pixartist
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Posts posted by pixartist
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Hi, i have the problem as MK3424 (no parts in career or sandbox). i tried to fix to delete the part (FlightComputer) and moved the module to sensorBarometer but doesn't work.
Any solution?
Hmm I don't really understand what you mean by "moved the module to sensorBarometer but doesn't work". I would suggest removing the plugin entirely and reinstalling it to the correct directory.
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God knows why, i'm happy to get the mod working.
good
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I found the source of the problem: the tweakscale plugins for real fuels and modular fuel tanks are the ones messing up the game.
And i also have found that the barometer part messes up with the load on demand texture loader but it's easy fixable by deleting the flight computer and adding it's module to Squad's barometer.
Why would the barometer part mess with the texture loader ? It's the default mesh & texture.
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Here is the log: -snip-
I had to ALT+F4 out of the game because it hangs on loadup.
And when i tried to use it with a module manager config: adding the module to every part that has a command module, it won't let the parts load ingame.
Also: why does this mod needs a part?
it should be better of without it.
The errors you posted seem to come from "modularFuelTanks":
[ERR 00:58:17.346] AssemblyLoader: Exception loading 'TweakScale_ModularFuelTanks': 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 AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0
Additional information about this exception:
System.IO.FileNotFoundException: Could not load file or assembly 'modularFuelTanks, Version=5.1.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'modularFuelTanks, Version=5.1.1.0, Culture=neutral, PublicKeyToken=null'
[ERR 00:58:17.352] AssemblyLoader: Exception loading 'TweakScale_RealFuels': 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 AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0
Additional information about this exception:
System.IO.FileNotFoundException: Could not load file or assembly 'RealFuels, Version=7.2.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'RealFuels, Version=7.2.1.0, Culture=neutral, PublicKeyToken=null'
Also "RealRoster" can't seem to load its config file
Also "KSPAPIExtensions" has unhandled exceptions
Also MechJeb can't load "TweakScale_RealFuels"
And finally my reflection method can't seem to load types from some (?) assembly. Not sure what causes it, but it's most certainly some kind of plugin conflict. I'm gonna add exception handling to that method later, but I don't think Flight Computer will work with your addon configuration. Maybe I'm wrong.
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You don't need to login to download the .log file, and by the way i can't upload to pastebin: it's over the free account file size limit.
pastebin has a sizelimit ? wat ?
Also, when I tried to download on your link it asked me to login via facebook/google/twitter...
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DearPixArtist,
I am absolutely amazed how you did this. The mod itself. And the program you used in the demo-video.
I would like to understand the program flow. I tried to get screenshots from the video but I wasn't very good, I fear.
Would you please be so kind and provide some kind of documentation? At least a scribble of the program you used? So I (and everyone else) would be able to see and understand your coding.
And I would like to suggest to make some kind of load/save possibility so thar we are able to use good and proven programs again and again. And share them among ourselfs.
Thank you in advance,
Isabelle
When I get home later I will upload a demo vessel and make it available.
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Here is the log: -snip-
I had to ALT+F4 out of the game because it hangs on loadup.
And when i tried to use it with a module manager config: adding the module to every part that has a command module, it won't let the parts load ingame.
Also: why does this mod needs a part?
it should be better of without it.
please post that to pastebin.com or some other login-free site.
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I get this error when i boot up ksp:[Exception]: ReflectionTypeLoadException: The classes in the module cannot be loaded.
Is there a way to resolve this?
Is that the only information you get? If possible, please post the full error message from the log.
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Very neat. One implementation question: does the flight computer override player input (like MechJeb) or does it trigger action groups etc. separately (like Smart Parts)? I'd be very interested in RemoteTech integration, and this would effect whether the two mods are compatible or not.
It overrides player input currently, but you can still interfere with the vessel. It really depends on how your program works. If you specify an SAS target every tick for example, you won't be able to do much via player input.
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Is this just for fun or are you looking for a job? I hear Blizzard Entertainment is hiring people for the Hearthstone team. <.<
How many hours spent on this so far?
Hmm I worked on this for about a week now. Not even close to full time though. Hours ? I don't know
Also, I don't know if I'm even close to blizzards standards
edit: I just realized you work for Blizzard. Are you suggesting I had a chance with an application ?
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Updated to 0.1.5, added gravity, mass and max thrust nodes and vector operations
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I have mainBody.gravParameter and the vehicle mass. How do I calculate the vehicle weight from that ?
edit: I don't think mainBody.gravParameter is what I thought it was. Where can I get the current gravitational acceleration ?
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Amazing!
But what do you think about MechJeb support? Like replacing long-dead Autom8 with your mod...
I messaged the MechJeb guys about this. Have patience
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@pixartist: Thank you for that.
First, nice coding skills you have, well beyond mine. It actually took me a bit to figure out how you handled custom actions. (I think I have figured it out anyway.)
If I read your code right, you are making an action for each Custom Action group that goes on the Flight Computer part and assigning each action to the appropriate group via the action's name. (I could not find any other place where you are actually assigning the action to the group.) Then when the player triggers that action group, the Flight Computer gets the "execute action" message and does what is programmed into that action.
My only comment would be caution the player that this does not stop the normal behavior of action groups. If you assign Custom Action Group 3 via this mod to do something, but also have your Solar Panel deployment action on group 3, both actions will execute. (Assuming I'm reading your code correctly.)
Overall, a very interesting mod though, I will be keeping an eye on it.
D.
Well the custom action work just like any other action group action, except that instead of having a predefined effect, they will trigger the "Custom Action" nodes with the specific id value in the VPL-Code
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Are you leaving PID controller implementation to the user?
For now, yes.
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Update to 0.1.4
- Added categories for vector nodes
- Fixed greater node
- Added lesser node
- Added Magnitude nodes (V2/V3)
- Added Normalize nodes (V2/V3)
- Addec Vector2 variable type
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@pixartist: I saw your thread in the plugin support area about action groups and was interested to take a look and see how you solved it as I'm also working with action groups on one of my mods.
However, I can't find your source code linked anywhere. Just wanted to point you towards the Add-on posting rules, notably that all add-ons must have both the source code available somewhere, either online at a website like GitHub or included in the download .zip (This rules thread is stickied in the Add-On releases forum, but still applies here as you are distributing a mod.)
Also, you must declare which license you are releasing this under and that must be stated in the opening post of your release thread *and* in a text file inside your .zip download.
Just a heads up to take care of this before the moderators come along and have to take action.
D.
Source code link with license file added
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http://forum.kerbalspaceprogram.com/threads/20451-0-25-Ferram-Aerospace-Research-v0-14-3-2-10-21-14
It's an enhanced aerodynamics model for KSP. Max Q is dynamic pressure http://en.wikipedia.org/wiki/Max_Q
For example, the retired space shuttle would throttle down it's main engine when close to "Max Q" dynamic pressure to relieve stress on the aircraft. FAR models that.
I'm working on a mod with a similar concept but different implementation. The maneuvering you can achieve with the VPL though is impressive.
That's very mod specific. It's not too likely I will implement that too soon.
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Nevermind, I found out how to add custom actions..
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Added custom action group actions now. Put them into an action group and you can use them with the "Custom Action" Event in the program editor!
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The problem is, there might be hundreds of values, I'm not sure it that is viable.
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The ability to get to any item (data value, toggle, ??? ) as can be found with the RMB on parts would be awesome.
I don't really understand. What do you want the rmb to do ?
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bool runOnce = false;
void runOnce()
{
if(runOnce){return;}
// do stuff
runOnce=true;
}
FixedUpdate()
{
runOnce();
// do stuff
}
that's how I do the one time thing for most stuff..
No actions can only be added ONCE! Even when the vessel is unloaded and loaded again, the actions must not be added again. I need something like OnModuleAddedToVessel()
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I can add actions like this: Actions.Add(new BaseAction(Actions, "Custom action 1", (e) => { if (activeProgram != null && started) activeProgram.TriggerAction(1); }, new KSPAction("Custom action 1")));
But this must only be called once for a vessel, so where should I put it ?
[WIP][Plugin][0.3.3] Flight Computer - Fully automated flight, programmable via VPL
in KSP1 Mod Development
Posted · Edited by pixartist
Try the new version, I added exception handling to that part of the code.
Also added some nodes and an example craft.