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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Well, what I was thinking of would be to take Kerbas_ad_astra's patch as a mod, with requirements of ZPIF & animated Decouplers. once I find the patch (that link isn't working), I could do that later today
  2. I think so, if you use this: Would you consider an additional CKAN entry which would be for stock?
  3. Before I update the CKAN, can someone download this new file and test it: https://github.com/linuxgurugamer/KerbalSmartParts/releases Version 1.7.1.1 Thanks
  4. This is a continuation of the old mod Champagne Bottle. It is available at Spacedock: http://spacedock.info/mod/613/Champagne%20Bottle%20Redux New Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. License is CC-BY-NC-SA https://www.patreon.com/linuxgurugamer This mod was originally written by @jimj316, forked and updated by @Senshi, further updated by @Gribbleshnibit8, and finally by myself. I've integrated both toolbars and a simple config file. From the original posting: A while ago I saw a request in the suggestions forum that was asking for a way to have the game generate ship names for the player. I realised that I'm always having trouble deciding on names, so I made this little plugin to help. Simply click the little button on the toolbar marked "CB" to open the menu, and poll the KSC workers what they think the ship would be named (please note, you may have to undergo some "workforce restructuring" before you get good suggestions). This plugin will use either blizzy78's ToolBar plugin, or the stock toolbar. There is a small config file: ChampagneBottle.cfg, where you can specify whether to use the Blizzy toolbar or not. If Blizzy is not available, then it will use the stock toolbar. Thanks to: - TaranisElsu, for his code examples - blizzy78, for developing the Toolbar plugin - AzziWeaver, for helping think up like half of the ship name words :3 - codepoet, for working out how to actually change the ship name textbox!
  5. While I'd like to know this, it's not urgent. I'll just let the mod use the toolbar if it's there, and if not then it will just use the stock toolbar
  6. Hi, How can I tell if a button is currently being shown? I need to know so that if it isn't being shown, I can show it on the standard toolbar (I'm taking over another mod and need to do this until I can implement some sort of config screen). I tried using the iButton.EffectivelyVisible, but that didn't seem to do it. Thanks LGG
  7. I'm aware of these reports. Thank you. I marked this as 1.1 compatible because it totally depends on the ContractConfigurator, and was told that when that was compatible, all contracts would be. It would help if you could send me a persistent.sfs file which is showing the problem. Please make sure that either the only mods are ContractConfigurator & Rover Missions, if possible. If you have other mods, please list all of them. Obviously, the fewer mods the better. I'm rather busy right now with some other mods, but will definitely get to this soon. Thanks LGG
  8. So the biggest difference I see is the video card, I have an nVidia 970. How much memory is on the video card? I'm going to keep track of what video card the people who are having problems are using, looking for a trend. Thanks. I'll take a look at the bug report later. Also, I believe that 1.1.1 will be released soon, when it is, please retest. Thanks
  9. I'll deal with it, thanks. Will get to this in the evening LGG
  10. I'm seeing Nullref's in the log: NullReferenceException: Object reference not set to an instance of an object at ABCORS.ABookCaseOrbitalReferenceSystem.MouseOverOrbit (.PatchCastHit& hit) [0x00000] in <filename unknown>:0 at ABCORS.ABookCaseOrbitalReferenceSystem.Update () [0x00000] in <filename unknown>:0 Situation: On the pad, 3 stages, have staged both (testing a mod, stages have no fuel), switched from controlling one ship to the other.
  11. Please send me complete specs on your system, including cpu, memory, os, etc. I have no idea what I may find, but according to @blowfish this may be a Unity bug. The really strange thing is that KW is a parts-only mod.
  12. I'm writing a mod which (among other things) changes the vessel type in a dialog, similar to the way you change the vessel name/type while in flight. I'd like to use the same icons (I think they are the same as in the mapview), but haven't yet found a way to do so. Does anyone have any ideas how to do that? Thanks in advance LGG
  13. Turned out that I was doing it wrong. I've totally rewritten it, but now I need to use the icons which are in the VesselRenameDialog dialog. Any ideas?
  14. OK, I'll get a new release up on Spacedock and github, and into CKAN as well in a day or so. Thanks
  15. So I think I'm ready to take this over, if it's ok with you. Please confirm. LGG
  16. I'd like to be able to use the VesselRenameDialog class to get name and vesseltype for things which are not (yet) vessels. But I'm having a problem, am hoping that someone can give me a clue. I'm calling the following from a part module which has a right-click action, all that is done during the right click is below: This code will bring up the dialog for the current vessel: KSP.UI.Screens.VesselRenameDialog.Spawn(FlightGlobals.ActiveVessel, null, null, true, VesselType.Probe); So I figured that I'd just create a new vessel. add a Part with a ModuleCommand to it and use this new vessel, but the following code,gets a null reference error: Vessel v = new Vessel (); v.vesselType = FlightGlobals.ActiveVessel.vesselType; // this line causes a null reference error v.name = FlightGlobals.ActiveVessel.name; v.vesselName = FlightGlobals.ActiveVessel.vesselName; Part p = new Part (); // This line causes a null reference error p.name = "test1"; p.CrewCapacity = 0; p.mass = 0; p.vesselType = VesselType.Probe; p.AddModule("ModuleCommand"); v.Parts.Add (p); KSP.UI.Screens.VesselRenameDialog.Spawn(v, onAccept, onDismiss, true, VesselType.Probe); Here is the error: NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:get_gameObject () at Part.AddModule (System.String moduleName) [0x00000] in <filename unknown>:0 at Lib.Stager.ActivateEvent () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Thanks in advance
  17. I just went through a cycle of adding & deleting a maverick 1d to an FL-T400 20 times, no problem. I need more info, and even then, based on what @blowfish said, it may not be the mod. KW is somewhat heavy in textures, so that may be an indirect influence on this bug
  18. Can you please confirm you are using the KWRedux? also, a more detailed step-by-step please, I haven't been able to replicate it yet @singh.prdI looked at your output logs. It doesn't appear to be specific to the Maverick, in both cases, it crashed on different parts, the last part deleted in the 2nd output log was a squad part.
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