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KSP2 Release Notes
Everything posted by sarbian
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I just pushed a new dev build that fixes the compatibility check to add KSP 1.11 and include the crew mass/resource/inventory to the dv stats math. I can not duplicate it. I guess the dev version I just pushed fix it... You can't force it currently. I am looking into why it does not set properly when it should. I may add a checkbox...
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We are. The problem is that it links a missing dll. That s why KSPAssemblyDependency is the proper fix.
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PresistentRotation does not link the aaa_Toolbar dll. Yours does.
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RCSBuildAidToolbar.dll references aaa_Toolbar but aaa_Toolbar is not present. MJ enumerate loaded class to check for modules. Assembly is loaded but missing its deps. MJ safely ignore the error but the stock game does not. PersistentRotation does not reference aaa_Toolbar at all and uses pure reflection. KSPAssemblyDependency is a perfectly clean way to deal with this imho.
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This code is perfectly valid. If your compiler says that you are missing a ; then you have an error somewhere else.
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From the Engine Lighting Relit post : I do not see those dependencies in your install which may explain the ReflectionTypeLoadException exception. Edit: Also : [WRN 19:57:12.460] AssemblyLoader: Assembly 'SmartStage' is missing 2 dependencies [ERR 19:57:12.563] ADDON BINDER: Cannot resolve assembly: AtmosphereAutopilot.UI, Culture=neutral, PublicKeyToken=null [ERR 19:57:12.563] ADDON BINDER: Cannot resolve assembly: AtmosphereAutopilot.UI, Culture=neutral, PublicKeyToken=null [ERR 19:57:12.586] ADDON BINDER: Cannot resolve assembly: BetterTracking.Unity, Culture=neutral, PublicKeyToken=null [ERR 19:57:12.586] ADDON BINDER: Cannot resolve assembly: BetterTracking.Unity, Culture=neutral, PublicKeyToken=null
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CommNet Occlusion [Solved]
sarbian replied to Aniruddh's topic in KSP1 C# Plugin Development Help and Support
The celestial bodies list is FlightGlobals.Bodies The transform for OccluderHorizonCulling is a CelestialBody.transform. The radius are the body radius. Not all KSP planet are perfect sphere but you can use CelestialBody.radius to keep it simple. And with horizonCulling.Raycast using double precision vectors it it likely that that you should use Vessel.GetWorldPos3D() for the source and dest values.