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KSP2 Release Notes
Everything posted by Morse
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[1.3] Physics Calmer aka "gentle drop on the runway"
Morse replied to Morse's topic in KSP1 Mod Releases
Can't say anything about world stabilizer, never used it. But it looks like it does a ton of things. If your only problem is like mine: just the runway drop, then I would recommend my mod. It's super simple, and will never interfere with anything. Other than that, I can't even say if the mod is still relevant or not. I never played without it. -
@AlexSheFF My guess would be that some mod created a button with no functions attached. That's weird. Can you give me the list of your mods? Or more specifically, the list of mods that create buttons. Or even more specifically, is there a particular button that does nothing when you press it?
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Morse replied to SuicidalInsanity's topic in KSP1 Mod Development
Do you have FAR or Atmosphere Autopilot installed? There is a bug in KSP upgrade scripts which upgrade custom modules incorrectly.- 860 replies
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Morse replied to SuicidalInsanity's topic in KSP1 Mod Releases
I have one issue and one sorta question about this mod. The issue is the deployment of the "J Edgar" VTOL (M2X_HeavyVTOL): the animation plays only during the deployment. The retraction happens instantly. And the question is about the use of the TextureReplacerReplaced. It seems to me that TRR is abandoned now, while the original TextureReplacer is very much alive. There are no releases for 1.8 yet, but it does have some commits with 1.8 preparations in it. And while we're on the topic, one window seems to be missed:- 1,508 replies
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- parts
- spaceplanes
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Morse replied to Boris-Barboris's topic in KSP1 Mod Releases
Just somewhere in GameData folder, like every other mod. But it indeed won't magically fix everything, just the NPEs in case you're upgrading your save or craft files from 1.7 -
I already wrote this in AtmosphereAutopilot thread, but here is the small mod which may help with the problem: https://drive.google.com/open?id=1urH693pKZDQhiIQn9Gf5VCE0D7QKqSI0. The file contains both sources and a compiled dll. It changes the upgrade scripts to fix the KSP bug reported here. I didn't test it fully though, since my 1.8 install is totally broken even without this bug. But at least it doesn't introduce any errors of its own
- 936 replies
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- aerodynamics
- far
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Morse replied to Boris-Barboris's topic in KSP1 Mod Releases
BTW, I use the dnSpy tool to decompile and look into KSP sources. Helps me tremendously when work around KSP bugs in my mods. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Morse replied to Boris-Barboris's topic in KSP1 Mod Releases
It's "SaveUpgradePipeline.v180_ModuleControlSurface" which deals with save files upgrading. I guess. With KSP you never know, but that's my assumption. I inherited from these classes and replaced the class name comparison with "is". Tried to not touch anything else as much as possible. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Morse replied to Boris-Barboris's topic in KSP1 Mod Releases
@Boris-Barboris I guess it'll take some time for squad to fix things. In the meantime you can try the quick-and-dirty fix that I just made. Didn't test it though, but it does seem to at least not make things worse In the archive are both sources and a compiled dll. https://drive.google.com/open?id=1urH693pKZDQhiIQn9Gf5VCE0D7QKqSI0 -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Morse replied to Boris-Barboris's topic in KSP1 Mod Releases
This snippet in itself won't fail. That is unless you inherit ModuleControlSurface, in which case this will fail instantly. Nullref comes later: the function returns null if no component with the class name "ModuleControlSurface" is found. Having said that, I can see at least three reasons to never do that even if inheritance is not an issue. This does represent the overall quality of the KSP codebase though. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
Morse replied to Boris-Barboris's topic in KSP1 Mod Releases
if (partModule.GetType().Name == "ModuleControlSurface") { return partModule as ModuleControlSurface; } Wow. Sometimes I wonder how the game even launches without crashing. -
You can open the debug tool (Debug Toolbar) and go to the "Input Locks" tab. It should list all the currently applied input locks. You can see if there is something PM-related.
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Well, if unity advises to put some logic in Awake instead of the constructor, then why not But it definitely won't be a priority.
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Hm, never saw this one before. Does it prevent the mod from launching or something?
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I'll look into it, but it's probably some bug inside KSP. When I update the maneuver, I just provide the new dV and ut. If some dV/ut combination breaks KSP, there is not much I can do about it, all of them should be perfectly valid.
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Well, I looked into the new maneuver tool, and it is my opinion that it is utter excrements. The maneuver gets deselected as soon as gizmo disappears, which means on any (mis)click, the gizmo has no feedback, the icons always remain in one place. And it also seems that the amount of change is always constant, regardless of distance you drag the mouse. Which means that the tool is impossible to use for fine tuning. Which basically means it's useless. Looks neat though, but useless. The mod is working fine with 1.7, but the "official" release will be a bit later. I'll look into the code of this new tool and see if I can use some of it to simplify my logic.
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At the very least let's see this new UI first A couple of minutes on youtube is definitely not enough to understand how it would feel. But I actually have some high hopes about this update. So many times I had to jump through hoops kludging around the limitation of KSP stock maneuver handling. I'm going to look at the new UI implementation, and maybe I'll simplify things on my side. Also, I'm a little bit disappointed. Squad never even acknowledged the existence of this mod, and now copies it almost verbatim (did you notice that the axes in the gizmo are located in the same order as in PM? It may be a coincidence, but they used a different ordering in KSPedia. Why would they decided to change that?).
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What do you mean "final"? It's not going anywhere yet.
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Version for KSP 1.6 is ready, check it out. It was a long time since I did it last, so some problems may occur. @Twidget_Gray the logs would be nice, then we'll know for sure
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Ok, I see now. The menu button initializes when KSC scene is loaded the first time. The tutorials do not load KSC, and so the plugin is simply not initialized. I think it should be changed to main menu. Main menu definitely initializes all the time . As for the button being visible where it shouldn't be, well, that's a mystery. I'll add the investigation of this to the list of things I'll do when I get a new PC But honestly, both problems seem minor enough to be postponed for a couple of weeks
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The button should only be present while in map view. So if you can't see the button in any other screen - that's an expected behavior. Otherwise, please provide the logs, maybe there is some problem with newer KSP.
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First of all, my problem with the computer is not money-related. I can afford myself a desktop. What I don't have right now is an apartment. Things should settle down by march. As for donations, while I appreciate your support, I live in a country where it's not that easy to set up a paypal account. It'll be more trouble than it's worth.
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There are plans. Unfortunately, my laptop fried in july and I still don't have a windows machine where I could install MSVS and Unity (and KSP itself, obviously) and make a release. I thought I'll get myself a new desktop by christmas, but it looks like I'll have to postpone these plans until march. On the bright side, I can assure you that the plugin is not abandoned, and I'll still provide support in case of problems.
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Feel free to share your build, it's not like I'm paid per-download or something But as far as an official 1.5.x release, I'd still want to re-export unity assets using the updated unity editor, to make sure that everything is of the same version, and that would be a non-trivial procedure that I'm afraid only I can do.
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I don't think it has anything to do with recompiling. More likely the update of the "version" file would suffice. The problem is that my only laptop with windows got fried, and I can't recompile the plugin ATM (it requires both MS VS and unity editor). So you're stuck with the outdated version for a couple of months.