There is no workaround. This is not critical, but annoying.
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Nothing yet. I'm currently working on another, when it's done, I'll revisit this
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- renaissance compilation
- visual enhancements
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No problem, thanks for letting us know, and I'm glad you got it figured out.
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Well, it's a problem with the Wheels Collection. The part names have spaces in them, I've never seen any other parts with that. I'm not sure that is actually legit I'll see what I can do, but spaces in part names is a real pain Fixed: 0.2.8 released: fixed issue with parts which had spaces in the internal name
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Custom Vessel types?
linuxgurugamer replied to Tristonwilson12's topic in KSP1 C# Plugin Development Help and Support
Well, the vessel types is an enum, I'm notrying sure what you can do about that. What sort of vessel type do you want to make, anyway? -
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release: 0.1.9 Updated values to bring more in line with stock -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
Well, you could hard-code in a hierachy of mods, in that, for example, ETT would take priority over KW, etc -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
What I think happens is that the dup# suffix is treated as a different node, and the parts are put into the first one. Why not have an option to remove the dup nodes? -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
Oh, that's much better. But, when you research one, will the other be researched as well, or will you have to research both? -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
linuxgurugamer replied to Athlonic's topic in KSP1 Mod Releases
For people who don't want to use Blizzy's toolbar, you can try The Janitor's Closet, which works with the standard toolbar- 751 replies
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@Diazo I just released a new mod: I set it up expecting that ActionsEverywhere could be used. I see that this mod replaced that, and as of right now, it doesn't work. I'll take a look at the source to see how difficult it would be to add the actions. There are two, Set DIRECT and Set RELAY, which need to be usable. Calling for help
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[1.4.1+] SelectableDataTransmitter
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
As of right now, this is being used by the OctoSat Continued mod, for the OctoSat Gargantuan Dish and OctoSat Side Dish -
[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2
linuxgurugamer replied to ev0's topic in KSP1 Mod Releases
Personally, I'd see if the duplicate nodes can be combined automatically. This way the player is still up the creek if there is a problem. But, the better error output should help. -
New release 0.1.3: On the OctoSat Gargantuan Dish and OctoSat Side Dish: Adjusted packetInterval down, they were too low which resulted in too-high a transmission rate Adjusted packetResourceCost down Changed to be a dual-purpose antenna with the replacemnt of ModuleDataTransmitter with SelectableDataTransmitter Adjusted the values for OctoSat Core Guidance Module to be inline with stock Adjusted values for OctoSat Side Guidance Module to be inline with stock Updated BahaSP component
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With great pleasure, I would like to announce the release of my newest mod, the SelectableDataTransmitter. Download: https://github.com/linuxgurugamer/SelectableDataTransmitter/releases License: MIT SelectableDataTransmitter is a module which is used to allow an antenna be switchable between DIRECT mode and RELAY mode. While an antenna is being reconfigured, the antennaPower is set to 0, so that it is active, but unable to do anything until it is fully reconfigured. In the editor, two buttons are show,, Set DIRECT, and Set RELAY, this is so you can reference a specific setting in an action group. In flight, only one button is shown. While reconfiguration is in progress, neither is shown, but a message is shown showing the time until the reconfig is complete. In the cfg file, there needs to be a section called ANTENNATYPE for each antenna type. Each section needs to have all the values that a normal antenna would have in the ModuleDataTransmitter section. The module itself will need to have two lines, one specifying the defaultAntennaType, and the second specifying the time needed to reconfigure the antenna. If a cfg would only have a single ANTENNATYPE section, it will behave exactly like ModuleDataTransmitter The cfg definition should look like the following (and remove the ModuleDataTransmatter): MODULE { name = SelectableDataTransmitter defaultAntennaType = DIRECT reconfigTime = 60 // seconds ANTENNATYPE { antennaType = DIRECT packetInterval = 0.03 packetSize = 2 packetResourceCost = 50 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 115000000000 ProgressFxModules = 1 antennaCombinable = True } ANTENNATYPE { antennaType = RELAY packetInterval = 0.03 packetSize = 2 packetResourceCost = 50 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 25000000000 ProgressFxModules = 1 antennaCombinable = True } } Currently being used by the following mods: SXT Continued Kerbonov Kn-2 Cockpit Module REKT Escape Pod Mod CONTARES 1.8.1 with addons for Tantares and TantaresLV
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[1.2.1] TRP-Hire (formerly KSI Hiring)
linuxgurugamer replied to TheReadPanda's topic in KSP1 Mod Releases
This has been taken care of -
[1.9.x] Better Science Labs Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Good idea, will do this weekend -
[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, but it's a great idea. Rather than make it specific to EC, I'll write one which will do the following: Detect when a specified resource is less than or greater than a specified value Fire action group upon detection In order to do this, I need two things, looking for a volunteer: First, a name for this, "Resource Pro" for now, but would like a better name Someone to make a part for this -
[1.12.x] TAC Self Destruct Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I have more fun doing mods than I do flying, at least right now.