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Everything posted by linuxgurugamer
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I got it fixed as well, need to put a try/catch around the offending code
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm interested in feedback, both as to how it works, and possibly ways to improve it. Thanks not everybody uses kOS -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Just released 0.2.0 Fixes Autoabort Added dialog to give the ability to do one of the following: Cancel autoabort Reset autoabort timer Abort immediately Think of what happens in real life. Actually, think about Apollo 12 (I think), where lightning struck the capsule, and the abort was in the hands of the astronauts By having the dialog, the player will have a limited amount of time to make a decision. In the event that it's not a significant failure, for example, a failing fin, the player can cancel it,etc -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
First, I don't want to make the settings too complicated. Second, even an engine failure can be saved, depending on what's happening. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
thank you. Always nice to hear from the experts- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
Well, the way it's written, I don't know the name :-( So I'll leave it that way for now, until I get a better handle on it. Thanks- 5,206 replies
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
The abort is broken in the current release. I have a working version, but need to add a way to cancel the abort, since many failures don't need a full abort to be done. so, I'm thinking of having a large button to be displayed with a countdown to abort, clicking the button will cancel the abort. Any other ideas are welcome. -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
There are other mods to do that. Do you have anyting attached to the abort action? Go into the settings, and you can disallow each of the specific failure types. I'll take a look at the abort stuff later -
[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Bad build, look for an update in a few minutes: 0.1.2.2 -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
linuxgurugamer replied to nightingale's topic in KSP1 Mod Releases
@nightingale I'm hoping you can help me with a problem, which, while may not be in CC, is being triggered by CC (same issue which was in the Blizzy Toolbar wrapper). VOID with CC (no toolbar) generates the following error: NotSupportedException: The invoked member is not supported in a dynamic module. at System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () [0x00000] in <filename unknown>:0 at VOID.VOIDCore_Generic`1[VOID.VOIDCore_SpaceCentre].LoadModulesOfType[IVOID_Module] () [0x00000] in <filename unknown>:0 at VOID.VOIDCore_Generic`1[T].DrawGUI (System.Object sender) [0x00000] in <filename unknown>:0 at VOID.VOIDCore.OnGUI () [0x00000] in <filename unknown>:0 at VOID.VOIDMaster`1[T].OnGUI () [0x00000] in <filename unknown>:0 I've traced it to this code, specifically the GetExportedTypes line: AssemblyLoader.LoadedAssembly assy; for (int aIdx = 0; aIdx < AssemblyLoader.loadedAssemblies.Count; aIdx++) { assy = AssemblyLoader.loadedAssemblies[aIdx]; Type[] loadedTypes; try { loadedTypes = assy.assembly.GetExportedTypes(); Type loadedType; for (int tIdx = 0; tIdx < loadedTypes.Length; tIdx++) { loadedType = loadedTypes[tIdx]; if ( loadedType.IsInterface || loadedType.IsAbstract || !typeof(U).IsAssignableFrom(loadedType) || typeof(VOIDCore).IsAssignableFrom(loadedType)) { continue; } so for now, I just added a Try/Catch around that line, and it seems to work. But I'm sure there is a better way, I was hoping you could help. Thanks- 5,206 replies
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@JPLRepo Was wondering if you've fixed this yet. I just ran into the exact same thing with VOID. Initially I thought it had to do with the bug that CC found in Toolbar, but I have the current toolbar wrapper and still get the error, but only when CC is installed
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
I just got this downloaded from the mediafire link, version 1.7.2b Are you aware of any later versions? Other than the AdvTransparentPods plugin, do you have a list of what needs to be updated? I always liked this mod, and if it's not being maintained, I may start doing that. -
[1.9.x] QuizTech Aero Pack Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
I think they will take their time. What's wrong now isn't game-breaking -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Significant release: 3.0.23: Added tags to all parts Reformatted some engine config files Fixed Ullage motor sounds -
I just started working on VesselViewer, it has a number of issues which I'm working through
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[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Two things: 1. Was this a clean install? If not, can you try with that? 2. Can you send me the craft file as well?