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Ziw

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Everything posted by Ziw

  1. I'll look into it later today. I have some areas of code where I wanted to optimise the memory usage anyway.
  2. That is something new. Was it in Flight or in Editor? - - - Updated - - - I found this during part loading (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cannot find a PartModule of typename 'TweakScale' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FileNotFoundException: Could not load file or assembly 'KSPAPIExtensions, Version=1.7.2.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.Reflection.MonoField.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at BaseFieldList.CreateList (System.Type type, System.Object instance) [0x00000] in <filename unknown>:0 at BaseFieldList..ctor (UnityEngine.Component host) [0x00000] in <filename unknown>:0 at PartModule.ModularSetup () [0x00000] in <filename unknown>:0 at PartModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PartLoader:StartLoad() :MoveNext() (Filename: Line: -1) EDIT: It's our fault - the latest pre-release did not have all the dependencies in archive -let me re-upload it in a bit Please re-download the P3 again, it should contain all the necessary files now. - - - Updated - - - Do you want users at least see the available presets and just not able to edit them, or you want this window to be inaccessible to them?
  3. 'Wait' functionality is coded in the addon, along with other stuff. But IR API lets you access Servos and Groups, move servos to presets/arbitrary positions/direction and groups to Presets/direction.
  4. What is the error? Shouldn't you specify which resource are you looking for?
  5. Can you please post your output_log.txt and a screenshot of your MagicSmoceInsustries folder contents all expaned. Something seems wrong with your install. Alternatively you might try making clean install of Infernal Robotics pre-release and then installing Zodius's parts
  6. Here's a WIP preview of what would be possible to do with API. Please ignore ugly UI, it needs a lot of polish
  7. Speed field is now named "Speed", not "Coarse speed". If your code works with "Coarse Speed" then you're using 0.19.3 version. I've finished writing the API for IR, so as soon as it gets through QA we can implement it in KOS to make your life easier. But it will take some time still. I'll check in the code, but in reworked plugin there are no specific limitations on Speed field, except that it could not be 0. You must also keep in mind that Speed is a multiplier to part's default speed written in cfg
  8. Zodius was adamant that we no longer need it, at least for his parts. We can always bring it back.
  9. It is a separate download. If you haven't used it before - you won't have any problems.
  10. Pretty stable, I use it on my main save. But it's all down to parts and Zodius did make some changes so don't forget to install deprecated pack if you used his parts before.
  11. Try switching from Radial Symmetry to Mirror Symmetry (by pressing R in Editor)
  12. Thank you for detailed feedback. I think we found the root of the problem, but fixing it might introduce some breaking changes. We'll decide on a best way to handle it and post here when we have a solution.
  13. hmm do you have other mods installed and if yes can you give us an output_log.txt?
  14. Unfortunately yours is the only solution for now. Would you mind posting your suggestion about LIST DECOUPLERS in XXX to github?
  15. This package requires another mod, called Infernal Robotics. Please follow the link in my signature below and install it too.
  16. It is best to do it in editor, you can type in range values if you go into advanced mode like this: We are considering a better tweakable for limits, but for now you can try to get away with the solution above. - - - Updated - - - Thank you for your feedback, though it would be easier to find if you posted it in WIP thread. Anyway - let me address all your issues: 1) As sirkut already said - it is the intended behavior and there is not much we can do 2) Confirmed, it is a bug, we'll fix it ASAP 3) Could not reproduce it with either set of parts (Legacy & Rework). Rotation limits are preserved. Are you using latest re-release from yesterday? 4) We're trying to find the root of this. It seems that as soon as you tweak any of the symmetry counterparts, KSP makes that counterpart a master, thus breaking our code. We'll continue looking. Apply Symmetry is only for Presets, it does not do anything else. 5) It is the intended behavior, Editor is about precise positioning, all moving tests should be performed on the launchpad. 6) Reset buttons reset the parts to their CFG position, and it was the intended behavior. You can set a preset value you like in Preset Editor and move to this preset. We might consider making an option in Preset Editor to upgrade one preset value to Default Position, so your revert/reset buttons would move to it instead of 0 position.
  17. It is the intended behavoir: editor is all about precise positioning, so all parts move at their default speed in editor. You can set them to preset positions much faster if you open the preset editor. All Zodius's parts come with predefined presets for easier positioning in editor
  18. All Legacy parts still work. If it was in the original mod, it is here too. EDIT: oops, wrong thread
  19. Unfortunately right now there is no way to do it in kOS. String manipulation is a planned feature after 0.17
  20. Exception is thrown by blizzy's toolbar. I'll check our interaction with it in a bit. EDIT: I cannot reproduce this. On your blizzy's toolbar did you add IR as a button?
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