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Everything posted by Diazo
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@Deimos Rast I can't find any issues with the Career Override on my install. If you can replicate this, can you quit the game normally (exit to space center, main menu, then quit) and check what the Override Career value is in the AGExt.settings file please? (There is no more AGExt.cfg file as of version 2.0a.) On the Kerbal EVA issue, I'm also going to look into the KerbFit mod, it was throwing errors that didn't seem relevant, but you never know. D.
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@Deimos Rast Can you point out which EVA did it? Looking at that log, I see a loading the vessel to the pad, going EVA on the pad for science, boarding back on the vessel, launching and flying for a bit, then reverting to the pad. After reverting I see an immediate launch followed by some flying, but the next EVA is in the KerbinFlyingLow biome, followed very quickly by a reboarding of the vessel, then the log cuts off. (I assume you killed the game here.) I don't see any AGExt errors so I'm going to have to grab a couple of the mods you have installed and test, this is looking like it's a mod conflict. D.
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Version 2.0b -Fix bug where some parts (notably the new wheels) could not be selected in Flight Mode to edit their actions. (These parts worked fine in the VAB/SPH.) Download here. D.
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Version 1.2 Download here. -KSP 1.1 Update. -Fix settings file so it doesn't void ModuleManager cache every load. -Add actions to support the new wheel system Alright, mod is now updated for KSP 1.1 and should be good to go. The one thing I was not able to do is test every action this mod controls, there's simply too many. (Well, I could test them all, but release would be delayed at least another week.....) So, if an action set by this mod does not behave as expected (or does nothing), please let me know and I'll have a fix out ASAP making it work again. (It's almost certainly just a variable's name that changed, I just need to know about it to fix it.) @drtedastro This version should resolve your issues. Let me know (with the new error message) if it doesn't and I'll look into what is going on. Happy KSPing all. D.
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That does appear to be what is going on. I'm making the new instance of the class as per the code in the first post but not attaching it to an object, so Unity is immediately sending it to garbage collection, so the class has already been destroyed by the next line causing the NullRef on the .enabled call I'm trying to make. Going to switch to the nested OnGUI calls as you suggest, that sounds like it will work. D.
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Alright, with KSP 1.1 disabling the RenderingManager access, I'm trying to move my windows to OnGUI and running into an issue. How do I hook OnGUI from any old class in my project? That means a class that's not tagged with KSPAddon or anything similar. One thing the Unity documentation did tell me is that OnGUI only works in a class that inherits MonoBehavoir and that is enabled. So, here's the code giving me issues: ourWin = new MainGUIWindow(EditorLogic.SortedShipList, winTop, winLeft); ourWin.enabled = true; //new line added in KSP 1.1 In KSP 1.0.5, the main MainGUIWindow class did not inherit anything and hooked into RenderingManager in it's constructor method, this worked great. In KSP 1.1, I changed MainGUIWindow to inherit from MonoBehavior, changed my RenderingManager method to OnGUI() and added the second line in the code snippet above to enable the class so the OnGUI() method gets called. However, the ourWin.enabled line is now throwing a NullRef error and I am now stumped. So, how do I convert the MainGUIWindow class to a MonoBehavior class so I can have it call OnGUI the same way a class tagged KSPAddOn does? D
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Diazo replied to Diazo's topic in KSP1 Mod Releases
@achrome All commands input by the player (and 99.9% of mods) only go to the craft that has focus. The only exception to this I am aware of is kOS where you can open up the terminal window for a different craft and issue commands through it. Note that this doesn't mean the craft is out of control, some mods (including all of mine) remember their settings so if you set a craft to hover with this mod, then go on EVA with a Kerbal, the craft will continue to hover as that was the last command it received. Just don't get too far away however, after anywhere from 200 to 400 meters away the craft becomes subject to KSP's clean up routine and it will be seen as a craft that has been deorbited and has crashed into the ground and been destroyed. (KSP's clean up routine does not account for engines, only orbit and gravity, so it thinks the vessel is falling out-of-control even though the engines are burning.) D. -
Version 2.0a Download here. -Show/Hide windows on F2 key to match the rest of the UI. -Fix settings file so it no longer voids ModuleManagers cache every load. -Fix NullRef error when a Flag is the focus vessel. The settings file for ModuleManager is the big thing this patch. Note that if you have a custom MM patch of your own that modifies AGX's settings, that will break and you'll have to get in touch with me so we can work things out. (Only one mod every asked for this and I'm pretty sure it's been discontinued though.) Happy KSPing D.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Diazo replied to Diazo's topic in KSP1 Mod Releases
Version 1.30b Download here. -Fix typo to avoid possible nullref. Made a typo that could spawn nullref errors. No gameplay impact but something that does need to be fixed. D. -
Unfortunately I suspect this is an artifact of RO's editing of the planets. If this mod encounters an error, it falls back to displaying the height above ground as reported by Stock KSP. The fact that the altitude of 0 is being displayed and that it slowly climbs back up indicates this mod is finding "ground" somehow. It probably is also specific to only certain locations on the planet, if you can narrow it down exactly I can install RO myself to see what is happening at that specific location, without that I don't think there's anything I can do. D.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Diazo replied to Diazo's topic in KSP1 Mod Releases
Version 1.30a -Fix settings file so it doesn't cause MM to void it's cache and apply patches every load. -UI now show/hides with the rest of the UI on the F2 button. -Add actions to set the Up direction. The biggest change this version is changing how my settings file works so this mod doesn't continuously cause ModuleManger to think the config has changed and reapply all patches on every KSP load. Everything will be handled in the background by the mod, but note that this change means there is no longer a "TWR1.cfg" file in the .zip file you download, this is intentional. @brusura Added the actions you can assign to action groups to change the Up direction. Note that as this mod doesn't load in the editor you will not be able to test which action is which direction until you move to flight mode. The directions on the action group (Up/Down/Etc.) are relative to that part, not the vessel, you will probably have to experiment to see if this works for you. Happy KSPing all. D. -
Ya, flags both are and aren't vessels, I'll have to add an exception for them similar to what Kerbals already have. Should not impact gameplay once you switch away from the flag and the exceptions stop spamming the log. D.
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Diazo replied to sarbian's topic in KSP1 Mod Releases
@blowfish It's currently for changing values that are only changeable in the .cfg file anyway at this point (so they are not accessible from in-game), although you are correct that it would reset the values to whatever the MM patch is every time KSP starts if you offered this on values that could be changed in game. @sarbian So 2 config files seems to be the best solution then? Was trying to avoid that but I can make it work. D. -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Diazo replied to sarbian's topic in KSP1 Mod Releases
This is a question about how MM's caching works. I use a .cfg to store settings and I've recently received several requests to move that .cfg file to a Plugin data sub-folder so that MM doesn't nuke it's cache and redo everything everytime KSP loads. (I store window positions in the .cfg file so it changes every time KSP is run.) This is simple enough on the surface, however I am running into an issue where I have actually deliberately made my .cfg file into a ConfigNode so that other mods could modify the configuration of my mod via a MM patch for their purposes. Now I am being asked to undo that work and turn my .cfg file from a ConfgiNode back into a basic settings file and hide in from MM in the Plugin data subfolder. I'm pretty sure this is mutually exclusive so I'm wondering it there was some quirk to the caching process I could maybe take advantage of? In short, is there a way to keep my .cfg file exposed so that the settings of my mod can be modified by other mods with an MM patch, but not trigger MM's cache rebuilding when the values of the window position variables saved in the file change? (It is a career overhaul mod that interacts with my AGX mod to change how action group unlocking progresses that is causing this.) D. -
What? PulginData is the old plugins directory from the KSP 0.20 days, it was replaced by GameData when Squad reorganized how add-on parts and mods were going to work. D.
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Not sure this mod can help, this mod is for locking stock KSP out so you don't pass commands while using textboxes. In this case you are trying to use a Textbox and lock out a mod. The fix is going to have to be on MAF's end, point the creator towards me if they need a hand with how that part of KSP works. D.
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This mod works using a raycast which probably won't work for you as that would return the distance of the first part it found, not the specific part you want. However, the .closestPointOnBounds method is probably what you are looking for. The distance between the closestPointOnBounds of two objects would be the distance between those two parts colliders, which will be the visible game model for parts correctly created. Note there is no Vessel object to use this on, it has to be between two parts. D.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
Diazo replied to Firov's topic in KSP1 Mod Releases
Does triggering the gear group a second time work? On of the oddities of KSP is that action groups are directional and many landing legs and gear start extended (on) but the gear group starts retracted (off) so the first time you activate the gear group and 'extend' it, nothing happens as the already extended landing legs or gear see the 'extend' command and ignore it as they are already extended. If this is the case, this mod can't do anything about this issue, it's just one of those things. D. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Diazo replied to Diazo's topic in KSP1 Mod Releases
It's the new GUI in KSP 1.1 For now I'll ask you to manually hide the windows using the toolbar until I can figure that out. D. -
Good to hear things are functioning. KSP 1.1 changed how my GUI hooks into the game, I'll look into how to hide the UI automatically, but you can do it manually by left clicking the AGX icon for now. D.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Diazo replied to Diazo's topic in KSP1 Mod Releases
Hmmm, I could add an action to auto detect the up directon maybe? Note that the up direction is set per vessel, it will not change when you use the Control From Here action. D. -
[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Diazo replied to Diazo's topic in KSP1 Mod Releases
Erm, I'm not sure that's a good idea. One of the most common usage scenarios of this mod is for VTOLs where you specifically don't want the up direction set by Control From Here as that ends up with the up direction being forward out the nose and the whole reason I had to add the ability to manually set the up direction in the first place. More details on what you are trying to do? Some other way it can be accomplished maybe? D. -
First, this mod is still supported, I'm just out of town away from my KSP computer for a couple weeks. Planned updating of this mod is on May 17/18th currently. As for Action Groups Extended, they work perfectly together as this mod simply adds more actions to the available actions list to be assigned to an action group, in either AGX or the stock action group system. As for the control surfaces control, I thought that was working in KSP 1.0.5, I'll look into what broke when I do the update in a few days. D.