rottielover
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Everything posted by rottielover
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[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
I have no idea how exactly, but now it's working.... The only thing I can think of, is that I completely removed all redistribute anything listed in my add/remove programs. rebooted, installed the x86 c++ one and rebooted, then clean installed KSP again, and re-added the dll. I suspect the real culprit to be the AVG installed redistribs, as to completely remove AVG I had to download a cleaner program... -
[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
PM headed your way with download link for DWI file. -
[wip] 0.23.5 A-E.V.A (Actual Extra vehicle Activity)
rottielover replied to Eggman360's topic in KSP1 Mod Development
Yep, I'm pretty sure he's using MM cfg's only though, you have to have Kethane installed separately to get the models, etc. and he's just adding his resources to the kethane equipment via MM cfgs. -
[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
Ok I've finished the clean out and fresh install. Same error as before. I put the snippet of the stack trace as requested in the above post. If you would like I'm more than happy to provide all the log files etc via dropbox, heck I'll get on skype with ya, anything to help the community! Does that stack trace help out at all? -
[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
My only idea at this point is that it could be the Visual Studio redistribs that AVG installed. So I am currently in the process of removing AVG completely, and I'm just about done cleaning out all the redistribs. I'm going to reboot, install the 2013 C++ redistrib cleanly, then try again. yes this is a totally clean KSP install (wiped out the folder, let Steam put it back. EDIT: Stack Trace: NotImplementedException: The requested feature is not implemented. at System.Runtime.InteropServices.Marshal.GetHRForLastWin32Error () [0x00000] in <filename unknown>:0 at LoadOnDemand.UnmanagedLibrary..ctor (System.String fileName) [0x00000] in <filename unknown>:0 at LoadOnDemand.NativeBridge.SetupNativeBridge () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() -
[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
According to my Add/Remove I actually have 8 total C++ Redistrib's. 4x2008, 2x 2010, and 2x 2013 (both x64 and x86 as well as sep version numbers). Should I be getting rid of all of them in favor of the x86 2013 one? -
[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
Make sure you have the correct Visual C++ redist. Your system may be 64bit but you still need the 86bit one. Installed both, rebooted. No effect. Other than that, make sure a firewall or anti-virus isn't blocking either the .dll or KSP altogether. Win8 is a bit picky when it comes to running "unknown" things... I'm using AVG free and have my KSP folder in the exception list so it doesn't scan it, nor does resident shield scan it. Also make sure you have the latest .NET Framework version. Check. Any other thoughts? -
[WIP] Loading textures only as required
rottielover replied to Faark's topic in KSP1 Mod Development
I just downloaded to test this, but I'm getting the error about "Requested feature not implemented". I even tried a clean KSP install and just put the loadondemand.dll into \GameData. I tried the suggestion several pages back about installed the Visual C++ redistrib, did not help. What am I missing? EDIT: I found the debug version, but the log output doesn't help much I don't think: Logger started at 4/24/2014 9:59:36 AM (Sync) 4/24/2014 9:59:36 AM: No config found, starting with defaults. 4/24/2014 9:59:36 AM: Todo19: Consider a mechanism to remove old/unsued cached files! (both dead refs and unused cfgs) 4/24/2014 9:59:36 AM: Device: Direct3D 9.0c [nvd3dum.dll 9.18.13.3165] Here is the KSP output log as well: Kerbal Space Program - 0.23.5.464 (WindowsPlayer) Steam OS: Windows 8.1 (6.3.9600) 64bit CPU: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8) RAM: 16352 GPU: NVIDIA GeForce GTX 580 (1482MB) SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.3165]) Log started: Thu, Apr 24, 2014 09:59:34 [LOG 09:59:35.969] Load(Assembly): /LoadOnDemand [LOG 09:59:35.970] AssemblyLoader: Loading assembly at D:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\LoadOnDemand.dll [LOG 09:59:35.992] AssemblyLoader: Loading assemblies [LOG 09:59:36.001] AddonLoader: Instantiating addon 'ActivityGUI' from assembly 'LoadOnDemand' [LOG 09:59:36.002] AddonLoader: Instantiating addon 'DevStuff' from assembly 'LoadOnDemand' [LOG 09:59:36.003] AddonLoader: Instantiating addon 'Startup' from assembly 'LoadOnDemand' [B][EXC 09:59:36.090] NotImplementedException: The requested feature is not implemented.[/B] [LOG 09:59:36.092] AddonLoader: Instantiating addon 'WorkQueue' from assembly 'LoadOnDemand' [LOG 09:59:36.094] Load(Audio): Squad/Parts/Utility/LandingLeg/sounds/sound_servomotor [LOG 09:59:37.277] Load(Audio): Squad/Sounds/editorLoop01 [LOG 09:59:37.434] Load(Audio): Squad/Sounds/sound_ambience_nature [LOG 09:59:37.460] Load(Audio): Squad/Sounds/sound_click_flick ... And I cut this one off cause it's just showing loading the Squad parts -
+ [Part] [1.6] Davon supply mod v025
rottielover replied to PrivateFlip's topic in KSP1 Mod Releases
Very awesome, thank you so much flip! -
Quick update from my mobile (apologies for the post and not an edit). Episode 4 has been posted and is a longer installment at around 30 min (as compared to the 2-10 min format I was previously using). Feedback and comments are more than welcome! Also, I'm seriously considering reducing the number of mods used to make it much easier for people to "play along", are there any thoughts around that? Would you rather see pretty clouds and city lights? Would you rather I stick to stock parts (+Kethane), or some variation of that? Your feedback will shape Episode 5!!!!
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+ [Part] [1.6] Davon supply mod v025
rottielover replied to PrivateFlip's topic in KSP1 Mod Releases
I really love this idea! I'm downloading to try this mod out. Quick question (and I apologize for not reading the 10 pages to see if this was asked), but here goes... If I wanted to modify this mod slightly to add more resources, is that possible? I'm thinking of TAC Life Support Supplies. Also a neat idea, not sure if you can implement such a thing: Let's say I have a drilling unit on a Kethane patch, an orbital refinery, and a transport "tanker" vehicle. The idea is that the transport delivers kethane to the orbiting refinery from the wellhead, refuels at the station and lands again to bring up the next load of Kethane. So the question would be, how or if a complementary plugin could be written that would be able to figure out how much fuel the transport was using per trip. The plugin would then automatically deduct the approprate value of Kethane from the deposit "delivering" it to the station for the cost of the calculated amount of fuel the transport needed to do so. I know this sounds "pie in the sky", but it sure would make for a very interesting companion to Kethane! Thanks for your time. -
Ah, whoops! Thanks!! I'll update the main post. I just started post-processing for the 4th installment, in which I build some "low tech" Kethane equipment and a very low tech "rocket plane". So this time instead of a fast-forward build process, I'll talk more on the design and build process and some of the cool mods in the pack. Thanks again! PS, I also finally figured out my video capture issue, so after Episode 4 you'll be able to see the entire screen without a tiny bit cut off the top and bottom. Also, what do you think about the length of the video's? I thought that 20-30 min long was too much, but now I'm wondering if that's not about right? So what do you all want? Do you like shorter (say around the 10-15 min mark) or do you like longer (say 30 to 60 min) ?
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Is this compatible with Better Atmospheres?
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- renaissance compilation
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Rottie's Rockets is proud to present: KOBOL Kerbin is running out of Kethane, and world leaders have chosen you to administrate the new space program. You must research new technologies and begin the process of turning the Kerbals into a multi-planet species. Come along for the ride as I play through a new career mode save in .23.5 in a new INTERACTIVE YouTube series! We'll be using CRAFT files found on the forums, custom Rottie designs, and user submitted craft files to flesh out our tech tree and build the first self-sufficient off-world colony using the new GreenMesa Modular Kolonization System (MKS) mod. First Episode is up. This my first youtube series so constructive feedback is appreciated. CRAFT files are : HERE
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Rottie's Remarkable Rockets (Stock and Mod)
rottielover replied to rottielover's topic in KSP1 The Spacecraft Exchange
Kobol DEPRECATED Kobol as a series is being retired, however I am working on something new.... A YouTube Career mode playthrough with a purpose! Join me as I create the first self-sufficient, off-world colony using the GreenMesa Industries "Modular Kolonization System" (MKS) mod. As you can imagine there are quite a few mods involved and I will attempt to keep a list of the most important here. Craft file share location: HERE Mod List (Not Complete): Toolbar Kethane KAS KAX KSPX SDHI Real Chutes DREC FAR ... more to come -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
rottielover replied to sirkut's topic in KSP1 Mod Releases
The Hydraulic Cylinder is not moving in the wrong axis, it's moving in the correct axis from a wrong origin point. What I mean is that it moves "in and out" correctly, but instead of extending the "arm" from the "cylinder body", it sucks it'self into the body. I'm not sure but I think it might be a cfg thing... -
[1.0.4] SteamGauges V1.7.2 - 27 July '15
rottielover replied to Trueborn's topic in KSP1 Mod Releases
Different vessels, doesn't seem to be a type or kind of node either, the screenshot example was just a circ burn after launch. I think I'll do your suggestion and try toggling the option. My best guess at this point is some other mod I have maybe doing it. EDIT: toggling the option fixes the issue as expected. I suspect there is some mod that's affecting the math. I'm guessing the 33 is about = to 0.33333333333333333333 that you get on a calculator ? Something like "I can't do the math, I'm going to run home and suck my thumb" ??? ANyway, if you happen to have this issue, go to your options and hit the radio button. BTW this is happening right now on my livestream, maybe it's KW parts/engines somehow? -
[0.90] Kerbin Shuttle Orbiter System v4.13
rottielover replied to helldiver's topic in KSP1 Mod Releases
Try about a 45 deg angle of attack while your re-entering. The ablative shielding is directional, and this seems to work pretty well for me. -
[1.0.4] SteamGauges V1.7.2 - 27 July '15
rottielover replied to Trueborn's topic in KSP1 Mod Releases
Nothing in my F2 log to speak of. I have no idea why the node gauge does this only sometimes. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
rottielover replied to sirkut's topic in KSP1 Mod Releases
I should be available as well if needed.