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Garoad

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Everything posted by Garoad

  1. Nevermind. I was wrong - it is a plugin problem. Quick fix I tried seems to be working. I'm a little confused about how the old code ever worked. (Did Unity's Monobehavior.Update method change from an older version of KSP or something?)
  2. @Neo I don't think Deadbeef can fix this. Looking at the code it's setting CheatOptions.AllowPartClipping (which, browsing the other functions that class has, is obviously KSP specific rather than Unity), so it appears to be a bug in KSP, I guess. Probably should check whether it's a known bug or not...
  3. Woohoo! Seems like I figured it out. I needed to set the Target Framework (in Project Options->Build->General) to "Mono / .NET 3.5". That corrects the dll references, but causes compile error due to the use of default parameters. (If .NET 3.5 doesn't support default parameters, are the default parameters in the Mechjeb code being ignored without error/warning?) The way to resolve the default parameters thing in Xamarin Studio is to check an option "Compile projects using MSBuild". This can be found in the Tools->Options menu under Projects->Build. I haven't tested whether the mod fully works yet and won't steer rockets right into the sun, but this resolves the complete lack of any Mechjeb parts showing up in the editor.
  4. Was hoping to get this Mono/Xamarin working, but I might have to switch if it's not possible. I can't understand why it wouldn't be possible, though.
  5. Using a decompiler I notice the references are different - not really sure why, though. It doesn't compile with .NET 3.5 set in the compiler (Default parameter specifiers are not permitted). Not sure what the problem here is. (Bottom one is the dll that comes with the download.) Edit: Noticed this in the log file, but still not sure what the issue is: Exception when loading MuMechLib, Version=1.9.8.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at ModuleLoader.LoadAssembly (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'SharpLua.Library.BaseLib' from assembly 'MuMechLib, Version=1.9.8.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'SharpLua.Library.ConsoleLib' from assembly 'MuMechLib, Version=1.9.8.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'SharpLua.Library.MathLib' from assembly 'MuMechLib, Version=1.9.8.0, Culture=neutral, PublicKeyToken=null'.
  6. Yeah I'm no expert but it sounds like your ship is waaaaaay too big. Does RCS even do anything manually with a ship that size? Assuming that's 190 tons *after* reaching orbit? Mechjeb would interfere, but only if you leave it on.
  7. Yeah I know the plugin is for the jetpack. But then what do these lines in the CFG do? I figured the plugin also had some optional strength enhancement functionality. // --- Strut Connector parameters --- linearStrength = 1e30 angularStrength = 1e30 maxLength = 60 Maybe accidentally left in and not really needed? They don't appear to be standard parameters--but I could be totally wrong.
  8. Oh man, those common berthing mechanism docks are great, I use them too - but I understand not making so many different sizes. All the different size parts really can clutter up our menus. What you might be able to do is add the individual parts (don't forget the radial computer part) to the sides of the CBM docks (make sure the angle is right!) and use the subassembly save/loader mod to grab the whole assembly when you need it. You might need to change the CBM cfg file to allow for surface/radial attachment though, I don't think the CMB parts have that enabled by default. I had a thread with the change needed somewhere in the forums. Regarding the forced docking camera (despite having unselected docking camera) when you get very close, I'm not a 100% fan either, IMO it should be up to the user to decide what the view should be. I think Simplicity might just be unaware of the ability to disable the "rotate target" in the settings. Make sure you DE-select "rotate target" next time (and might want to hit F5 for a quicksave first too.)
  9. I've been trying to build & use this from source (using Xamarin Studio) and despite it compiling fine, I've had no luck. The DLL is slightly different size (smaller, but within a reasonable range), which is no shock since I'm not using MSVC, but when I go into KSP none of the mechjeb or damn robotics stuff is available in the editor. Even with the parts in the parts folder - nothing shows up. Replace my compiled dll with the downloaded one, and it all works again. Is there any way to troubleshoot this or could I be doing something trivial wrong?
  10. I've been annoyed by this too. I noticed the part sorter mod but hate the idea of breaking existing designs. What I've been wondering is whether we can just override & replace the entire left hand UI with a totally brand new interface... or just overlay another on top of the old (the ugly option). Ideally we'd even be able to create new tabs/groups and drag & drop parts for custom organizing & sorting. Is any of that feasible for a mod?
  11. Oh, sneaky. attachRules = 1,1,1,0,0 to attachRules = 1,1,1,1,0 did the trick - thanks!
  12. I'd like to allow the Common Berthing Mechanism mod parts to take radial attachments - so I made a change to the cfg to add this line: node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 (Same as what the standard 2.5m fuel tanks have.) I did this to the standard 2.5m size CBM. But... no effect. Anyone know why? I'd just like to attach a ladder...
  13. Removing the 100m limit and adding some (any) kind of strut reinforcement is worthy of a new release all on its own.
  14. Meh. Steam sucks (often enough). Time to go look for a post to learn about these "database changes" and hope the ETA is May 2013.
  15. Hmm, I'm guessing you don't have a Steam version of the game? Don't know of a way to do a second install for a test version like that.
  16. Doesn't seem to be the case that anything is re-loaded upon re-entering the assembly building. Even something simple like changing the name of a part didn't get picked up. So there's no way to speed up testing then? Just start the game, waste 1 minute for everything to reload, and test?
  17. That would be good. I suppose it could be doing that by checking for changes each time. What I do notice is that when the game's first starting, a lot of the stuff it mentions seems to be part names.
  18. How do people do this without wasting a ton of time? Do we really have to build the plugin or 3d model, install it into the right folders as usual, start the game (takes forever!), go test, or is there a faster way to do our development cycles? Can the game somehow re-load plugins or parts while it's running in windowed mode?
  19. One extra comment about the built-in quantum strut option - consider making these completely transparent to the player if possible rather than laser-like or visible struts. They could engage/disengage automatically upon docking/undocking, no player interaction needed.
  20. Those are some good ideas to get around the timewarp issues... including just avoiding it (almost) entirely by staying local to one planetary system. Could be made more interesting by adding nearby asteroids or moons near Kerbin. With a public vote it'd have to be unanimous (and of course default to 1x speed), otherwise you'd have the "minority" player missing key timings needed for important actions. Still not really sure how feasible it all is though - I can imagine lots of issues with people being in the middle of important stuff while others are ready for a timewarp. The idle time in 1x could be spent elsewhere such as launching stuff or surface operations, but at some point you have to launch something, at which point timewarp is impossible. Coordination could get hard as you add new players. Still a cool idea worth pursing. A can think of a few mods/features that would be useful, since people would be doing a LOT more multitasking: -Powerful timer/alarm system to alert when attention is needed for something or an event occurs -Save/load partially built vehicle components, rather than just one vehicle at a time (I imagine this is on the dev's TODO list) -Ability to change which command module is the "main" module without having to click the New vehicle button -Probably already possible, but a way to clean up garbage easily is going to be pretty important
  21. No intention to downplay this or anything, but to start with (and avoid the significant downside of no timewarp), I've been thinking that it'd be interesting to see the "Commie" Kerbals (or "American" if you're playing the other side) doing their own exploration and stuff from the other side of Kerbal. As long as the CPU can handle all the additional "stuff", that is. And if you're really crazy/ambitious - KWIII in space with space weapon mods.
  22. Possibly a stupid question, but can't you just create the folder yourself (it's "Plugins" on my install though, plural) and place the file you need in that? Or are you saying you tried that and it didn't work?
  23. Maybe a "built-in" quantum strut option then? Love this mod - can't wait to see what's next.
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