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HaullyGames

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Everything posted by HaullyGames

  1. I know, but Kerbalism is not updating. This bug is fixed in Kerbalism-Continued. Bug Reason: button.categoryName == "Filter by function" but categoryName is case sensitive. should be "Filter by Function".
  2. Hi @Meridius Kerbalism already has MM's to support SSPX, you might be able to add the new parts in the GameData\Kerbalism\Support\SSPX.cfg file. If you get success, please share the changes in https://github.com/ScienceFun/Kerbalism-Continued/issues
  3. Please, create an account in github and watch the project "Kerbalism-Continued" that I can add you as member. My Kerbalism fork is old, I'm only working in Kerbalism-Continued. I had problems with RF before, I just copied the project and when I have time, I will work to be compatible.
  4. I think you are talking about Message System: CFG tab in your vessel panel(Kerbalism panel) and uncheck the alerts that you don't want be alerted, be careful after that, if something is wrong on your vessel, you won't know until he crew die.
  5. Right now I'm doing the code and "trying to create a release", but I don't really like to coordinate releases. After I saw your post, I'm recreating my project and reorganizing it to make it easy for other members to get involved. This is my hobby, I like to fix bugs, implement new functions and play a little bit. Once this is more organized, I'll give you some feedback.
  6. Hi, I have been trying to talk to @ShotgunNinja but no answer. I have been working in Kerbalism-Continued on the last 2 months, I'm fixing a couple of bug in the new Communication System and then I will start to merge the pull requests. I already included other functions as you can see in my old post. If someone want to start a new project and coordinate it, please let me know that I want be part of the new team.
  7. Hey Guilherme, I'm not the CNC developer, but I have been studying this mod to take some function (as frequency) to add in other mod. I just had a look in your log file and I only saw a lot of errors on Scenario.Load Exception loading ScenarioModule CommNetScenario: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Exception loading ScenarioModule PartUpgradeManager: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Input is null for field 'name' in config node 'SCENARIO' What I think it is happening is: Kerbin-Side create a new "GroundStation" (I'm not sure because I never used it before), you are receiving error when you try Scenario switch for example: U created you rocket(Scene.EDITOR) and trying to launch(Scene.FLIGHT), on this point I saw two error will have an error ScenarioModule.Save(.ConfigNode node) "Input is null for field 'name' in config node 'SCENARIO'" ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 I guess that Kerbin-Side(or other mod) is creating "GroundStation" configNode but with not the same property that CNC, this is crashing your game because is affect more that one Scenario . [ERR 14:23:13.211] Exception loading ScenarioModule CommNetScenario: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.213] Exception loading ScenarioModule PartUpgradeManager: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.216] Exception loading ScenarioModule ResourceScenario: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.218] Exception loading ScenarioModule ScenarioNewGameIntro: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.220] Exception loading ScenarioModule VesselRecovery: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.222] Exception loading ScenarioModule ScenarioAchievements: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.224] Exception loading ScenarioModule ScenarioDestructibles: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.226] Exception loading ScenarioModule CNCCommNetScenario: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 [ERR 14:23:13.228] Exception loading ScenarioModule KerbalKonstructsSettings: System.NullReferenceException: Object reference not set to an instance of an object at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 To try save your game save, I recommend you try to review your game save "persistent.sfs", look for missing information on SCENARIO node. To make easier your like, try use NodePad++ & import the language Trip: To open the topic, click in "December 16,2017". Abraço e desculpe me pelo meu Inglês.
  8. I guess "GameData\Kerbalism\Support\VSR.cfg" is the file.
  9. It is only a CommNet integration to Kerbalism, this means if you enable "Extra ground stations" option or create a new Ground Station object, it should be able to connect. Most of the code is using CommNet (ICommAntenna), but I had to add K_Antenna module because: Kbps/ecCost (the same as Kerbalism's antennas) this is required to Kerbalism's Science. Vlan that give support to define Lans (this will work as CommNetConstellation mod, basic is change the name and move UI functions to Kerbalism Panel) I'm thing to add support to Signal Delay mod, but maybe won't be necessary, once we have ICommAntennas(CommNet) working The issues that bring me to create a new interface (K_CommNet) are: CommNet don't update ControlPath for unloaded vessel (do only once) This cause me issues to update the signal, ........ Ops, I had an idea, maybe I don't need create K_CommNet, I will stop my post here, I'll be back soon. Ok , I'm back. I didn't find a solution to CommNet x Kerbalism. The CommNet didn't update as I thought. I'm still working on it.
  10. Just sharing here too, because this is the project that I'm working on.
  11. Hey guys, I would like to share "KSP_Module" define language to Notepad++. I've created it to help me find errors in my CFG. This is not a real language, it is just a "language define" in Notepad++. https://github.com/HaullyGames/Kerbalism/blob/DeploySystem/src/Deploy/Notepad%2B%2B_ModuleManagerLanguage(CFG).xml Imagens: https://drive.google.com/file/d/1UNQ-Yd320KKTt_VRKdSa6xUIVouzF7aK/view https://drive.google.com/file/d/15hsvGEdkBsfIPd0yjKWe6IlZQjF0n6RC/view File: https://drive.google.com/file/d/1mIYOExr-sE_6xQkq9GVSbjS2UwtKjTC7/view Oh, I forgot to say, if anyone has a better version or make an improvement, please share!
  12. https://github.com/ShotgunNinja/Kerbalism/pull/165 I just added your request to my Branch, this will be included on K_CommNet branch.
  13. Hi everyone, I really like of this mod, so I added some more functions for this game. Deploy System (New) EcCost to Extend\Retract parts. Antenna (Kerbalism) \ Transmitter (CommNet's antennas) It also requires Ec to keep working, otherwise the antenna will lose connection (inactive). ExtendedAntenna config affect CommNet's antennas if Deploy System is enabled. This means your CommNet's antenna needs to be extended to work with CommNet. Ladder Landing Gear Drill Also I fixed the animation, when vessel doesn't has EC, the animation will stop. Lights Added cost to Command\Cockpit\Cabin lights, these were the only lights that keep ON without EC Science Implementing to OrbitalScanner(Narrow-Band Scanner) & SurveyScanner (M700 Survey Scanner), will be concluded in the next days Automation (Improvements) Added support to Transmitter (CommNet's antennas) Now you can Extend/Retarct through Automation system Integrations with Deploy System When you have an antenna deployed but don't have EC, it will shown as an inactive device. You cannot extend an antenna device when you don't have EC Signal (Improvements) If UnlinkedControl = none, you can't Extend/Retract antenna without signal. Future Improvements I'm creating a CommNet to Kerbalism(K_CommNet). I really like to have KSC as target than have the planet. I hope to have this finished before Christmas, it is almost 80% finished, some optimizations are missing. Consider maximum bandwidth (0% completed) When you have 1 vessel with 128kbps as relay, you can have 2 other vessels sending 128kbps at same time, this means your relay is sending as 256kbps. Science Relay (0% completed) This will work as Science Relay Mod, but 100% integrated to Kerbalism CommNet Constellation (0% completed) This will work as CommNet Constellation, but 100% integrated to Kerbalism This away you can define routes, which antenna can have a different group of communication. Since I have to tell, I'm not a developer, but I'm proud of myself :), I have been working hard on it for 3 weeks and maybe I didn't test everything, then be carefuller, do a backup of your game save before add it. NOTE: I just tested the game with the Kerbalism mod, I still do not know the compatibility with other mods. I have a couple of screenshot to share, but I didn't know how to do that here. Images: https://drive.google.com/file/d/1PIncUIIrVvjAoOS2LrJkiJzF6lx7-qd9/view https://drive.google.com/file/d/1ngKB0DJxAvveD8qJWqAklwIDTjUxmjOo/view https://drive.google.com/file/d/1HReBggDeS8esnVFJDRw7F0jAE1q7Cu7_/view https://drive.google.com/file/d/1Qp3uAFesYR83uJyqfAOy9QuaY7iRadSI/view https://drive.google.com/open?id=17l9cmURLPVWyTScAzeLuQVNA_PoOyiIs Video:
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