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Murdabenne

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Everything posted by Murdabenne

  1. I know its kinda obvious, but Is it inflated? Until that's done, No Bueno for occupancy.
  2. Exactly! And for all you wonderful people wondering about that, there is a fairly robust discussion just now started about forking and/or updating CC over on the CC thread which is where this discussion belongs. Come on over!
  3. Seeing issues where the conditions are met but the contract does not update. I know I can simply use the cheat menu to complete it, but really, poor Tito has been in orbit for a while and Tourism seems to not realize that Jeb took him for a ride. I'd like to confirm that is a problem with Contract Configurator in its current version but running on 1.5.1 which apparently changed something that make it not read results properly. addendum: Now that I have checked a few others, like Research bodies, and some of them seem to be ignored despite their conditions being met - so I suspect its not a Tourism contract pack problem at all. Discussion over on the Contract Configurator thread seems to agree, but I'd like to hear from the author before I place my possibly faulty assumptions as "fact" - maybe there are edits that need to be done to contracts?
  4. I think the author ( @nightingale ?) is still around although it is apparently he does not have the time right now to deal with updating and reworking this mod. It happens, no big deal, and I hope whatever things have him busy, they are something good or at least something that turns out well in the end. As for forks and fixes: It is on GitHub. So maybe PM him and ask if he want your fixes as PRs for his main branch. I'd say, as a courtesy to the original author, any changes you make that fix an issue could be submitted as pull requests on the original repository - Many hands make for lighter work. I know when I got overwhelmed, pull requests that had been tested were very welcome, they meant my mod had more life, allowed me to focus on other problems, and reduced the time-sink and workload involved in keeping my addon current. And there goes my excuse for not learning C#/Net/Windows/Unity. Looks like I have a lot of learning to do, so I can help update a mod like this one eventually (6 months?). EDITORIAL (Feel free to ignore) One last thing: we need to remember that RL is far more important than any game mod. The authors (and that includes adopters/adopters/rebuilders) do this of their own good will, free of charge, on their own time. Nobody here is demanding anything, which is good, and that makes me proud to be part of this community. Because "demanding" things is what drove me off being an author in another game (they unfortunately had a toxic community), and I'm sure has or will drive people off if we don't make our intent clear - which can be hard to do in plain old text, so as King Leonidas said, "choose your words wisely" .
  5. Could be contract configurator - its out of date and in need of a refactoring, and a lot of other contract packs malfunction now
  6. And no, I thought about @linuxgurugamer but he already maintains a ton of stuff, so likely doesn't have the bandwidth for a potentially big chunk like this. Someone else should step up. I would except that I really don't know Windows, graphics, C# or .net at all. Probably take me months just to get used to the toolchain. The last thing I coded in seriously was C++ on Unix/Linux, and before that, I was mainly C with make, ksh, awk, and sed on Solaris and Unix before Linux existed (I'm a programming fossil, started with 6502 assembler as a little kid, beautiful little CPU). Mainly system/sockets level stuff: Thanks to Schnier and Stevens, I implemented a lot of cryptographic and communications stuff back when you had to roll your own. Mainly servers with no real user interface other than command line switches, an ini file, and log files or syslog. I did a lot of scaffolding and system glue in Perl and then Python when it was invented. Since I moved away from being an engineer (I'm now a cardiovascular specialized nurse, long story), I've mainly fiddled with Lua for game scripting/addons. So I'm afraid I'm not much help, although I am starting to think maybe I should learn C#/Net/Windows just for the mental exercise. Maybe 6-7 months from now Ill jump in but right now, I simply don't have the knowledge.
  7. I wonder if anyone knows enough about this to fork it or take it over? That is, assuming someone has the time and energy to do so.
  8. Are you sure about that? I have had problems with it functioning correctly with a lot of mod packs - it doesn't "crash", but it also doesn't function fully and correctly. And it hasn't been updated (per the front page) since April, so there is at least one major and one minor version increase, with another major on the horizon. Is this being maintained at all (obviously not actively maintained), or is it on its way to becoming an orphan, a candidate for adoption? NOTE: This is not an attempt to bug the author, nor shame him/her (tone is awfully hard to convey in text). As a former addon author in another game, I realize that sometimes life happens, and sometimes you just run out of time or energy to do upkeep, especially with a game that changes like KSP. I was just wondering if this was in need of a fork/re-version, or someone else to take over to get it up to date until the author has time to deal with it.
  9. Will there ever be consideration for a "less realism" option or version that supports the old simpler functionality (all pipes/connectors work with all connection points)? There are times where simpler is simply better for gameplay. Not everyone wants to be Scott Manley
  10. I did that, and it didn't work - but I cam back to it today and it did after another refresh. There must have been some stale data cached someplace. Thanks for the help.
  11. I believe this needs to be re-compiled at least, maybe reworked at worst, for 1.5.1. Some contracts for other mods are not working and they are waiting until this is fixed. Like Research Bodies space telescope contracts are broken due to Contract Configurator not working correctly. Its pretty frustrating to have launched the telescope, put it the right orbit, etc yet nothing happens because apparently CC isn't parsing something out of the game to complete the individual requirements. So hang on and be patient, someone will eventually get it fixed.
  12. So maybe a 1.5.1 recompile? Before Squad decides to put another version out LOL
  13. The old "release" thread which is where most people look for Kerbodyne+ - the front page (usually that holds the status) was last updated in 2016. Its also where CKAN sends people per the metadata. https://forum.kerbalspaceprogram.com/index.php?/topic/130809-11-kerbodyne-plus/
  14. CKAN.InvalidModuleFileKraken: BonVoyage 0.14.1.1: C:\Users\XXXXXXX\AppData\Local\Temp\tmpF1CD.tmp has length 158934, should be 158991 at CKAN.NetModuleCache.Store(CkanModule module, String path, String description, Boolean move) at CKAN.NetAsyncModulesDownloader.ModuleDownloadsComplete(NetModuleCache cache, Uri[] urls, String[] filenames, Exception[] errors) See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** CKAN.FileNotFoundKraken: Trying to install BonVoyage 0.14.1.1, but it's not downloaded or download is corrupted at CKAN.ModuleInstaller.Install(CkanModule module, String filename) at CKAN.ModuleInstaller.AddRemove(IEnumerable`1 add, IEnumerable`1 remove, Boolean enforceConsistency) at CKAN.ModuleInstaller.Upgrade(IEnumerable`1 modules, IDownloader netAsyncDownloader, Boolean enforceConsistency) at CKAN.Main.InstallMods(Object sender, DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e) at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- ckan Assembly Version: 1.25.0.0 Win32 Version: 1.25.3 CodeBase: file:///F:/CKAN/ckan.exe ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Numerics Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- System.Runtime.Serialization Assembly Version: 4.0.0.0 Win32 Version: 4.7.3160.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Data Assembly Version: 4.0.0.0 Win32 Version: 4.7.3160.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: 0.0.0.0 Win32 Version: 4.7.3190.0 built by: NET472REL1LAST_C CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Transactions Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: 1.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- Accessibility Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- System.EnterpriseServices Assembly Version: 4.0.0.0 Win32 Version: 4.7.3056.0 built by: NET472REL1 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_64/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. Ckan erroring out, but only on that file (BonVoyage, update). It got the others fine as long as I left BonVoyage unchecked. filename is different every time of course, but the filesize errors are exactly the same numbers.
  15. Editing anything with this nasty forum software can devolve into something pretty horrible in a hurry on any platform.
  16. Comping back to KSP after >1 year away. Happy to see development activity - I checked the main thread and this appeared to be dead and abandoned. You might want to drop a post at the end of that thread saying "still under development", and update the first post to reflect what you're doing here.
  17. This shows as OK for 1.5.1 in CKAN - is that correct?
  18. @JPLRepo Thanks - I'll not bother you with logs, etc. I'll just wait for the updates. I just restarted playing after >1 year off (my last was 1.3.something) and decided to try this with a new career. Thanks for doing what you do!
  19. Edit: Looking for confirmation that this is a known condition that I may have inadvertently caused. If so, I am just looking for the fix. If its not that, then I'll collect logs, mod lists, etc and properly post a bug report/request I have the TST in orbit at 210K, with probe core, batteries and solar panels etc, its a proper satellite. The contract "Searching the Skies with a Telescope" seems messed up - I have it with the TST active, and its at 205000 orbiting Kerbin. I've even discovered a planet (duna) by pointing around the plane of the ecliptic and clicking the "track bodies" button. I even put the TB-75M telescope up and it doesn't change. Is this broken in 1.5.1? (Or is it Contract Configurator?)
  20. If you find a persistent bug, feel free to submit a bug report (logs and such), and a pull request if you have a fix. @linuxgurugamer is known to be an accepting kind of guy (at least when it comes to bug reports and pull requests with fixes)
  21. Any chance of getting these added to CKAN? I can dust off my old CKAN skills if needed.
  22. 1.5.1 with the Making History xpac does not have a mounting surface node on the "NPV-06" (the old Mk 16) nosecone parachute, which pretty much forces the use of radial mounts whenever the LES is used. Or did I miss something? Edit: If I take the next size up, mount it, shrink it (tweakscale), then try the tower, it works.
  23. Please post when you or @linuxgurugamer get the metadata into CKAN. I've installed it manually for now, but I'd rathe be able to let CKAN manage the upkeep of alerting me to updates. Im over 100 mods (again) and CKAN makes that sustainable with relatively smaller doses of insanity.
  24. That's my favorite suit pack - I am so happy that you are still working with it. File format and asset explorer and extraction tools are commonplace - after all, Unity is designed as a relatively open toolset so things like its assets can be explored and exported and imported - they even have an asset store with a ton of free content creator assets that could be of use for someone wanting to do extensive mod writing for Unity based KSP. There are extensive tutorials on their website for anyone that is interested in learning how to develop content for Unity based games like KSP. The directory names and paths are also public knowledge (they're right there on your hard drive, go look). So why would there be an issue with saying "Use this (publicly available) tool on this file (in a publicly available filespec) in that directory-path (which paths are routinely posted in mod development posts) to see how Squad did it" - is that a violation of the EULA? After all, you do allow for tutorials that do parts of this process - and I have seen in the past mod authors reuse your textures in-situ on those paths for things like "stock alike" parts. Hey Squad, how about a very narrow exception to allow the posting of the process of how to extract textures for use as ONLY as examples (for suits) and only in this thread, with the stipulation that resulting files should never be shared, reused even partially, or posted publicly? The process itself and merely reproducing where to look is not going to harm you or the game, if anything it will help increase the usability.
  25. Thanks @linuxgurugamer - I don't know why I didn't find that in my search. Maybe I need to step away from the computer and get some sleep.
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