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Everything posted by HebaruSan

  1. Astrogator v1.0.1 is released. Ignore NREs from FlightGlobals.ActiveVessel to fix log spam reported by @JonnyOThan Stop hard coding row heights to fix Chinese formatting issue reported above by @Seasails_ https://github.com/HebaruSan/Astrogator/releases/tag/v1.0.1
  2. As far as I know, none of the store platforms allow you to transfer purchases among them, because they charge fees and want you to pay them.
  3. TTWO is reportedly shopping around for a buyer for the franchise IP. If that effort succeeds, the new owner could conceivably decide to continue following the original roadmap. Both of those 'if's are probably pretty unlikely, but that's one possible reason for not jumping the gun on updating the store page until things have settled down.
  4. Does this help? https://en.wiktionary.org/wiki/your_mileage_may_vary
  5. Cool! If it works, would you mind updating the CKAN wiki with your findings? The CKAN team doesn't own that hardware, so the contribution and maintenance of those instructions depends on the kindness of passing strangers. Based on the interest from CKAN users, there are at least dozens of you.
  6. Are you looking for a possible reason they might do it, or the definitive reason why they absolutely have to? If the former, then the same logic that led to its removal from KSP2 applies. People are still buying and playing KSP1, and it's not a good look if you click "PLAY" in Steam and get a pop-up with broken content from the soon-to-be-former PD web site. I'm not 100% convinced they'll actually do it, but it's not a ridiculous idea.
  7. @arthomnixcontributed this on the CKAN Discord, it might work to just skip the broken steps:
  8. The IGame interface is in the IGame.cs file in that folder you found.
  9. Thanks! The mod just uses the same language as the game, so you would have to change the whole game to English. Here is a post describing how to change the game's language, at least for purchases from Steam and the KSP Store:
  10. Hi, thanks for the report! This looks like a problem with the height of Chinese text in Unity in relation to the font size; the first six table columns (planet name plus the 5 time columns) have a hard-coded height, but the others do not. This means the rightmost column expands vertically to fit the Chinese characters but the leftmost column does not. If you could be so kind as to create a bug report on the bug tracker, then I'll be much less likely to forget about this: https://github.com/HebaruSan/Astrogator/issues/new/choose
  11. Make sure that DLC is enabled in your Steam install Copy <KSP dir>/GameData/SquadExpansion/Serenity from the Steam install to the other install
  12. The wiki has a summary of each release: https://wiki.kerbalspaceprogram.com/wiki/Version_history
  13. Apply standard debugging techniques. Retrace your steps since the last time it was working. Find the most recent thing that did work, then update it incrementally and confirm it's working at each step. Quadruple check your build/install so you're not running an old DLL. Etc.
  14. At some level, you must realize that it's extremely unlikely that a core Unity function just randomly stopped working. A much more likely possibility is that your code isn't running.
  15. I thought the idea was to make it more turnkey for a potential buyer. If it's going to remain a dead product under TTWO's name, might as well leave the label on it.
  16. It was nice that axial tilt finally got done.
  17. Don't put ordinary procedural code directly in a class body. It needs to be inside a method (member function). I assumed you already had that in your "OTHER STUFF HERE" lines.
  18. I'd probably start with something like this: var node = GameDatabase.Instance.GetConfigNode("BPSettings"); if (node.TryGetValue("BPManagedResource", out string ManagedResource) && !string.IsNullOrEmpty(ManagedResource)) { MonoBehaviour.print($"Got resource name: {ManagedResource}"); // Use ManagedResource here } else { MonoBehaviour.print($"Failed to get resource name"); } That way you can confirm whether it's actually being loaded as expected.
  19. Just a simple guard/check before using it: if (ManagedResource != null) { // Do the rest of the stuff } Yeah, you'll want to get a reference to the parent config node, not a specific key-value pair. E.g. if the file says this: BEAMEDPOWERSETTINGS { BPManagedResource = whatever } Then you'd retrieve the "BEAMEDPOWERSETTINGS" node and check its child values. If you only had the middle line in the file, that might explain why it was failing to load for you.
  20. The OP is using a mod that disables those menus unless there is an uninterrupted part-to-part connection consisting of crew-friendly volumes, through which the Kerbal could conceivably pass. My solution would be to go on EVA as needed.
  21. If I was debugging this, I would check whether the ManagedResource string is null. I can see a path for that to cause that exception, but not anything else so far. BTW, the game will automatically load all config nodes from all .cfg files on startup. You can access them via GameDatabase.Instance.GetConfigNode/Nodes instead of calling ConfigNode.Load again yourself: https://www.kerbalspaceprogram.com/ksp/api/class_game_database.html (And you can use ConfigNode.LoadObjectFromConfig to transfer the values from a node into the properties of an object for convenience. Here's an example of some code that does that: https://github.com/HebaruSan/Astrogator/blob/master/Source/Settings.cs )
  22. You're not going to be able to pass a value from a config file into an [Attribute()], that just can't work based on how C# works. Attributes are a compile-time feature. You could conceivably load the config file and then acquire a reference to the KSPField object and modify it at runtime, via the Fields["ReceivedPower"] property on a given part module. https://www.kerbalspaceprogram.com/ksp/api/class_k_s_p_field.html
  23. Try making it a const instead of static. A value passed to an attribute needs to be known at compile time.
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