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KSP2 Release Notes
Everything posted by Ziw
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
@V8jester can you help us? I have not played KSP properly for quite some time, maybe there is a workaround -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Auto-struts should be turned off, like so: http://imgur.com/a/phxLd Also make sure you don't have KJR installed, there were reports of KJR interfering with IR movement. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Thank you. Will take a look, maybe KJR needs some IR awareness and some additional settings. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Can you try on a very basic craft, literally a pod + battery + one pivot? -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Can you test with Reworked parts? (see link in my signature)? @Drakenex -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Did you turn off the auto-struts? It seems you forgot. -
Fixes for CC and Toolbar + some asset bundle changes. ZiwKerman released this 15 minutes ago Requires clean install. Requires IR 2.0.7 Download: https://github.com/MagicSmokeIndustries/IR-Sequencer/releases/tag/1.0.2 Docking and IR is a known issue. Please read through main IR thread for possible workarounds.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
CC and Toolbar changes + some minor bugfixing ZiwKerman released this 3 minutes ago Requires Clean-ish Install Leave the Parts subfolder, but please delete the MagicSmokeIndustries/AssetBundles subfolder before installing. NO PARTS IN THE ZIP FILE, KEEP YOUR CURRENT PARTS Download here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.7 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
To be fair it is not my mod as well. I just help maintain it -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
I think you misunderstood, he does not create a version of a mod, he creates additional parts, that use the mod, which is great, because I cannot do parts. And his parts are very thought through and cool. He also helps A LOT with maintaining main mod as well so only utmost respect for him from me. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Model Rework part is done by @ZodiusInfuser and he wanted to keep it separate. Our legacy parts are not up to standards now, and with a lot of people using reworked parts we decided to keep them as a separate download to reduce ZIP file size. Also the parts themselves do not change over different versions, so they are more of a dead-weight if you just want to release a quick update like this beta. When the full version is ready, we usually create a version of a download file with parts included. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
I'll update the wrapper and asset loader soon. you can grab the basic parts here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip or some advanced parts here http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-v02-pre-release-beta/&do=findComment&comment=2564645 -
It does, and I'm on a Mac too. Let me check the release, maybe something is wrong with the files I uploaded to github. Can you please try replacing your MagicSmokeIndustries folder with this one: this is the exact copy of my test setup on my Macbook Pro, so it should theoretically work: https://drive.google.com/file/d/0B9f5PHcywXQIQm9Xajh0LXhpeDA/view?usp=sharing Latest 2.0.6 release comes partless, you can grab the basic parts here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip or some advanced parts here http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-v02-pre-release-beta/&do=findComment&comment=2564645
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Ok, couple more tricks, before I have to get down to code: Please try deleting GameData/MagicSmokeIndustries/IRSequencer/Plugins/PluginData/IRSequencer/Config.xml Because the error you are getting should not affect the main Sequencer window, I suspect that window might be drawn outside the screen for some reason. Also, does Sequencer window work for you in the VAB? Can you post a log where you try to open Sequencer from VAB, this might give me some more information.
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IR Surface Sampler from IR rework is outdated, but should not affect anything except for the corresponding part. If you still wish to use that part you should wait until Zodius releases an update to his pack. Alternatively you may try to get the updated Surface Sampler plugin here: https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins Also IR Active Struts is not compatible with KSP 1.2 yet, so I suggest removing it from your install for now. Both can be found in the relevant subfolders in your GameData/MagicSmokeIndustries folder. Apart from the error message in your log about Coroutine (which should not affect anything), I don't see any problems with IR Sequencer. Can you post a screenshot of your craft? Does IR work for you when you move things manually?
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I see you have a bunch of other mods installed, but I don't see IR icon in the toolbar on bottom right, meaning something is wrong with your IR install. Can you test on a separate install just the stock game + IR? Make sure you use the latest version of IR (2.0.6) available here: https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.6
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Piston should have 2 nodes - one fixed node and one moving node. Post a screenshot and a log please. -
What am I doing wrong? Toolbar does not work on my testbench at all. It is a fresh install with just Toolbar and MSI plugins only. Error messages in the log are below: [LOG 10:23:32.806] [AddonLoader]: Instantiating addon 'ToolbarManager' from assembly 'Toolbar' [ERR 10:23:32.811] get_dataPath is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'ToolbarManager' on game object 'ToolbarManager'. See "Script Serialization" page in the Unity Manual for further details. UnityEngine.Application:get_dataPath() KSPUtil:get_ApplicationRootPath() Toolbar.ToolbarManager:.cctor() UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>c__Iterator4A:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>c__Iterator49:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>c__Iterator5D:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() [WRN 10:23:32.823] File 'C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/toolbar-settings.dat' does not exist [ERR 10:23:37.374] InitWWW can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function. UnityEngine.WWW:.ctor(String) MiniAVC.Addon:FetchRemoteInfo() MiniAVC.Addon:ProcessRemoteInfo(Object) [LOG 10:23:37.378] Load(Texture): MagicSmokeIndustries/Parts/Legacy/IR_RotatronVTOL/ir_gennorm [LOG 10:23:37.395] MiniAVC -> Remote checking has been enabled for: Toolbar [LOG 10:23:37.400] MiniAVC -> System.ArgumentException: InitWWW can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function. at (wrapper managed-to-native) UnityEngine.WWW:InitWWW (string,byte[],string[]) at UnityEngine.WWW..ctor (System.String url) [0x00006] in C:\buildslave\unity\build\artifacts\generated\common\runtime\UtilsBindings.gen.cs:117 at MiniAVC.Addon.FetchRemoteInfo () [0x00000] in <filename unknown>:0 at MiniAVC.Addon.ProcessRemoteInfo (System.Object state) [0x00000] in <filename unknown>:0 [LOG 10:23:37.410] MiniAVC -> C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\000_Toolbar\Toolbar.version NAME: Toolbar URL: https://www.blizzy.de/toolbar/Toolbar.version DOWNLOAD: http://forum.kerbalspaceprogram.com/index.php?/topic/55420-110-toolbar-1711-common-api-for-draggableresizable-buttons-toolbar/ GITHUB: NULL VERSION: 1.7.13 KSP_VERSION: 1.2 KSP_VERSION_MIN: 1.2 KSP_VERSION_MAX: 1.2 CompatibleKspVersion: True CompatibleKspVersionMin: True CompatibleKspVersionMax: True CompatibleGitHubVersion: True [LOG 10:23:37.415] MiniAVC -> FirstRunGui was destroyed.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Ziw replied to sirkut's topic in KSP1 Mod Releases
Latest Toolbar does not work for me at all, so it's hard to test. Will report to Toolbar's thread.