-
Posts
794 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Speadge
-
[1.10.x, 1.11.x, 1.12.x] MOAR Station Science - Out of BETA
Speadge replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, the file "StationScience.cfg" seems to control wich PARTS (not experiments) are evaluated for contracts. Since the current Version of your mod has the "default" parts disabled with the lines TechHidden = true category = none in i.e. "..\GameData\StationScience\Parts\StnSciExperiment1.cfg" But THIS part is needed for the contracts: StationScience.cfg // To disable contracts for a given experiment or planet, remove that // entry from these lists experimentChallenge { StnSciExperiment1 = 1 StnSciExperiment2 = 2 StnSciExperiment3 = 2.5 StnSciExperiment4 = 3 StnSciExperiment5 = 2.5 StnSciExperiment6 = 3.5 } So the arcanum may bring the experiments - but since the PARTS have other names, THEY are not tied to the contracts at all -
[1.10.x, 1.11.x, 1.12.x] MOAR Station Science - Out of BETA
Speadge replied to linuxgurugamer's topic in KSP1 Mod Releases
yeah, that was part of debugging - no complain. i wanted to show you, that the contracts are tied to the old parts, that you deactivated... -
[1.10.x, 1.11.x, 1.12.x] MOAR Station Science - Out of BETA
Speadge replied to linuxgurugamer's topic in KSP1 Mod Releases
if additional info on my problem (retrokuarqs contract not reacting to updates on experiment) is needed, im happy 2 help. im just not sure how. intentionally, i also thought there might be a naming issue, - but im not sure edit: my ship used: name = costlyExperimentRetrogradeKuarqs edit2: after having the files in /parts deleted, my contracts vanished. when i delete the files in /ArcanumIndustries/Parts/ , my ship/station vanishes. so this might be the culprit? edit3: if arcanum-parts are the way to go, shouldn't THEY be listed in StationScience.cfg?: // To disable contracts for a given experiment or planet, remove that // entry from these lists experimentChallenge { StnSciExperiment1 = 1 StnSciExperiment2 = 2 StnSciExperiment3 = 2.5 StnSciExperiment4 = 3 StnSciExperiment5 = 2.5 StnSciExperiment6 = 3.5 } edit4: removed the arcanum-experiments and re-enabled the old ones: TechHidden = false category = Science so i got back the old distinguishable models AND i could finish the contract (after launching a new experiment to space). everything's fine for me that way! -
[1.10.x, 1.11.x, 1.12.x] MOAR Station Science - Out of BETA
Speadge replied to linuxgurugamer's topic in KSP1 Mod Releases
well, for me, i AM on 2.6.0.1 of THIS mod, but in KSP 1.12.1 here, retrograde kuarqs around Kerbin doesnt even get a check when results finalised. I'd like to give you a save, but since the station is quite modded, you wont be able to reproduce it but might a logfile help? -
[1.11] Ship Manifest (Adopted) 6.0.2.0 (2020-12-30)
Speadge replied to micha's topic in KSP1 Mod Releases
your links in the header are "wrong" ersion 6.0.0.2 - Released 2020-03-04 Compatible with KSP 1.8 - 1.9.x [ ] -
Rebuilding Kopernicus for 1.9
Speadge replied to RP1IsSuperior's topic in KSP1 General Mod Development Help and Support
kopernicus parser can be found on github, when navigating to "external" https://github.com/Kopernicus/Kopernicus/tree/master/src/external compatibilityChecker is a module in /constants directory -
Rebuilding Kopernicus for 1.9
Speadge replied to RP1IsSuperior's topic in KSP1 General Mod Development Help and Support
lol hehe - you should stop asking. for compiling: just get all dependencies (modular flight integrator), open the sln, change version in compatibilityChecker , relink references to ksp-files and rebuild [LOG 19:46:12.463] Load(Assembly): Kopernicus/Plugins/Kopernicus [LOG 19:46:12.463] AssemblyLoader: Loading assembly at D:\Spiele\Kerbal Space Program\1.9.1\GameData\Kopernicus\Plugins\Kopernicus.dll [LOG 19:46:12.471] AssemblyLoader: KSPAssembly 'Kopernicus' V1.0.0 [LOG 19:46:12.471] AssemblyLoader: KSPAssemblyDependency 'Kopernicus.Parser' V1.0.0 [LOG 19:46:12.471] AssemblyLoader: KSPAssemblyDependency 'ModularFlightIntegrator' V1.0.0 [LOG 19:46:12.471] Load(Assembly): Kopernicus/Plugins/Kopernicus.Parser [LOG 19:46:12.471] AssemblyLoader: Loading assembly at D:\Spiele\Kerbal Space Program\1.9.1\GameData\Kopernicus\Plugins\Kopernicus.Parser.dll [LOG 19:46:12.472] AssemblyLoader: KSPAssembly 'Kopernicus.Parser' V1.0.0 -
well, ksp uses > 20gb ram on my machine, but not at this time of the startup. Context switching is not the cause - it happens on each boot. the 10ms gap showed me, that it might NOT be happenig in one loop, but 2 independent one - but just a guess as well. But if its only me experiencing this, dont bother about it! I thought i was just the only one the stumpled over it
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
MODULE { name = USIAnimation deployAnimationName = Deploy secondaryAnimationName = Rotate inflatable = true CrewCapacity = 24 inflatable = true }
-
have to set priorities in live actually, in my log was a significant time gap between the two errors: [ERR 17:06:44.878] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null [ERR 17:06:44.887] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null might indicate its kinda loop or sth processed here, not JUST this code processed once that generates two errors!? --- Edit: since we are already talking - is it a good timing to suggest some default TS patches for "StockalikeStationParts"?
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
cant you reproduce it with a clean install? (+tweakscale)
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
Sorry, didnt plan to file a bug-report. Just wanted to ask if this is intentional / could be avoided. Actually the error happens for me while loadingphase. I had set up a debug-install for finding the cause of stuttering in my addon-heavy game. So i started with tweakscale - and already had this issue, which cause me asking you about it. I thought there might be a way to check for testflight before referencing it... KSP.log https://pastebin.com/SxUdF49Q edit: my assumption was, that it is cause by this section in the code: Line 126: or Line 475: i didnt dug into this to get behind the code - so i might be totally wrong here but since you are not using "testflightcore" somewhere else and referencing to a class here, not just a method....
- 4,054 replies
-
- 1
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
compatible - but imo no sense - decide which gives you a better view, but using both is waste of ressources Edit: in fact i use both - but just because i dunno how to replicate my reshadeFX into ks3p
-
leads anyway to an error in KSP log: [ERR 01:32:32.344] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null [ERR 01:32:32.353] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null not essential - but its an error cause it cant be loaded :-/ Do you think there might be a clean way to program around it / catch this error since it is expected?
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
hi, so you accidently call Testflightcore in Scale.cs without checking if it is installed?
- 4,054 replies
-
- tweakscale
- plugin
-
(and 1 more)
Tagged with:
-
[1.7.3] Graphics Enhancements Assembly (GEA)
Speadge replied to Davian Lin's topic in KSP1 Mod Releases
would you mind to clarify your OP comment on: [NOT RECOMENDABLE WITH KSP 1.4.x] ? -
you can set it to "flight mode" in ingame config
-
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Speadge replied to Thomas P.'s topic in KSP1 Mod Releases
hi, im messing around with my old game trying to get it to run with some updated mods. now with Kopernicus, i see transparent c-bodies in flightmode. (DX9) Any ideas on how to fix this? (vanishes on removing kopernicus :-/) Screen: Mods: Edit: ok, trial & error stated that it was due to using "Spectra"-config