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HebaruSan

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Everything posted by HebaruSan

  1. The StartCoroutine / WaitForSeconds approach would need special logic to achieve this. It's always going to wait the specified time based on the computer's clock, regardless of time warp. You'd need to do something like waiting 1 second (or whatever interval with which you're comfortable), then check whether the specified time has elapsed in the game world. A friend online suggested: float end = Planetarium.GetUniversalTime() + timeToWait; yield return new WaitUntil(() => Planetarium.GetUniversalTime() >= end);
  2. The latest release of PersistentRotationupgraded as of about 2 hours ago no longer has this conflict. You can just update it.
  3. For what it's worth, I find that it's generally more worthwhile to concentrate on what effect I'm having on other people than to ruminate on how I think they've affected me. If nothing else, the former is much less frustrating since my own actions are among the things I can actually control.
  4. You would need something that persists in the save file, so a ScenarioModule. Looks like they moved after I posted that; updated to the new locations.
  5. Maybe you should share a screenshot so we don't have to guess what it looks like.
  6. If you enlarge the planets, sometimes the surface features can be positioned below the ground. Maybe that's it?
  7. I believe you will have to create all of that yourself in C#, since the game would have to track whether your neo-anomalies or pseudo-ground-scatter had been picked up individually, and no current mechanism exists for that. I don't mean to make this sound trivial; it's likely to be quite challenging, so you should be ready for a substantial, sustained effort. See this for how to create a plugin: https://gist.github.com/HB-Stratos/f95fd86264013f82c66e6cd344452dbf And this for how to interact with the game in code (click the links to find other classes as needed): https://kspmoddinglibs.github.io/KSPDocsSite/class_celestial_body.html https://kspmoddinglibs.github.io/KSPDocsSite/class_vessel.html https://kspmoddinglibs.github.io/KSPDocsSite/class_part.html Good luck!
  8. That mod's wiki is probably the best place to get started: https://github.com/LGhassen/Singularity/wiki Looks like it assumes some general planet modding knowledge, which you can get in many places, but I would probably start here: https://kopernicuswiki.org/
  9. Looks like you're missing at least one dependency: [ERR 11:45:54.853] AssemblyLoader: Exception loading 'PhotonSail': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <4b449f2841f84227adfaad3149c8fdba>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'Interstellar_Redist, Version=1.4.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'Interstellar_Redist, Version=1.4.0.0, Culture=neutral, PublicKeyToken=null' Also, for some reason, it's loading your oldest ModuleManager rather than the newest. Consider installing only the latest version: [LOG 11:45:54.928] [AddonLoader]: Instantiating addon 'ModuleManager' from assembly 'ModuleManager' [LOG 11:45:54.936] [ModuleManager] version 4.1.3.0 at D:\Games\Kerbal Space Program\GameData\ModuleManager.4.1.3.dll won the election against Version 4.1.3.0 D:\Games\Kerbal Space Program\GameData\ModuleManager.4.2.1.dll Version 4.1.3.0 D:\Games\Kerbal Space Program\GameData\ModuleManager.4.2.2.dll Version 4.1.3.0 D:\Games\Kerbal Space Program\GameData\ModuleManager.4.2.3.dll This looks like the error you mentioned. I don't know what it means, but posting in case someone else does: [LOG 11:46:05.927] [KSPe.Light.TweakScale] Version 2.5.4.4 /L for TweakScale [LOG 11:46:05.943] [KSPe] CKAN was detected on this KSP instalment using alternative dataset. [LOG 11:46:05.959] [TweakScale] Version 2.4.8.6 /L [LOG 11:46:05.960] [KSPe.Binder] Hooked. [LOG 11:46:06.133] [TweakScale] ERROR: System.TypeInitializationException: The type initializer for 'KSPe.IO.Hierarchy`1' threw an exception. ---> System.TypeInitializationException: The type initializer for 'Version`1' threw an exception. ---> System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at KSPe.Util.SystemTools+Type+Find.ByQualifiedName (System.String qn) [0x00039] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.Util.SystemTools+Type+Find.By (System.String ns, System.String name) [0x0000c] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.Util.SystemTools+Reflection+Version`1[T]..cctor () [0x0000f] in <4596164eec694c33b823d99d5882d3b1>:0 --- End of inner exception stack trace --- at (wrapper managed-to-native) System.Object.__icall_wrapper_mono_generic_class_init(intptr) at KSPe.IO.Hierarchy`1[T].calculateTypeRoot () [0x00000] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.IO.Hierarchy`1[T].CalculateTypeRoot () [0x00022] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.IO.Hierarchy`1[T]..ctor (KSPe.IO.Hierarchy hierarchy) [0x00007] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.IO.Hierarchy`1[T]..cctor () [0x0000a] in <4596164eec694c33b823d99d5882d3b1>:0 --- End of inner exception stack trace --- at (wrapper managed-to-native) System.Object.__icall_wrapper_mono_generic_class_init(intptr) at KSPe.Util.SystemTools+Assembly+Loader`1[T].TryPath (System.String path, System.String[] subdirs) [0x00000] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.Util.SystemTools+Assembly+Loader.buildSearchPath (System.String[] subdirs) [0x00018] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.Util.SystemTools+Assembly+Loader..ctor (System.String[] subdirs) [0x0001b] in <4596164eec694c33b823d99d5882d3b1>:0 at KSPe.Util.SystemTools+Assembly+Loader`1[T]..ctor (System.String[] subdirs) [0x00000] in <4596164eec694c33b823d99d5882d3b1>:0 at TweakScale.Startup.Start () [0x00023] in <a0215a363ff4444b8af39cd776b22000>:0 at error:0 [ERR 11:46:06.134] Unable to use a named GUIStyle without a current skin. Most likely you need to move your GUIStyle initialization code to OnGUI [ERR 11:46:06.135] Unable to use a named GUIStyle without a current skin. Most likely you need to move your GUIStyle initialization code to OnGUI [LOG 11:46:06.135] [TweakScale] "Houston, we have a Problem!" about Missing DLLs was displayed. Missing class: The type initializer for 'KSPe.IO.Hierarchy`1' threw an exception. [ERR 11:46:06.154] Unable to use a named GUIStyle without a current skin. Most likely you need to move your GUIStyle initialization code to OnGUI [ERR 11:46:06.154] Unable to use a named GUIStyle without a current skin. Most likely you need to move your GUIStyle initialization code to OnGUI [LOG 11:46:06.154] [TweakScale.WatchDog] Version 2.4.8.6 /L [LOG 11:46:06.157] [TweakScale.WatchDog] **YOUR ATTENTION PLEASE!** This TweakScale™ packaging is not meant to be used under CKAN. It's usually a bad idea to do manual installings when using CKAN, futurelly this may break things for you! Please CKAN to install TweakScale™ on CKAN managed rigs.
  10. Google Reader and iGoogle are the ones that still hurt.
  11. This "READ FIRST" pinned thread will help you gather logs so people can help you investigate:
  12. You can buy the game on Steam here: https://store.steampowered.com/app/220200/Kerbal_Space_Program/ Or if you have it from some other source, you can add it as a non-Steam game: https://help.steampowered.com/en/faqs/view/4B8B-9697-2338-40EC
  13. Hi @TheGhastModding, a user has requested to have this mod and Avali Space Program added to CKAN. Would it be OK with you if we did that? We only add mods to CKAN if it's OK with the author. Cheers!
  14. This thread has several links to tutorials that you might find helpful:
  15. I see. In that case, I can confirm that I did not miss your point at all, but rather understood it fully. I was pointing out the reasons why it was a poorly supported, bad point to be making. There is a simple, plausible alternative: Perhaps people are merely disagreeing with you.
  16. Howso? If you had a point that somehow everyone else is missing, please feel free to restate it more clearly.
  17. Other parts of the forum still serve a purpose even in the absence of continuing development: Mission reports and Spacecraft Exchange are worthwhile as long as people are playing and enjoy sharing and reading them. Mod threads are useful as long as people are still making and using mods. Community tech support is useful as long as there are users having issues with mods. Science & Spaceflight still has occasional interesting updates about real life missions, sometimes from participants. If these activities continue to help draw in new users and sales, then it even makes sense for the new owners to continue paying nominal sums to keep the overall forum online. The "KSP2 Suggestions and Development Discussion" sub-forum, on the other hand, was created to discuss ideas that might influence ongoing development. That purpose can no longer be served with development stopped, and leaving it unlocked could be misleading for users who haven't kept up with the current status of the game. And yes, of course the same is true of "KSP1 Suggestions and Development Discussion". It makes no less sense to lock that one as well. It sounds like you may have interpreted the OP as suggesting that all KSP2-related subforums be shuttered. The mention of "S&DD" is a pretty clear indication that that was not the intention:
  18. Unfortunately, there are no developers working on this franchise anymore.
  19. The node_modules/.bin/nw file is a very weird symbolic link containing the code of an entire NodeJS script as its target: $ ls -gGtrh node_modules/.bin/ total 4.0K lrwxrwxrwx 1 1.7K 2025-03-11 8:16 AM nw -> '''#!/usr/bin/env node'$'\n\n''var fs = require('\''fs'\'');'$'\n''var path = require('\''path'\'');'$'\n''var spawn = require('\''child_process'\'').spawn;'$'\n''var bin = require('\''../lib/findpath.js'\'')();'$'\n\n''function run() {'$'\n'' // Rename nw.js'\''s own package.json as workaround for https://github.com/nwjs/nw.js/issues/1503'$'\n'' var packagejson = path.resolve(__dirname, '\''..'\'', '\''package.json'\'');'$'\n'' var packagejsonBackup = path.resolve(__dirname, '\''..'\'', '\''package_backup.json'\'');'$'\n'' if (!fs.existsSync(packagejsonBackup)) {'$'\n'' try {'$'\n'' fs.renameSync(packagejson, packagejsonBackup);'$'\n'' } catch (err) {}'$'\n'' }'$'\n\n'' // copy over any asset files (icons, etc) specified via CLI args:'$'\n'' require('\''../lib/app_assets'\'').copyAssets(process.platform, bin);'$'\n\n'' // Normalize cli args'$'\n'' var args = process.argv.slice(2);'$'\n'' var cwd = (args.length < 1) ? '\''.'\'' : args[0];'$'\n'' if (!fs.existsSync(path.resolve(cwd))) {'$'\n'' args = ['\''.'\''].concat(args);'$'\n'' } else {'$'\n'' args = [cwd].concat(args.slice(1));'$'\n'' }'$'\n\n'' // Spawn node-webkit'$'\n'' var nw = spawn(bin, args, { stdio: '\''inherit'\'' });'$'\n'' nw.on('\''close'\'', function() {'$'\n'' process.nextTick(function() {'$'\n'' process.exit(0);'$'\n'' });'$'\n'' });'$'\n\n'' // Restore package.json shortly after nw is spawned'$'\n'' setTimeout(function() {'$'\n'' try {'$'\n'' if (fs.existsSync(packagejsonBackup)) {'$'\n'' fs.renameSync(packagejsonBackup, packagejson);'$'\n'' }'$'\n'' } catch (err) {}'$'\n'' }, 1000);'$'\n''}'$'\n\n''if (!fs.existsSync(bin)) {'$'\n'' console.log('\''nw.js appears to have failed to download and extract. Attempting to download and extract again...'\'');'$'\n'' var child = spawn(process.execPath, [path.resolve(__dirname, '\''..'\'', '\''scripts'\'', '\''install.js'\'')], { stdio: '\''inherit'\'' });'$'\n'' child.on('\''close'\'', run);'$'\n''} else {'$'\n'' run();'$'\n''}'$'\n' Without knowing the text of the error you got, my guess would be that Windows doesn't support that. It looks like this repo was never properly packaged for easy use. It hasn't been touched in 10 years, which has several bad consequences: NodeJS code rots very rapidly, so the code probably doesn't work anymore The KSP vessel format has probably also changed a bit in 10 years, so even if you got it running it might not be able to actually read craft files The author is very unlikely to still be around to offer help it's probably not feasible to get this to work without a large investment of time and expertise. If you want to make that investment yourself, you can start by learning how to code in NodeJS: https://nodejs.org/en/learn/getting-started/introduction-to-nodejs Once you have a working NodeJS setup, try extracting all of the files except the node_modules folder, then regenerate it with whatever NodeJS programmers use nowadays instead of "npm install".
  20. Possibly because updating it would require developers to generate an updated demo package, and there are no longer any software developers working on this franchise.
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