Jump to content

toadicus

Members
  • Posts

    1,147
  • Joined

  • Last visited

Everything posted by toadicus

  1. So, having looked at the log, I don't think the error is much to worry about. It is being thrown by FixedUpdate, but it is being triggered during the Start phase. In the MonoBehaviour lifecycle, that means that Start has taken so long that Unity has given up waiting and is trying to run physics while some parts of the game are still loading up. This is an unfortunate symptom of heavily modded installs, and the most I could do is improve my null checking and quiet down ADN in such scenarios. But, since ADN doesn't do any setup in FixedUpdate, it shouldn't hurt the functionality at all. Keep me posted. If this causes trouble, I'll dig deeper.
  2. Give this development DLL a try and see if it solves the problem. I think the editor was not always disposing of the button when necessary. Thanks for the report!
  3. Let's make sure I'm understanding the whole situation: Most of the time, docking works normally and no errors are reported. One or more times, you have encountered an issue docking (i.e. docking didn't work), and encountered the NullReferenceException reported in your first post. After these events (following a restart? same session?) docking worked again, and no errors were reported. Please correct me where I'm wrong. Also, any detail you can provide on the error would be great, e.g. were you in a heavily-modded, module-heavy scene (like at a large, complex station or ship)? Thanks!
  4. Just to be sure I'm not crazy: dtoxic, you are talking about KSO, the Kerbin Shuttle Orbiter system, and the docking ports provided therein, e.g. "Docking Port, Standard" included in the space stations pack?
  5. Well, I'm not sure what was really going on there, but I've refreshed the archive and everything I can do to check it says there are things in the GameData/SSM folder. I'm going to blame this on trying to release something from Windows.
  6. The jpg is pretty high quality (95), and the forum has zoomed it a little bit because the image is too big for the frame, which makes the detail harder to see. If you view it full size you can see some blocking, especially around text and high-contrast edges, like the detail around the nose of the Kerbal X boosters against the sky, but in general it's pretty good. It's also about 1/3 the size of the png.
  7. I appear to have obliterated my old archives, so you may know better than I do. But, it's definitely in this version. It doesn't now, and as I recall it didn't then, have a TechRequired entry, so you will only see it in sandbox mode. It exists solely to not break ships that already had it.
  8. Apparently I am more of a masochist than I originally thought. I've updated the SSM archive with a new version (same link above). I've integrated a new standalone jpeg library so that the jpeg quality can be set (it defaults to 99). I solved the clickthrough problem and added "other" format functionality by hold the modifier key while clicking your screenshot (e.g. Alt+F1). I might also have fixed the issue with the default screenshot key sneaking back sometimes. At the space center, on average, a "quality 99" jpeg is about half the size of a lossless png. Dear moderators: Sorry for the double post.
  9. I haven't removed any of the parts as delivered in the original, but someday maybe I'll get rid of the deprecated bits (like the core) and make the color tweakable instead of part-specific.
  10. Alright dudes, dudettes, and otherwise dude-ish persons. You're all talking about a lot of things, and bytes, and artifacts, and saving the world. I don't know if this will save the world. But it will save bytes and cause artifacts for those of you who want those things, and allow you to, at the push of a button, produce this: Instead of this: For a bit of technical discussion: KSP's screenshot algorithms probably use Unity's built-in "TakeScreenshot" function. This function doesn't offer a lot of options: specifically, you get to specify the file path where you'd like Unity to spit out a png file. The end. It also allows you to produce high-quality screenshots, presumably by re-rendering the scene at a higher resolution just for the camera, but I don't think KSP actually exposes that to the user at all. So, that nice, canned function and KSP's algorithms can't (or at least won't) produce JPGs. This sounded like an easy project, so I wrote a little mod that goes and steals the screenshot key and takes screenshots in jpg or png, depending on your choice in the settings window accessible by the ApplicationLauncher or Toolbar in the SpaceCenter scene. http://ksp.hawkbats.com/SSM/SSM.zip Currently released under the modified BSD license. I'm not really formally releasing or developing this. But, it was a fun distraction from the MADNESS that has been work lately, and if this helps you out and is something that you love forever, I'll clean it up and release it on the Addon Releases forum. Dear moderators: if you want to move this post elsewhere I'm fine with that, but please consult me first. As mentioned above, I'm not really committing to a release. I'll answer a PM quickly or can be found on IRC if that's a thing you want to do.
  11. QuantumStrutsContinued is the continuation of QuantumStruts by BoJan, providing a set of toggleable, magical strut parts to assist in construction outside the assembly buildings. Also includes a set of ModuleManager patches by K3|Chris for adding KAS functionality to the strut parts. ModuleManager and KAS not included. DEVELOPMENT NOTE: I have adopted this mod for maintenance only and am not actively developing it. That said, if you find a problem or have a request, feel free to ask and I'll see if it fits in my schedule. DOWNLOADS: SpaceDock: [zip] Not SpaceDock: [zip] [tar.gz] [tar.xz] CHARITY: Do you like what you see here so much that you can't imagine downloading it without first parting with your hard-earned money? If so, this specially-crafted PayPal donation button will help you to take the currency of your choice and make it my money instead of your money. More seriously though: donations are 100% optional and entirely at your own discretion. If you do choose to donate, I'll appreciate it! LEGAL: QuantumStrutsContinued Continued from QuantumStruts by BoJaN. Used by permission. ModuleManager patches © 2014 K3|Chris. Used by permission. Copyright © 2014-2015, toadicus All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  12. Hmm. Did this happen when transmitting (or failing to transmit) from an experiment dialog (as opposed to from the antenna itself)? Glad you're enjoying the mod otherwise!
  13. HotRockets doesn't declare a pass in its ModuleManager configs, which means its patches run either during FOR[AssemblyCsharp] (very first) or FOR[HotRockets] (alphabetically sorted after AssemblyCsharp). The old ":Final" pass is deprecated; it wasn't flexible enough and is now officially discouraged. If you need your ModuleManager patches to run after HotRockets, the "more correct" way to do it would be something like this: @PART[JetEngine]:AFTER[MP_Nazari] { !sound_jet_engage_bullettarp_v0100 !sound_jet_low_bullettarp_v0100 !sound_jet_hard_bullettarp_v0100 !sound_jet_disengage_bullettarp_v0100 !sound_jet_flameout_bullettarp_v0100 @clip,0 = Squad\Parts\Engine\JetEngine\part\Sounds\sound_jet_low_bullettarp_v0100 @clip,1 = Squad\Parts\Engine\JetEngine\part\Sounds\sound_jet_engage_bullettarp_v0100 @clip,2 = Squad\Parts\Engine\JetEngine\part\Sounds\sound_jet_disengage_bullettarp_v0100 @clip,3 = Squad\Parts\Engine\JetEngine\part\Sounds\sound_jet_flameout_bullettarp_v0100 } Thanks to Gaiiden, whose MM patch I have flagrantly ripped off. ModuleManager defines mods based on: a) the presence of a plugin .dll with a given Assembly.Name, a mod name as declared in a :FOR[] block, or c) a mod name as discovered by the name of a directory child of GameData. You are free to use any of those for your pass declarations (":FOR", ":BEFORE", ":AFTER") and for dependencies (":NEEDS"). Since HotRockets doesn't have a .dll, and since it doesn't define a mod name in a :FOR[] block, you're stuck using © and running :AFTER[MP_Nazari].
  14. Adding the ability to configure data values, in the logger and in window panes, is something that's on my long-term to-do list. Unfortunately right now I've got a Big Professional Licensure Exam coming up in a month or so and I really need to pa$$pass it, so I'm even shorter on time to mod than I have been previously. That said, I've got what I think is a good idea for how to make it work, at long last. Hopefully later this year I can make something like that happen. For now, I'll do my best to add fields to the data logger as they're requested. I did a little QOL update and added Lat/Long to the csv this evening, and I'm happy to do more!
  15. Thanks for the detailed report! I'm... fairly... sure that it's a logic error that, for whatever reason, single-fairing engines magically avoid. With that in mind, here's a development dll for TweakableEngineFairings that, in laboratory tests, reduced cancer rates in mice and facilitated fairing detachment on nuclear engines. Give it a shot and let me know if it help and/or if it breaks everything forever!
  16. Glad you're enjoying the mod! Feel free to continue telling me how you think I can make it better. It looks like you've found a crack in my logic through which some mod parts may fall, and the parts I test with don't. So, here's an experimental build that might fix it: http://ksp.hawkbats.com/dev/AntennaRange_dev.zip. On the other hand, maybe it will break everything forever! If you do wind up with any of my grand-brain-children, give them my love.
  17. That's something that's been requested here and over at AntennaRange, and while it's something that I'd love to do, the stock antenna modules are set up in such a way as to make it, at least, brutally difficult and well outside the scope of this mod. I've given a couple explanations of varying technicality. I hope one of them suits you. Feel free to ask with additional specificity! As far as enabling and disabling antennas, I don't do anything with that here (though it's possible I could; I'd need to check Squad's interface again). I don't do anything exactly like that with AntennaRange either, but if generally improving the behavior of antennas is something you're after, it is something with which, I humbly submit, I can help you.
  18. Hah! Sorry for that. MeCripp is right; if you install blizzy's toolbar mod, this problem will disappear. Regardless, this is a bug that needs fixing. Thanks for bringing it to my attention!
  19. Nah, I've got three kids. No matter how many times you guys ask the same questions, you won't top them. That patch looks right, though you can axe the // comment lines if you aren't using them.
  20. TweakableStaging can be applied to basically any part that already functions via staging through an MM patch, thus. For stock chutes/, the patch should match HAS[@MODULE[ModuleParachute]], for RealChute useHAS[@MODUL[[RealChuteModule]] and change the pass from FOR[TweakableEverything] to AFTER[RealChute]. I'd type it up for you myself, but my children have commandeered all the devices with real keyboards for their Minecraft mania.
  21. Alright man, I finally got a test install set up, and I couldn't duplicate it. The steps I took were: Install some mods. Specifically: [ModuleManager] compiling list of loaded mods... Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.2.1 v2.2.1.0 aaa_Toolbar v1.0.0.0 AdaptiveDockingNode v1.5.5346.37460 ToadicusTools v0.0.0.0 AntennaRange v1.4.1.37459 NSScientific v0.1.5347.36987 KSPAPIExtensions v1.7.0.0 ProceduralFairings v0.0.0.0 QuantumStrutsContinued v1.1.5346.37460 ModuleDB v1.0.5346.37461 TweakableAnimateGeneric v1.2.5341.14808 TweakableDecouplers v1.4.5341.14805 TweakableDockingNode v1.1.5341.14805 TweakableEVA v1.4.5341.14810 TweakableEngineFairings v1.0.5341.14809 TweakableGimbals v1.3.5341.14807 TweakableIntakes v1.4.5341.14811 TweakableLadders v1.2.5341.14807 TweakableRCS v1.3.5341.14808 TweakableReactionWheels v1.2.5341.14806 TweakableSolarPanels v1.2.5341.14806 TweakableStaging v1.4.5341.14804 VesselSimulator v0.0.0.0 VOID v0.14.1.36123 Non-DLL mods added: NidaSampi TweakableEverything Mods by directory (subdirs of GameData): 000_Toolbar KWRocketry NASAmission Squad Build a little orbit tender, bottom up, with a Vesta on the bottom, and save it as a subassembly: Chop the head off a Kerbal X and put a PFairings base on it: Install the tender: Neither smoke nor flame happened. I tried with fairing sides on and off, with the engine fairing enabled and disabled, all without Exceptional effects. I had the latest PFairings and KWRocketry as of 8/23. So! If you are still having the issue, can duplicate it, and give me steps to duplicate and/or a log, I'll see what I can do.
  22. Sorry I missed this! Sometimes pagination is hard. :/ The line of sight module requires either direct line of sight to any point on Kerbin, or connection through a chain of relays, each with direct line of sight to the next, and the last with direct line of sight to Kerbin, in order to transmit science via an antenna. Optionally, another setting lets the line of sight mechanic restrict control of probes when no connection to Kerbin is available, but I don't actually think this is a good mechanic. The only objects that block line of sight are the on-rails planetary bodies and their natural satellites. Asteroids and other vessels do not block line of sight. By default, there's a 5% "fudge factor" done on the line of sight calcs, to make the creation of relay constellations a bit more forgiving -- essentially, AR pretends that a given body's radius is 5% smaller than it really is. Antennas are completely directionless, and will dynamically calculate their targets, choosing the closest target. So, if you are on the surface of Mun with an antenna that could reach Kerbin, but have a satellite in Munar orbit that can also reach Kerbin, and that satellite is not blocked by the Mun, you will transmit via that satellite instead of directly to Kerbin, reducing the energy cost of your transmission. Hope that answered your questions; feel free to ask with more specificity if I've missed anything. Enjoy!
  23. SirCmpwn, I got an e-mail this morning from my "follow"ing of Infernal Robotics, letting me know that sirkut had updated it, but it reported the wrong version (0.8.14 rather than the new 0.8.15).
  24. Was that the primary buffer panel?
×
×
  • Create New...