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rsparkyc

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Everything posted by rsparkyc

  1. what are you worried about? Afraid you'll never go back?
  2. What's your current record for the 3x3x3? As for me, I'm trying to get RO/RP-0 working on 1.2.2
  3. I'm pretty new to trying to work on mods, but I figured I'd try to be proactive about some of the mods I'd like to see updated rather than putting up "when will this be ready?" posts. With that said, I'm trying to work on updating the RP-0 mod to use the latest Contract Configurator (see this issue: https://github.com/KSP-RO/RP-0/issues/571) When I start the game, I do a grep on the Player.log for "contract" to get any log messages that have to do with contract configurator. I was seeing messages like this in the log: ContractConfigurator.ContractGroup: CONTRACT_GROUP 'Milestones': No minVersion or older minVersion provided. It is recommended that the minVersion is set to at least 1.15.0 to turn important warnings for deprecated functionality into errors. I went through the CONTRACT_GROUP nodes, and added a minVersion of 1.22.2 (since that's what we're running on), however now I get the following message everywhere I changed that: ContractConfigurator.ContractConfigurator: Multiple assemblies with name 'ContractConfigurator' found! You can take a look at my config file here: https://github.com/rsparkyc/RP-0/blob/1.2_CCupdate/GameData/RP-0/Contracts/Groups.cfg 2 main questions: 1) Since we have nested CONTRACT_GROUP nodes, would it make sense for the child nodes to inherit properties like minVersion from the parent node, and not give a warning that I didn't supply a value? 2) What's up with the Multiple assemblies message? I thought maybe somewhere I was referencing another version of ContractConfigurator, but doing a grep in my GameData directory for "minVersion" shows only 1.22.2 Thanks!
  4. Technically, yes, it runs. However, there's plenty that's not working. I can't transmit science, and pretty much every part shows up as being non-ro compatible.
  5. Are Bill and Val hardcoded into KSP somewhere? I'm trying to update KerbalRenamer, but get a NRE after I try to update their names: NullReferenceException: Object reference not set to an instance of an object at regexKSP.IconChanger.changeKerbalIcon (KSP.UI.CrewListItem cic) [0x00000] in <filename unknown>:0 at regexKSP.IconChanger.BuildCrewAssignmentDialogue () [0x00000] in <filename unknown>:0 at CallbackUtil+<DelayedCallback>c__IteratorEC.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 You can see what I'm doing here: https://github.com/rsparkyc/KerbalRenamer/blob/JebBillBobValRename/Renamer/Renamer.cs#L137
  6. I submitted a PR for Kerbal Renamer here: https://github.com/KSP-RO/KerbalRenamer/pull/2 (It points the the RO fork of Kerbal Renamer). I think that's owned by @NathanKell
  7. Does the CURRENT version work? No. That was compiled against 1.1.3. However, it's possible to recompile it against the 1.2.2 binaries with a few minor changes. I've done that, and created a spreadsheet tracking what works and what doesn't (at least for me) here: https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=0 Feel free to checkout the github page, there's a github issue related directly to 1.2 compatibility here: https://github.com/KSP-RO/RealismOverhaul/issues/1436 Oh, and a reddit discussion here: https://www.reddit.com/r/RealSolarSystem/comments/5o54f0/is_ro_finally_out/
  8. Hey NathenKell,

    Looks like you haven't been online in a while.  I'm assuming that it's just because you've been really busy as of late.  Just wanted to let you know that we're looking forward to when you could help us resolve the few remaining RO/RP-0 issues!  It sounds like you're kinda like the lynchpin to a lot of this stuff.  I've put together a spreadsheet here documenting my progress, hopefully you can find is uselful:  https://docs.google.com/spreadsheets/d/19_dhwSioZODCCtMFD0kZOtbmbg--ryoE0nzoWJL2cRc/edit#gid=0

    Looking forward to when you can find some time!

  9. hmm, I haven't messed with SSRSS, just RSS. Maybe try narrowing it down to a smaller set of mods and try to reproduce it again?
  10. What other mods do you have installed? That seems really odd, considering I have RSS and many of the other realism overhaul mods installed and am not seeing anything like that.
  11. Have you tried right clicking on that dependency and clicking "remove"? In a separate topic, I'm trying to help upgrade RP-0. Looks like there was some old code like this: protected double ResourceRate() { if (part.Modules.Contains("ModuleCommand")) { ModuleCommand mC = (ModuleCommand)part.Modules["ModuleCommand"]; foreach(ModuleResource r in mC.inputResources) { if(r.name.Equals("ElectricCharge")) { commandChargeResource = r; if (enabledkW < 0) enabledkW = (float)r.rate; return r.rate; } } } return -1; } However, ModuleCommand no longer has inputResources. I can do mC.part.resources, and filter where mC.flowMode is FlowMode.In, but 1) I don't know if that's the right way to do it, and 2) those objects still don't have a rate field. Suggestions?
  12. Just found this: Is this something we might want to add into RO? Edit: I am slow, looks like @NathanKell was already talking to him about having this part of RSS
  13. Another thing I found is that you can leave the part unattached, and then change the root node on that unattached sub-assembly (the root node tool works even on red parts). Sometimes I have to do that to change where the attachment node is
  14. Hey @stratochief66,

    You seem to be the one primarily maintaining the RO repo.  I know @NathanKell said he would still be working on that as well, but I haven't seen him online in a few weeks (hoping he didn't get burnt out).  I'd love to help contribute, but don't really know a good place to start without stepping on any toes.  I haven't really done much modding, but I've been developing software for about 10 years (right now in java, though I used to do everything in .net).  @Phineas Freak pointed me at some configs to do some updates on, and I was able to recompile the RO binaries against the 1.2.2 dlls, but would love some more direction to help the RO mod get up to date with 1.2.2.

    Thank you for any direction you can provide!

    1. Show previous comments  1 more
    2. stratochief66

      stratochief66

      That PF issue no longer appears to be a thing, at least not when I was testing out CMES PRs in 1.2.2 tonight.

    3. rsparkyc

      rsparkyc

      Awesome, thx for your reply!  Good to hear NK is still excited about RO.  I know I tried loading in all the required mods (at least ones that had 1.2.2 binaries), and recompiled the RO binaries as well, but the game wouldn't start with all that loaded.  I guess the best thing to do would be to unload a bunch of those and see if I can figure out what the culprit is, and then see if I can figure out how to fix it.

    4. stratochief66

      stratochief66

      Yep! I had a similar problem earlier this week when I tried, for me I think it was an older version of TestFlight, which I believe has a newer beta candidate I haven't tested yet.

      But yeah, starting from scratch stock, then adding RSS & RSS prereqs, confirming it works, adding a few RO pre-reqs gradually and checking to make sure it boots and works, etc. Same method I use as well :)

  15. So sorry to hear about Ariel. I remember when we had to put our cat down (Her name was Bella, until we found out that She was actually a He. He was then renamed to Almond Joy (AJ for short), because "Almond Joys have nuts..."). He got hit by something in the street, and we had to take him to the vet at around midnight to be put down. My daughter was probably 3 at the time, and she still talk about him (even though it's been about 2 years) "The Ariel Edition" sounds like a good name for the next release name.
  16. You can monitor progress at the below thread:
  17. Cool, I might poke around and see if I can find anything too.
  18. In the console in the cheat menu I see the following: "Error: Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy."
  19. Hey @Starwaster, in the interest of getting more traction on the Realism Overhaul front, I've attempted a recompile against the 1.2 binaries. I had to make a few changes when it comes to struts, but was able to get something that compiles (though it needs some more testing). I'd be happy to submit a PR to you if you'd like.
  20. I would think a method with the name OnTargetLost would be an event handler that would fire when the connection was terminated, and not actually cause the connection TO terminate.
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