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Benjamin Kerman

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Everything posted by Benjamin Kerman

  1. Wow, this is amazing. I saw your post on making GUI's in the Plugin Dev forum, and was wondering what was in the making. Followed! If I may offer: You might be able to do something with a "heating element" for creating hot gasses, something that would use electric charge like a water heater, maybe at a lesser rate. I think that might be a viable alternative to RTG's or reactors, because one would have to create energy storage and production, as well as have enough air heaters to create enough hot air for the balloon.
  2. Well, here's what I see: PartLoader: Compiling Part 'KAX/Parts/KAX_electricProp/KAX_electricProp/KAXelectricprop' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ElectricCharge not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Module ModuleEnginesFX threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Part 'KAX/Parts/KAX_electricProp/KAX_electricProp/KAXelectricprop' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) DragCubeSystem: Creating drag cubes for part 'KAXelectricprop' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Part 'KAX/Parts/KAX_kueyEngine/KAX_kueyEngine/KAXkueyEngine' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [ShipTemplate]: No Resource definition found for RESOURCE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LiquidFuel not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Module ModuleEnginesFX threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Could not create PartResource of type 'ElectricCharge (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Part 'KAX/Parts/KAX_kueyEngine/KAX_kueyEngine/KAXkueyEngine' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) DragCubeSystem: Creating drag cubes for part 'KAXkueyEngine' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Part 'KAX/Parts/KAX_kueyTailRotor/KAX_kueyTailRotor/KAXkueyTailRotor' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LiquidFuel not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Module ModuleEnginesFX threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Part 'KAX/Parts/KAX_kueyTailRotor/KAX_kueyTailRotor/KAXkueyTailRotor' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) DragCubeSystem: Creating drag cubes for part 'KAXkueyTailRotor' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Compiling Part 'KAX/Parts/KAX_turboProp/KAX_turboProp/KAXturboprop' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [ShipTemplate]: No Resource definition found for RESOURCE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [ShipTemplate]: No Resource definition found for RESOURCE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) LiquidFuel not found in resource database. Propellant Setup has failed. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Module ModuleEnginesFX threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Could not create PartResource of type 'IntakeAir (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Could not create PartResource of type 'ElectricCharge (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) PartLoader: Part 'KAX/Parts/KAX_turboProp/KAX_turboProp/KAXturboprop' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) DragCubeSystem: Creating drag cubes for part 'KAXturboprop' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at ModuleResourceIntake.GetInfo () [0x00000] in <filename unknown>:0 at PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 (Filename: Line: -1) You can see the NullReferenceExceptions being thrown after attempting to load several of these KAX parts. Not sure what's causing this, but I would recommend asking in the KAX thread, providing this log and maybe a link to this thread. They should be able to help you with the specifics. I would recommend loading the game again after removing these parts, to see if these are really the problem (the parts being the KAX electricprop, kueyEngine, kueyTailRotor, and turboprop). If this doesn't fix it, I'm not sure what's going on, and you should definitly ask in the KAX thread. If it does fix it, I would recommend letting the KAX person/people know, so they can get a fix out. Hope this helps.
  3. Hey @Lo Var LachlandLachland, I've sent you a friend request on Discord, so we can talk (maybe even create a group or server). In the meantime, I'd suggest starting to think about what kind of story you want to be telling, and get some notes on specific scenes down. Good luck!
  4. Sorry for the necro, but I was wondering if, @Booots, you have figured this out, and if so, how you did it. I've run into the same problem here, nothing that I've tried has made the orbit show up. Thanks!
  5. What you can do is download RSS, only keep the Earth texture, and scale it down by 10 to achieve the same size for Kerbin/Earth as in the stock game.
  6. The current maintainer is @Jebman82, so I'd recommend that he get's that up on Spacedock. However, I have just uploaded it to my google drive for you here, and the license (MIT) permits me to do this.
  7. So I think you can get the flags on a part using partModuleInstance.part.Modules.GetModules<FlagDecal>. This returns a list of FlagDecals, which you can then go through and do whatever you need to with them. UpdateFlagTexture looks like it might work, but I've never worked with it before.
  8. @Wyzard thats kinda how I was looking at doing it, but was just missing the :FOR[part] node
  9. There should be a way to edit the Contracts.cfg file using MM, but I am not skilled enough with it to do anything besides basic part editing
  10. Yeah, I think if you're going to make the list persistent across _loads_, it has to be saved in a cfg file (or some other file type). Otherwise if it's just across scenes and reloads, you might be able to do something with a holder class that is active in all scenes, which should make it persistent in that sense.
  11. You could save each member of the list to a cfg node and then reload it back…
  12. @ave369 go ahead, current git repo is at https://github.com/BenjaminCronin/Instell-Incorperated-Experimental-Technologies-Continued
  13. @linuxgurugamer @HebaruSan If you guys want to do this as a collaboration, I would love to help! I've had a good bit of modding experience with KSP, and am relatively well versed in C#. What we could do is have a dedicated 'Geocache' part that would be created when a player created a flag tagged 'Geocache: [name]'. This might be easier to work with than flags.
  14. @FreeThinker and @Pkmniako: I am not sigma, so I can't speak for him, but what I think is going on is that he has grown tired of updating the KSPF threads. (From a status update) His mods are still being updated on GitHub, v.0.10.1 of Sigma Dimensions is compatible with KSP v.1.4.3 and Kopernicus v.1.4.3-1. Good luck to you with this project @Pkmniako! EDIT: Here's the release page for Sigma Dimensions. https://github.com/Sigma88/Sigma-Dimensions/releases
  15. Hi @AntINFINAIt, not sure what you mean by 'RenderingManager', as google doesn't return any specific results, but I have been using the OnGUI method provided by Unity for drawing GUI windows, while you can also learn Unity and create a GUI with that, add the scripts for the buttons, and export it to KSP using the PartTools.
  16. KSP runs (afaik) as fast as your processer does. The faster your processer, the quicker the physics and graphics can be completed. There I'd no way to speed up the update cycles within the game code itself. The only thing that would make it faster would be making the physics less accurate and turning down the graphics.
  17. I'm going to point you towards https://kerbalspaceprogram.com/api/class_screen_message.html#a12eebe030a5c4c5a774615a07494989f, which I believe is what those are from. I usually set the duration to 10 seconds, which works nicely.
  18. Try PartModule.part.physicalSignificance = PhysicalSignificance.FULL; https://kerbalspaceprogram.com/api/class_part.html#a3b1b97fd1e60e0bdf2b116840827ea8d You might also have to change PartModule.part.PhysicsSignificance to a different value. I'm not sure if the values will carry through to flight, but they should.
  19. You might be able to copy the craft using C#'s file tools…
  20. If you would like to contact me, please join #kerbaeadastra on freenode irc between 3-10pm PST. I will be leaving the forums effective immediately. 

    Thanks for all your support. 

  21. To everyone who uses and follows this mod: Due to the new EULA, I will not be supporting or working on this mod. The license remains the same, so if you would like to continue this, go ahead. If you would like to contact me, join #kerbaeadastra on freenode (IRC). Thank you!
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