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Everything posted by mario-sov

  1. Hey, So I looked in the ILSpy why these lines are not there in the older version and they're there in the new version. CreateDebugLines method in the last valid release is empty so these debug lines don't show (not reflected in the source code though). White line won't show though if you enable this line https://github.com/PapaJoesSoup/ksp-planetshine/blob/f95276d6e46d33410a593ff59950e50da9e0f34a/PlanetShine/PlanetShine.cs#L313 So when you compile them due to the commented out line the values are not updated hence you get the white line. So either remove debug lines completely in CreateDebugLines method or reenable the commented out line of code. As for the toolbar issue I recommend reverting the logic it is even mentioned by the author of the code not to touch it: https://github.com/PapaJoesSoup/ksp-planetshine/blob/f95276d6e46d33410a593ff59950e50da9e0f34a/PlanetShine/Utils/ToolbarWrapper.cs#L39-L49 Also the fellow who suggested changing: light.cullingMask = (1 << 0); to light.cullingMask = (1 << 0) | (1 << 16) is partially correct I guess. What you want per docs is the EVA layer so perhaps use: light.cullingMask = (1 << 0) | (1 << 16) | (1 << 17)? So the end result is this: https://giant.gfycat.com/InsidiousApprehensiveDove.mp4 1. I've got my button back 2. No white line and debug lines actually work 3. Light is visible on Kerbals in EVA
  2. When I get the chance sure (gotta reinstall the latest version and spin up KSP to generate log). I forgot to mention the other thing (if that helps in the meantime though). Last night I went in and reverted the old toolbar wrapper code as seen here: https://github.com/prestja/ksp-planetshine/blob/master/PlanetShine/Utils/ToolbarWrapper.cs and recompiled. It worked. So I'm guessing it's related to reflection somewhere in the toolbar code.
  3. 1. Broken blizzy toolbar (the exception prevents from button appearing at all) [EXC 20:30:13.386] ArgumentNullException: Value cannot be null. Parameter name: method System.Delegate.CreateDelegate (System.Type type, System.Object firstArgument, System.Reflection.MethodInfo method, System.Boolean throwOnBindFailure, System.Boolean allowClosed) (at <9577ac7a62ef43179789031239ba8798>:0) System.Delegate.CreateDelegate (System.Type type, System.Object firstArgument, System.Reflection.MethodInfo method) (at <9577ac7a62ef43179789031239ba8798>:0) PlanetShine.Utils.Button.AttachEventHandler (System.Reflection.EventInfo event, System.String methodName, System.Object realButton) (at <2b12c5ac0a4d4274817dacc52f772def>:0) PlanetShine.Utils.Button..ctor (System.Object realButton, PlanetShine.Utils.ToolbarTypes types) (at <2b12c5ac0a4d4274817dacc52f772def>:0) PlanetShine.Utils.ToolbarManager.Add (System.String ns, System.String id) (at <2b12c5ac0a4d4274817dacc52f772def>:0) PlanetShine.Gui.GuiManager.UpdateToolbarBlizzy () (at <2b12c5ac0a4d4274817dacc52f772def>:0) PlanetShine.Gui.GuiManager.Start () (at <2b12c5ac0a4d4274817dacc52f772def>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) 2. Now instead of pink square you got this Version compiled for 1.8 still works though
  4. That's a question for Kopernicus devs. Probably a side effect of using such a way to reparent a planet in Kopernicus.
  5. Everybody has to start somewhere so don't be discouraged. My intention was if I ever completed it was to release the new codebase with you and your team as equal partners . I know for sure that I won't have the time to maintain this thing once completed and to expand upon it with new features.
  6. Interesting, C# is what I've been using for the past 8 years at work. Before that I used mainly python. I got curious about the game API, various mod APIs around here since I'm *very* new to the game. So I started myself a personal project of writing the whole To Boldly Go project in C# (this is intended for personal use). The design goal behind it is to keep the various configurations such as stars, planets in their own json configuration files for easy editing. I implemented into the json configuration support for min-max ranges. That way in the json itself one can specify min and max range for integers, doubles, colors just by a simple change in the configuration without any need to edit any program code. The approach I opted to use for this is to solve 2 problems: 1. To allow me to easily modify any parameters that I want without needing to recompile the program and edit the source code 2. If I ever install a different mod pack such as Galileos Planet Pack which removes stock planets I can easily reconfigure the jsons to re-parent that planet pack. Or if I ever install a mod pack which adds additional planets such as OPM so that I can also easily reconfigure it to support that mod. I'm using a simple property grid to edit the jsons from inside the program. Still a lot of work in front of me, next step is to expand the models with additional properties which are used by To Bodly Go for star creation, add support for planet configurations and in the end add the final step which is a piece of logic which loads all of these JSON configurations and produces a randomized galaxy according to the rules defined via the configurations. Serializing all of that is not a problem, I developed a simple serializer for that purpose already. All of that is because I got bored and decided to do something fresh.
  7. Kopernicus already has a workaround for that see my comment on how you can fix it on your end. Use PostSpawnOrbit: @Body[<body-name>] { PostSpawnOrbit { referenceBody = <star-name> } } @Amus you can fix your existing random galaxy "home screen" problem. Open the galaxy.cfg in your mod folder and find the following: @Body[Moho] { @Orbit { @referenceBody = Kerbol } } @Body[Eve] { @Orbit { @referenceBody = Kerbol } } @Body[Kerbin] { @Orbit { @referenceBody = Kerbol } } @Body[Duna] { @Orbit { @referenceBody = Kerbol } } @Body[Dres] { @Orbit { @referenceBody = Kerbol } } @Body[Jool] { @Orbit { @referenceBody = Kerbol } } @Body[Eeloo] { @Orbit { @referenceBody = Kerbol } } Replace with: @Body[Moho] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Eve] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Duna] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Dres] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Jool] { PostSpawnOrbit { referenceBody = Kerbol } } @Body[Eeloo] { PostSpawnOrbit { referenceBody = Kerbol } }
  8. I believe that Kopernicus has something called PostSpawnOrbit which is designed to workaround reparenting Kerbin. For example: @Body[Kerbin] { PostSpawnOrbit { referenceBody = Kerbol } } I'm using this approach in my game. If you'd like I'll make a PR request to your code, just point me to your repository :)
  9. Did you install the mod via CKAN by any chance? If so please install manually, there is a dependency which doesn't install via CKAN.
  10. Yes, KSP 1.1.3 and Kopernicus 1.1 (official) cause the described issue. And I compiled 1.0.5 source against the KSP 1.1.3 and applied your latest PR for the solar panels, as well I also changed the CompatibilityChecker. I haven't tried your dlls. I will later although I am not certain that these will resolve the issue as far as I can see your changes resolve the solar panel issue. I will make another run at the game with 1.1 and post the logs, I did check them before and I wasn't able to find anything relevant to the issue.
  11. I got a really odd issue with this new version. I've got the Galactic Neighborhood installed and a few compatible planet packs listed in the thread. I've got a station in orbit around Kerbin sitting at around 400 km in a circular orbit. In the latest version of Kopernicus each time I run the game the orbit of the station changes. AP gets increased by around 15 km and PE decreases by around 15 km. When I go to the tracking station I can see for a split second that the station is for some reason orbiting the Sun instead of Kerbin, after a second or two the station gets translated to Kerbin. Can you point me in the right direction of a possible cause of the issue? Thanks. P.S. I've downloaded the 1.0.5 source from GitHub and compiled that against KSP 1.1.3 & applied 1.1.3 API fixes and attempted the same procedure, with this version station's orbit was unchanged.
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