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Dielos

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Everything posted by Dielos

  1. Hello, I have been out of the game for almost three years and coming back now, so I might very well doing something very wrong. I'm trying to install this techtree, but when I select the techtree at the beginning of the game, I'm still presented with the one I had before, CTT. I have tried removing all the ModuleManager files from gamedata and uninstalling CTT, but I couldn't solve it yet. Is there any step I'm missing, or a conflict somewhere? Thanks! [EDIT]: Please forget about this. CKAN wasn't uninstalling CTT correctly. Manually removing it solved the issue!!!
  2. Oh ok... Thanks... You're fixing this faster than I can type! I'll test this now. [EDIT]: Ok. Confirming that your fix works. I can finish the contract now. Thanks a bunch!
  3. Well, that was a fast answer... Thanks. I'm going to reinstall the last KSPI version with your bug fixes from this thread and confirm if it still happens there. And by the way, thanks for your hard work on getting this mod to work again! [EDIT]: Even updated OP already! You really are putting time on this!
  4. Hello. I have read here that seismic reader is having some problems. For me though it's working well. It registers impacts correctly and I can retrieve the data and get the science for it. Where it fails however is with the contracts. I have taken a Seismic Survey Contract and it does not register when I collect data, whether on impact or data collection. Is there any way I can fulfill this contract with the modified seismic reader? By the way, I'm not using the last update on this thread. My installation is from before this thread, although I did use the updated dll's found on the original mod thread. If it's a known problem and has been fixed in these releases, would updating have the need to relaunch the craft that are already on the field? Thanks for any help!
  5. Spain, Europe. Although I'm in Mexico City now on business. Just a couple of blocks away from Squad. Seriously thinking of knocking on their door to ask how the update is doing...
  6. Thanks a lot Diazo, This is just what I need. I will study your code and see how to implement it. Hope you don't mind if I use some lines of code from your mod though! I'm just starting to mod, and I'm still a bit lost... For the GUI I have been using the KSP example on the wiki and trying to expand on it, so I might have to redo some bits. By the way, your code looks incredibly clean, you should see mine. I only have a couple of lines and I can't find anything in it already...
  7. Hello, I have GUI set up, but I need to have a scrolling text log for it where I can input messages, similar to the debug log. At the moment I'm doing this through a label, as found in the Unity documentation, but it adds new lines through expanding the string, and I forsee problems here... scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(300), GUILayout.Height(300)); GUILayout.Label(longString); if (GUILayout.Button("Clear")) longString = ""; GUILayout.EndScrollView(); if (GUILayout.Button("Add More Text")) longString += "\nHere is another line"; Is there a way I could achieve this? Basically I need longstring to input a new line every time with a new string, and not expand it... I guess that label is not the way to go for this. Could a text box be better, although I don't need the player to write anything in it?
  8. xEvilReeperx, your code failed in my last attempt because I missed a line while integrating it into my plugin. I guess it was too late... Your code works now as expected. Thank you very much!!!
  9. Ok, that seems simple... Thanks xEvilReeperx, but I still get the NullReferenceException everytime I use anything with audio it seems... And nothing else from the plugin runs after that.
  10. Hi blizzy, no it's not. Just to be sure, I have this in front: if (!GameDatabase.Instance.ExistsAudioClip(SoundFile_OnLaunch)) { Debug.LogError("KerbalComms: Audio file not found: " + SoundFile_OnLaunch); return; } I even renamed my sound file to check that the error is displayed correctly... [EDIT]: Ok, just in case I'm forgetting something very basic, this is the code I have. It's mostly ripped off examples or other posts, as I'm still too new to this. The sound file is from Chatterer, for testing purposes. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; [KSPAddon(KSPAddon.Startup.Flight, false)] public class KerbalComms : MonoBehaviour { public string SoundFile_OnLaunch = "KerbalComms/Sounds/capcom_01"; public FXGroup SoundGroup = null; public void Awake() { } public void Start() { print("KerbalComms: Plugin started correctly!!"); GameEvents.onLaunch.Add(OnLaunch); } private void OnLaunch(EventReport eventReport) { print("KerbalComms: Aaaaaand... LIFTOFF !!! (OnLaunch)"); ScreenMessages.PostScreenMessage("Aaaaaand... LIFTOFF !!!", 5.0f, ScreenMessageStyle.UPPER_CENTER); if (!GameDatabase.Instance.ExistsAudioClip(SoundFile_OnLaunch)) { Debug.LogError("KerbalComms: Audio file not found: " + SoundFile_OnLaunch); return; } SoundGroup.audio = gameObject.AddComponent<AudioSource>(); SoundGroup.audio.clip = GameDatabase.Instance.GetAudioClip(SoundFile_OnLaunch); SoundGroup.audio.Play(); SoundGroup.audio.loop = false; } }
  11. Thanks lo-fi. I'm very new in KSP modding, sorry. Do I have to create that module somewhere else too? Does it work like a dummy part? I guess it's not as easy as copying that line inside my Start()... The log says it can't find the part module. I'm trying to play the sound with this: SoundGroup.audio = gameObject.AddComponent<AudioSource>(); SoundGroup.audio.clip = GameDatabase.Instance.GetAudioClip(SoundFile_OnLaunch); SoundGroup.audio.Play(); But I get the following: NullReferenceException: Object reference not set to an instance of an object I guess setting an FXGroup is only good for a part... [EDIT]: By the way, I found this discussion between Blizzy and Athlonic, but I think I didn't understand how to implement it: http://forum.kerbalspaceprogram.com/threads/53305-Playing-sound-on-AudioSource-correctly-%28solved%29?highlight=play+sound
  12. Hi, I'm trying to play a sound from a file on certain events during flight, like launch, or decoupling. All examples I have found, seem to be using parts to play the sounds, and even Chatterer seems to use a dummy part. Is there any way I could play a sound file without the need of parts? The class I'm using is MonoBehaviour, and GameDatabase.Instance.ExistsAudioClip() finds the file correctly, and I can see it in the database too.
  13. I would really try this. I'm running around 80 mods in x32, and using only 2,2 - 2,5 RAM. It's magical! And without the bugs from x64... http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL It might solve all your problems, although there are some who experience some trouble. Read through the above thread...
  14. Hello Ackander, Are you considering updating this tree to adapt to new mods, and maybe remove non-updated ones? This is the tree I enjoyed the most back in 0.23, but I have the feeling that it's going to have too many empty nodes if leaving many of the mods that haven't been updated out. Maybe a light version could be done also, that supports the most common and updated mods and leaves landers (I like to build landers myself...) out? That might also solve the problems you're having with science. I found this tree to be the best balanced, fun, and rewarding to play, and I would love to jump back into it!
  15. How many nodes does your tree have? I think treeloader chokes around 75 or 76. By the way, is B9 updated yet? I haven't installed this one yet because of this.
  16. I don't see why it shouldn't. I don't think the tree changes any parts or configs, only reorders them. Progression might not be as expected, though.
  17. I'm extremely modded. My save probably won't be of use. I had a similar crash later on without your mod installed, although this time I was able to recover without uninstalling anything. I'm quite sure that it's x64 and it's quirks. I really don't blame Squad for not wanting to release x64...
  18. I have never used Realism Overhaul, so I don't know. It's bound to RSS, right? Probus, I love the last version of the tree. Part count has gone down at the beginning to much nicer levels it seems, and I'm now struggling to decide where to spend my science. Science is getting so expensive now that I have to take real care on where to spend it. I'm launching my first satellites into orbit preparing for a first Mun unmanned mission. As I don't have landing legs yet, I want to get some more science from there to be able to advance the tech tree further. This tree is rapidly becoming my favorite mod. The only thing is that it starts to get complicated structure-wise, although not necessarily bad. A lot of nodes, and I find myself spending a lot of time going through all of them to decide which parts have priority. Now I hope someone makes a mod that forces you to pay for researching the parts inside unlocked nodes, and I'll be completely happy. Thanks for this incredible game enhancement, Probus!
  19. Hello TriggerAu, I think I have a similar problem like the others. Crashes on loading a save with lots of exceptions in the log. Have gone crazy searching for the culprit, until I left the debug log open all the time. The crash happened while loading a save, and the last debug note was from Alarm Clock, as it's running all those tests... Removed the mod and now I can reload the save without problems. I don't necessarily blame it on your mod, more on x64 instability. I will see if the problem reproduces without Alarm Clock now.
  20. Oh... Thanks! Good to know! Then I have now a clean debug console. I can play safe!
  21. Sarbian, just to expand on how this happened: I have been suffering brutal crashes and save file corruptions over the last week, with exceptions in the logs from almost all installed mods. The message above did not appear in any of those cases. I've gone crazy with it, until this morning, when I updated Karbonite and TweakScale. Since updating these two mods, all exceptions are completely gone, but in exchange the above error appears in the debug console. I blame all the errors I had been having more on TweakScale, rather than Karbonite, but who knows. As that error message above only appeared after updating these mods, could it be that it has something to do with them? Anyway, as it's not crashing the game, it might not be anything serious. It's just that I go into panic mode when I see red lines in the console since this last horrible week... By the way, civilization still seems to be running like normal here in western Europe. Only my computer suffered some rage attacks this last week, but it's still kicking. Thanks for this great mod!
  22. Hi, I'm getting this error on the debug toolbar on game start: [Exception]: InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Alpha Games\KSP_win64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems. It's not causing a crash on load, but whatever it is, it seems to be serious. What does it mean?
  23. Probus, I'm playing 0.24.2 x64. Mods that I have installed that add parts: AIES Aerospace CactEye DMagic Orbital Science FASA Firespitter HullCameraVDS KAS KAX Kerb_fu KW Rocketry LTech Infernal Robotics Mechjeb MissionController EC Toroidal Tanks TAC Greenhouses Near Future Station Science RemoteTech2 RoverScience ScanSAT Spaceplane+ Hex Trusses TAC Karbonite MKS OKS Interstellar Universal Storage Plus a few more I can't make out the name... I'm reinstalling the whole game right now though, as something in my game caused a chain explosion and I'm getting exceptions from every single mod I have. I might have some incompatibility somewhere. As soon as my game runs again, I'll come back with more feedback! I'm going to try and reduce mod count too as I'm on it. 80+ mods doesn't seem to be healthy... By the way, one of those might be FASA.
  24. Hi Arsonide, I'm having a crash on loading a save, and by the crash logs it seems to come from contracts. As I have no idea how to read a crash log, I might be very wrong though. I deduced this from the last lines of the crash log. I'm attaching a link to a dropbox folder where you can find the logs: https://www.dropbox.com/sh/kijih8dbe7bqx94/AADPZZ89nTbFp7UhLDftZG71a I have other contract adding mods, like MCE and Station Science, so it might come from any. Are there any incompatibilities known between these mods? I did run several days with all these mods installed before the crash, but it's consistent now. Anyway, maybe someone that knows how to read a crash log can help me? Thanks in advance!
  25. You can always cheat yourself to some initial science to get the first nodes unlocked. If you just launch the pod with nothing else, you can go EVA and collect some science in the pad. That should give you enough to unlock a couple of nodes which should allow you to fly, or at least skid around...
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