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ThirdOfSeven

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Everything posted by ThirdOfSeven

  1. It can help, maybe: try to rename HullcameraVDS/Resources/shaders.bundle to shaders.windows (replace it). It seems still resting in .zip file and it is bundle from previous version. If it does, then, probably, I've compiled .windows one wrong way.
  2. 0.1.5 is working for me out of box. Hope it is same for other platforms P.S. you put an additional ModuleManager version into zip again.
  3. Actually nothing special, as you can build them once (since shaders are not changed every time, I believe :)) and then just copy into release. But when you need to build it again, you need to build separate bundles for every platform since it is the way Unity works these days. I just changed BuildTarget.StandaloneWindows in CreateAssetBundles.cs to StandaloneOSXUniversal and StandaloneLinuxUniversal to build these bundles. Ah, and you need to use Unity 5.4*. I've tried earlier version and it just doesn't work for unknown reason.
  4. @linuxgurugamer Since my "dirty fix" shader bundle works on OSX too I've implemented little piece of code to choose bundle depending on platform (in pull request). Unfortunately it still requires some work when re-building and distributing these bundles with builds.
  5. Following up the update, I re-tested DivisionByZero issue in 0.4.0 I had with Panther again. Results are same: https://github.com/linuxgurugamer/ksp-KerbalLaunchFailure/issues/5 I made a Pull Request for it, this little patch is tested with LFO/Jet/Afterburning jet engines and it works. I hope to get any answer from you, @linuxgurugamer, because it just look like I'm in a blacklist or something like it for some reason, despite trying to help you with fixes/bugs in several mods (like HullcamVDS too). I understand you are busy person with all these 20+ mods on you, but you seem respond to other people around my posts.
  6. @linuxgurugamer @notquitehalf I'm a Linux user and obviously use OpenGL. So, shaders compiled and bundled for Windows are not working for me, as well as for Mac users. They just show everything in "black". I decided to figure out problem myself rather than push someone else to solve it, so I have a dirty fix and even more. Dirty fix: https://dl.dropboxusercontent.com/u/5113976/KSP/HullCam/shaders.zip you just backup your HullCameraVDS/Resources/shaders.bundle and replace with what you need. Don't forget to rename it to "shaders.bundle", of course. How to get shaders for different platforms: in your CreateAccessBundles.cs you change "StandaloneWindows" to "StandaloneLinuxUniversal" or "OSXUniversal" (not sure about last one, bundle in Zip was built for this), then My Mod -> Build Bundles. It actually works because shader is written in some "universal" CG language and can be compiled to different platform-specific ones. Good fix will require some code changes in Hullcam code (like detect platform and choose what to load, or how it works for EVE or scatterer, I don't know yet), I think. Because I can't figure out still if it is possible to get single bundle working for all platforms. It seems like scatterer mod uses three different shader bundles for all this to work, so, probably, it is only one known way so far.
  7. It seems like installing these patches and B9 procedural wings together can break B9 P_Wings completely. You just need to write patch to disable adding FNRadiator to every LiftingSurface in some way you prefer. Or remove/delete mk2_KSPI_radiators.cfg. Or add "WasteHeat" into tank resources in B9_PWing configs.
  8. Actually, I found 1.7 release few pages back which appears to be fixed... Sorry. Mod version in topic title is little misleading. But, I must say, it is great tool to learn proper gravity turn by example. Thanks for updating this mod for 1.2. And new 1.7 features are awesome.
  9. trying GravityTurn v1.6.1.39673 in 1.2 without MechJeb. It works nice in stock game, but in modded environment I get this: [LOG 09:53:47.336] GravityTurn : Starting [LOG 09:53:47.339] GravityTurn : System.NotSupportedException: The invoked member is not supported in a dynamic module. at System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () [0x00000] in <filename unknown>:0 at GravityTurn.MechjebWrapper.FindMechJebModule (System.String module) [0x00000] in <filename unknown>:0 at GravityTurn.MechjebWrapper.init () [0x00000] in <filename unknown>:0 at GravityTurn.GravityTurner.Start () [0x00000] in <filename unknown>:0 It looks very similar to exceptions other mods have when attempting to find ToolbarPlugin or something like it since 1.2 out. There some recommendations how to fix. I hope it is not hard to fix this issue. PS. Should I post issues on GitHub or both?
  10. It seems like it happens on any vessel without experimental parts. Have same issue. 0.2 still works. But I managed to hit something else: I was testing it on Ravenspear MkI (stock) and I've got DivisionByZero while Panther jet engine was failing. So I tried to test it in isolated environment in clean install with craft assembly containing only one Panther, Fuel tanks, Intake and Mk1Inline Cockpit. And it repeats: [EXC 15:41:51.734] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.Single[ModuleEngines] (IEnumerable`1 source) KerbalLaunchFailure.Failure.PrepareStartingPart () KerbalLaunchFailure.Failure.Run () KerbalLaunchFailure.KerbalLaunchFailureController.RunFailure () KerbalLaunchFailure.KerbalLaunchFailureController.FixedUpdate () [EXC 15:41:56.801] DivideByZeroException: Division by zero KerbalLaunchFailure.Failure.CauseStartingPartFailure () KerbalLaunchFailure.Failure.Run () KerbalLaunchFailure.KerbalLaunchFailureController.RunFailure () KerbalLaunchFailure.KerbalLaunchFailureController.FixedUpdate () ... (looks like happens in a loop, so more messages like this) Digging into the code, blaming ModuleEnginesFX instead of ModuleEngines used in this part. Btw, is there is a way to disable audible and/or visual alarm before failure?
  11. Yep, it looks like it breaks exactly this way. [EXC 14:15:10.081] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.GetExportedTypes () AmbientLightAdjustment.ToolbarTypes+<>c.<getType>b__5_0 (.LoadedAssembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[AssemblyLoader+LoadedAssembly,System.Type].MoveNext () System.Linq.Enumerable.Single[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.SingleOrDefault[Type] (IEnumerable`1 source, System.Func`2 predicate) AmbientLightAdjustment.ToolbarTypes.getType (System.String name) AmbientLightAdjustment.GameScenesVisibility..ctor (.GameScenes[] gameScenes) AmbientLightAdjustment.AmbientLightAdjustment.setupBlizzyToolbarButton () AmbientLightAdjustment.AmbientLightAdjustment.Start () Many mods hit this, btw.
  12. It was removed some time ago to save some memory on textures. It was made by other guy who now works on Carrier Vessel Expansion mod making even bigger aircraft carrier. (from mod author posting several pages back) What actually makes me frustrated is KSC water launch buoy which is disappeared too.
  13. Is Asteroid camera supposed to give science for now? I'm getting this when trying to "Process data". Asteroid is targeted and is in field of view. Telescope is on 1Mm orbit around Kerbin. Using Asteroid Camera 2 on CactEye. [WRN 15:24:20.817] [R&D]: No Experiment definition found with id Default Experiment [LOG 15:24:20.817] CactEye 2: Exception 4: An error occured producing a science report! [LOG 15:24:20.818] System.NullReferenceException: Object reference not set to an instance of an object at ScienceSubject..ctor (.ScienceExperiment exp, ExperimentSituations sit, .CelestialBody body, System.String biome) [0x00000] in <filename unknown>:0 at ResearchAndDevelopment.GetExperimentSubject (.ScienceExperiment experiment, ExperimentSituations situation, .CelestialBody body, System.String biome) [0x00000] in <filename unknown>:0 at CactEye2.CactEyeAsteroidProcessor.DoScience (Vector3 TargetPosition, Single scienceMultiplier, Single FOV, UnityEngine.Texture2D Screenshot) [0x00000] in <filename unknown>:0 at CactEye2.TelescopeMenu.MainGUI (Int32 WindowID) [0x00000] in <filename unknown>:0
  14. That is strange, but I have no way to activate these cameras. But they show some pictures in RPM displays. Trying to figuring out what is wrong I looked into zip file and can't see any plugin dll here. Is it missing? EDIT: Found it in previous release Zip on GitHub. But looks like "latest/current" doesn't have on on GitHub or SpaceDock.
  15. Actually it is enough to propell smallest Otter submarine to the unsafe limit of 12 m/s underwater. It seems like this submarine/boat implementation is the most sane one ATM. No "compressed water", no things like "it should weigh over 1250K tons to just be a boat". If I ever start making mod guides/reviews on my channel this will be in one of the opening episodes. Hovewer, it works incorrectly with TransparentPods 0.1.10.0:
  16. In early versions DERP was just 2 parts package (inflatable lifeboat + all-in-one propulsion/service module). It was quite useful to build real emergency pods saving on part count at same time. While now it is interesting to play around with different options, it is much more than 2 parts, so it is not always suits emergency needs. Okay, let's deny putting everything but engine + monoprop supply. It is now tree parts (lifeboat/service ring/inline monoprop engine), but you will miss electricity and any supplies. So... not even close to old days. While one can still mod service ring with invisible parts... Are there any plans to bring some pre-packaged version back?
  17. I have this "Unlimited thrust" issue in 1.2-pre build too. It looks like "thrust1m" is just ignored for now, allowing to make SRB bell of any diameter, like Tzar-bell on 1.25m SRB. It seems like it should be naturally limited by this parameter, but it is not due to a bug.
  18. Oh, I don't really want to ask this, but, please make people able to get version for 1.1.3. Not everybody is able to move to 1.2 right now. It is not only disappeared from OP but from curse also. People often like to use it with BDArmory, but it is not updated yet, for example. It will be nice also to allow people to know the version in Zip file by adding changelog/readme/whatever. Or maybe just add version number to the filename.
  19. Some things about new feature in latest version about recovering vessels: When I recover a plane from runway and then launching it again it sits at its tail rather than gear (turned 90 degree up). It is also loading into editor via "Edit" button same way (which is previously reported by user BlueTiger12), but I'm able to turn it back to gears. The only thing I can't do in the editor with recovered plane is to save edits or exit the editor. All buttons are inactive after that. If I clear Input Lock Stack through debug toolbar, I'm able to return to KSC and launch craft again. The next thing I'm needed to check is the breaking some parts placed with symmetry (because there is a known issue with it), and it is breaking the game completely when launching craft again. Attaching logs. At some point it generates crazy amounts of NRE for other mods, and I forced game to stop, but I attach full logs without any edits. Just in case you know what you need grep for. After my look I can't find (I also have crazy amount of mods installed, so it is nice testing bed for compatibility issues, he-he). https://dl.dropboxusercontent.com/u/5113976/KSP/biglogs.zip
  20. Can't understand this point of view. Maybe because I've already using KCT, but nothing in this video is about making something like that. And I didn't run KSP at April 1st... From my point of view Scott was accurate and completely described all I think about this great mod and why I considered it as a nice gameplay feature to have. P.S. Sometimes I think "desgning" every part in science node can take time too, if such option as BypassEntryPurchaseAfterResearch is not enabled for save, for even more realistic hardcore.
  21. Looks like same issue. I'm getting Segmentation fault on game loading when mod is present in GameData folder. On Linux x86_64 version 0.90. Not happening on stock version. Trying to find what is conflicting. Update: It is somehow related to ActiveTextureManagement agressive version. After some messing around got "notes" folder under ActiveTextureManagement/textureCache and copying it to non-working GameData definitely helps. So, another attempt was to renaming "notes" to "0_notes" and it is also helps. Looks like memory issue?
  22. Hi there. After a glance I can't see if some russian language let's play videos anounced there, so, I want give it a try, because there are lots of soviet, post-soviet, russian and russian-languaged peoples playing KSP. The thing I'm trying to do is to: 1) Use lot's of mods (I like mods, so, let's play called "Addicted to mods"). 1.1) Introduce KSP Interstellar, MKS/OKS, RemoteTech2 and Karbonite mods as core of gameplay. 2) Try to explain something hard to me. 3) Try to tell some history of Earth astronautics. 4) Give kerbonauts a heart and soul. 5) Let's play videous on 64bit Linux platform 6) Learn something new about making videous, improve speech and so on. So, I appreciate any views, comments (even more comments) with critics, advices... Here is a link to first video and playlist:
  23. Is it known to be this way: I got a USI PackRat rover with external seats, go on EVA from vessel, sit on rover, arrived to new place for EVA report. Science Alert shows "EVA Report" is available. I click on it. Immediately my kerbal appears to be leaving the vessel for EVA. At the same time another copy of same kerbal sits on rover. I even can come back and take another copy of this kerbal to another seat, like it is other kerbal and so on (tried up to three). This can't happen when I right-click kerbal for EVA report, obviously. I think it will happen with any external seat which is not means for kerbal to be inside a vessel. It looks like mod assume kerbal is not on EVA and sends some message to go to EVA from vessel and it happens, even if kerbal is not in this vessel.
  24. It was first attempt to launch in resized hangar. All previous uses were for small 1.25m probes, so, don't know. I also tried new sandbox with same vessel and hangar - worked perfectly. Looks like it is was something wrong with save. Worked around accidently by exiting from KSP just after releasing the vessel - after loading back it was outside . It looks like I have no output_log.txt at all . But I have KSP.log and it says http://pastebin.com/faVuvTYq (from quicksave loading till kraken issue).
  25. I'm trying to use Hangar 2.0.2.2 mod, but there is an issue with resizing hangars. I'm using inline hangar without extensions to store one 2.5M vessel in it and another small 1.25 tech vessel. Hangar is resized up to 4x1.2 aspect ratio and shows properly when just flying "mothership". But when I select any vessel from it and making launch the Hangar size appears to be original 2x1 despite all other parts of mothership. And it is ok with smaller vessels, but not with 2.5M one which don't fit at all and blows up immediately (see screenshot with hangar inside the launched vessel). Is it happening to anyone else? What can I do to fix it?
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