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Coffeeman

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Everything posted by Coffeeman

  1. For anyone encountering issues with lag and 0.5: PLEASE PLEASE PLEASE FOLLOW THESE STEPS: http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29
  2. Can you post your log too? As of now I can't reproduce with DangIt 0.5 on Win32, but because it is not occurring with just DangIt! installed, It's probably an adverse interaction with another mod. Additionally, does going back to 0.4 actually fix it? Additionally, I've opened a GitHub issue at https://github.com/Ippo343/DangIt/issues/84 Sorry about this, I'll take a look at it
  3. Yep that's the file, That's really weird. It seems you are generating 3 lines of text for each actual line. I think that might be your problem (hard drive flipping out trying to write), and I'll take a look ASAP. Is there anything in specific that triggers it (the lag?) Causing a failure? Repairing one? Do you have sound warnings enabled? Sorry about that
  4. Thanks catastrophicfailure, that's just what I need. I'll take a look at it soon(tm.)
  5. DangIt! Alpha 5: 2x Author Combo Adds customizable sound warnings Adds coolant and intake failures Backend fixes Tank module no longer mistakenly applied Make sure to back up your saves as always. Additionally, configure sound alarm settings from the space center config window. ( I recommend LOW=0, MEDIUM=2, and HIGH=-1) Alarms are mutable thru right click on the failed part. Get it on KerbalStuff or update with CKAN Have fun!
  6. Entropy has updated to 0.3 Update with CKAN (or get it on KerbalStuff.) Please note: This release NEEDS DangIt! 0.5, please update that too. As always, back up your saves first
  7. Can someone point me to the source of CIT (it doesn't seem to be in your repo?) I'm trying to debug the dangIt integration issue.
  8. I'll look at it later today, and see if I can fix it in time for alpha 5. Also: what is CIT Kert and where can I find the source?
  9. Uh oh. Looks like I have to buff intakes (should probably buff jet engines too.) I'm working on integrating some of my work into the dangIt core (intakes, coolant) as well as adding some new stuff (sound alarms, extra info.) so I'll buff these in DangIt Alpha 5, which should be out within the week (also will come with a Entropy update for compatibility with the dangIt update.) In the short term, you might consider manually buffing them by editing Gamedata/entropy/ModuleManager/intakes.cfg to increase MBTF and Lifetime
  10. I'm kinda new to this whole compilation thing, coming from the sunny pastures of Python, so, my question is: How can I say that I want to reference DangIt.dll without providing a specific version/location? As in my mod depends on another, how do I do a import of that mod in such a way that whenever it (other mod) updates, I don't have to update mine as well? As it is it fails to load with ERR 21:16:10.616] AssemblyLoader: Exception loading 'Entropy': 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 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.IO.FileNotFoundException: Could not load file or assembly 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'DangIt, Version=0.5.0.33221, Culture=neutral, PublicKeyToken=null' System.TypeLoadException: Could not load type '<WaitAndPrint>d__0' from assembly 'Entropy, Version=0.3.5456.33498, Culture=neutral, PublicKeyToken=null'. even though I have both installed! What is the "real" way to fix this? ALSO: Anyone know why this code dosen't add a right click action??? [KSPEvent(guiActive = true, guiName = "Mute Alarms")] public void MuteAlarms() { DangIt.Instance.alarmManager.ClearAllAlarmsForModule (this); this.Events["MuteAlarms"].active = false; //Hide the menu item }
  11. So I've been adding some stuff to DangIt! to make it so there is an alarm when something fails, and have been having some problems. Basically, I want to play a sound that I get from GameDatabase, without using an EFFECTS block, because I don't want to blanket-add an EFFECTS to all of the parts in the game. Current code: print("starting alarm"); if (this.AlarmAudio==null) { print ("create source"); this.AlarmAudio=new AudioSource(); } if (this.audio.clip==null) { print ("create clip"); this.AlarmAudio.clip=GameDatabase.Instance.GetAudioClip("DangIt/Sounds/alarm"); //Load alarm sound } if (DangIt.Instance.CurrentSettings.SoundNotifications) { print ("play alarm"); int i=0; { print("loop:"+i.ToString()); print("delay:"+(this.audio.clip.length*i).ToString()); this.AlarmAudio.PlayDelayed(this.audio.clip.length*i); i++; } } Full source on GitHub And here is the error: [LOG 22:14:32.187] starting alarm [LOG 22:14:32.187] create source [LOG 22:14:32.188] create clip [LOG 22:14:32.190] [DangIt]: DangItReactionWheel[-167804][Ship: Untitled Space Craft]: ERROR: at (wrapper managed-to-native) UnityEngine.AudioSource:set_clip (UnityEngine.AudioClip) at ippo.FailureModule.Fail () [0x00000] in <filename unknown>:0 Full log on Pastebin How do I do this? Its SO FRUSTRATING!
  12. Entropy v0.2.1 is released: Change mono target -- Fixes realchutes Change ModuleManager scripts -- fixes realchutes This should fix @djnattyd 's problem! Get it at KerbalStuff, or update with CKAN
  13. Whoops never mind, simple mistake! Thanks a ton for the debugging info! Will fix in about 1.5 hours, sorry! (Also on mobile)
  14. Yay! My first bug! Questions: Do you use realchutes? Did you install from KerbalStuff? Can you tell me what you have in your game data folder? (Including ModuleManager version) Can you send me KSP.log? Can you send me Gamedata/z_Entropy_realchutes/ModuleManager/parachutes.cfg? I'll get this sorted right away! Good luck with your plane!
  15. On the Destiny module texture, the... mildly phallic imagery.
  16. Hm... Yeah, I can see this being a problem! However, I think that some kind of reliability improvement would be good. Maybe you could spend some science when repairing a failure to analyze it (if you had the perks) and permanently improve that part (by some small margin.) In other news... @dzikakulka : No auto-staging, they can only fail while ignited. What happens is the thrust increases by quite a bit and they overheat in about 20 seconds.
  17. Seconded! And VERY nice! PP was really missing this! P.S. I found your easter egg
  18. Entropy is now on CKAN! Use ./ckan.exe install Entropy for Entropy and ./ckan.exe install EntropyRealChute for RealChute integration!
  19. RE: Usage improving reliability: This would be a very interesting thing to see! Additionally, I think maybe having Strategies that increase/decrease the reliability of your parts (at expense of money of course) would be cool. For example you could have the "Safety Culture" strategy that would make everything safer, but also cost mode, and the "Go-Fever" strategy that would do the opposite. Both of these would more fit the scope of DangIt! proper, and I'll ask Ippo about them @zekes: YIKES! [in reality, reentry failures are the domain of deadly reentry]
  20. I've released v0.1.2: Get it on Kerbalstuff Changelog HOTFIX FOR REALCHUTES USERS -- Fix bug where repairing RealChutes parachutes decreased instead of restoring drag If you use realchutes you really should upgrade!
  21. Released this at 1am then went to bed... Lets see... @CatastrophicFailure : LFO engine failures are covered by DangIt!, Ippo's plugin, off which Entropy extends. To make Entropy work you need to install that too! @BLUESTREAK : RE: Animation, yeah thats what I mean (but undercarriage always works, its actually a different PartModule) . RE: Tank leak force... That would be something to be added to the base plugin (DangIt!), but yeah, I'll look into that. RE: Solar panels... I'll definitely be looking into that sort of gradual failure, but I will have to fiddle with Ippo's code more before that, but that is definitely planned. @diomedea : That is a great idea! I'll look into that.
  22. I've released my hardmode mod: http://forum.kerbalspaceprogram.com/threads/102197
  23. Entropy It's like Ippo's DangIt! but worse THIS MOD DEPENDS ON IPPOS DANGIT! GET IT HERE: http://forum.kerbalspaceprogram.com/threads/81794 As of v0.3 of Entropy, you NEED at least DangIt! 0.5 to use it! Have you seen Ippo's DangIt? Well you should! It's a great mod that adds random failures. This mod adds even more, in a vein of more dangerous failures! BIG WARNING: BALANCE IS... INCOMPLETE! ALWAYS BACK UP SAVES! I make no guarantees that the balance of these failures is OK! Use only if you are OK with testing unfinished code! No pix no clix: Currently adds: Animations getting stuck Generators losing efficiency Intakes being clogged (Part of base DangIt now) Engine coolant failures (Part of base DangIt now) Parachute failures (Stock: Chute gets stuck predeployed, RealChutes: Halves area) Solar panel tracking failing (Stops pointing toward sun) SRB O-Ring failures (overheat and explode + overthrust) Known Issues: Repairing RealChutes parachutes decreased instead of restoring drag FIXED IN v0.1.2, GET IT NOW! TweakableEverything allows you to re-enable sun tracking on solar panels (On Github) Fixed in 0.5 For modders: If you want to make it so your parts have no chance of failure (e.g. escape towers) just add the module NoFailureModules, and no reliability modules will be added! NoFailureModules currently implemented (thru ModuleManager) for (I plan to add a couple part packs here): Stock FASA As of 0.4.2 Install with CKAN : ckan install Entropy and for realchutes support on CKAN: ckan install EntropyRealChute Source Code: Github Download (please use CKAN instead! | has RealChute support bundled): Kerbalstuff
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