Jump to content

Newnard

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Newnard

  1. Hi @VITAS, just wanted to let you know that the link from your Patreon page to the forums here points to a bad/old url. Just click on your own patreon link in your signature here, scroll down and find where it says "Regular updates are posted here", it links to http://forum.kerbalspaceprogram.com/index.php?/topic/132186-spacedockinfo-dev-thread-the-*** malicious site we no longer use ***-replacement-site-fully-operational/ which doesn't work for whatever reason. Should probably link to this thread instead.
  2. KSP Version: 1.7.0.2483 (LinuxPlayer) en-us What Happens: Binding the "Throttle Cut-off" function to the Delete key triggers the "Switch Translation/Rotation" function when pressed (in addition to cutting off the throttle) even when "Switch Translation/Rotation" function has been mapped to "None". Mods / Add-Ons: There is only one mod folder in my install, and it contains only my custom flag image. Steps to Replicate: Go to the settings menu -> Input category -> Flight tab, ensure that "Switch Translation/Rotation" function is set to "none". Go to the Vessel tab and ensure that "Throttle Cut-off" is mapped to "Delete". Launch a vessel. While in-flight, try hitting delete to cut off the engines. Result: Note that while the engines do turn off as expected, the flight mode is switched to docking mode which can interfere with further flight operations. Fixes/Workarounds: None known. Other Notes/Pictures/Log Files: Hi all, I've been playing with keybindings and I think I've found a bug. In my input settings, I've unassigned the key for "switch translation/rotation" (which I believe defaults to "Delete", but I don't remember for sure) and mapped the Delete key to throttle cut-off. But when I try to use the throttle cut-off in flight, it triggers the switching of translation/rotation, which implies a switch to docking mode, which takes me out of staging mode and interrupts my piloting. If anyone knows a workaround for this, please do let me know.
  3. Hi all, I know for sure the answer to this question is out there because I've read it and even used the solution before, but now I can't find it and can't remember it. My google-fu fails me. In the VAB with KER installed there is a "Build engineer overlay" that puts a couple of info windows in the bottom left portion of the screen. Depending on aspect ratio and screen resolution, these info windows (named "Vessel" and "Resources") can overlap and obscure some of the buttons for symmetry, snap mode, and center-of-foo markers. There exists a way to adjust the position of these little windows but I can't figure it out. Can anyone point me to instructions? Thanks! Edit: Found the solution: In GameData\KerbalEngineer\Settings is a file called BuildOverlay.xml Edit this with notepad++ or whatever and find the section that looks like this: <SettingItem> <Name>vesselWindowX</Name> <Value xsi:type="float">430</Value> </SettingItem> By default the Value is 330; I find that by changing it to 430 it moves the windows out into a good spot, but the specific number you need to put there would depend on your screen resolution. Just add a hundred or two to the value though and it should be good.
  4. You SERIOUSLY needn't apologize. Rather please accept our thanks for maintaining and improving the mod!
  5. That is a wonderfully hilarious error. Thanks for fixing it so quickly, of course, AND the bug itself made me laugh. Just the kind of thing I would be likely to do myself.Cheers!
  6. Which version of NRAP are you using? When you say it is not working, what do you mean? Are you simply getting a compatibility warning from KSP-AVC? Is the NRAP part not showing up at all in-game? Is the dialog box for adjusting the test weight not functioning correctly? etc. Screenshots might also help.
  7. That makes sense. It was a silly question. I just checked the version that I posted for KSP 1.2.1 (one page back in this thread, ), and the .version file in that should be good for KSP 1.2.2 as well; so if you download that it should work just fine.
  8. If you aren't planning on updating this any time soon, is it ok with you if I just increment the version number and post it in this thread, or would you prefer that I formally fork it and put it in a new thread? I can't reliably maintain this or any mod right now, but I can do minor updates such as what's being suggested.
  9. Inspired by Joss Whedon's Firefly / Serenity universe's Fruity Oaty Bars:
  10. https://www.dropbox.com/s/zj088l8pn7ncr2j/20161109182837_1.jpg?dl=1 I'm collecting a spare copy of every science experiment in the game to put into my Science Museum.
  11. Sure thing, I wasn't positive you would be interested in investigating at all, since it has no gameplay impact. I'll select a quicksave where I can reproduce and package it up with a log file for you. Expect an edit on this post with a link shortly. Edit: Never mind, I can't reproduce the issue now. I'm sorry I even mentioned it before investigating more. Thanks for all your work and have a great day.
  12. Hi all. I was building a ship today and wished that I could get a marker for center-of-mass of JUST ONE PORTION of the ship. As that one portion of the ship would be independent later in life. I could (and did) play games with making things into separate craft and then saving subassemblies and then putting them all together, but it occurred to me that it would be kind of nice to get a center of mass marker for selected parts of a ship. So what I imagine, is one of two things: 1) Hover your mouse over any part, press magic key, center of mass marker appears indicating center for the part you have selected and all children. or 2) Extra mode in parallel with place/offset/rotate that would allow you to select parts and then see the center of mass of the selected parts. Now, I don't personally wish for this often enough to justify coding it. But I realized that a lot of people infrequently wishing for something is roughly equivalent to a small number of people who want something all the time, either of which would justify some coding time. So my question is: If this were a thing, how often (if ever) would you actually use it?
  13. Hey I ran into a minor issue that I thought was interesting enough to mention to you. I have a career save with two main missions in progress, and three "rescue a kerbal" missions on the back burner. When I landed my science lab on Mun, I triple-checked the life support numbers so I would know when to fetch them back (would be awesome to have integration with Kerbal Alarm Clock, but that's another subject) and noticed the rescue missions said there were 31 crew on each of the rescue vessels, while I presume there are in fact only one each.
  14. License and attribution for each source file was included in.... each source file. Regardless I have added a LICENSE.txt file to the download.
  15. I absolutely did not forget to add a license, the software remains under the CC-BY-SA it was originally posted under and I'm not aware of any alternate license that could be compatible if I wanted to change the license, which I don't.
  16. Oh, I should tag @stupid_chris, to draw attention to the change notes (I don't have a github account and didn't check in my changes). And while I'm at it I might as well tag @rawghi and @rdwulfe in case they aren't watching this thread.
  17. https://www.dropbox.com/s/6cov56pdearnvb5/NRAP-unofficial-for-ksp-1.2.1.zip?dl=0 This is a very poor modification of the NRAP plugin -- it should only be used until an official release updates NRAP for KSP 1.2 and above. Source code is provided in the SOURCE directory. But I'm not sure if I packaged it in a build-able way -- if anyone attempts to build from this source and has any difficulty, please contact me (@Newnard on the KSP forums) and I'll try to correct the situation. Change Log: 1) It seems a method previously named Part.findAttachNode() (note the lower case f) was renamed to Part.FindAttachNode() (note the upper case F). So I changed all the references to correct for this. 2) The "show window" button wasn't doing anything, and it seemed it must have something to do with the compatibility checker code, so I lobotomized the compatibility checker to just assume everything is compatible. This is a hideous hack but I wasn't really understanding the point of the compatibility checker anyway. I'm sure the actual maintainers of this code will put it back to how it was (with some appropriate fix) in any subsequent official release. 3) I modified the version number and edited the .version file so that KSP-AVC would recognize it as working with 1.2.1 Please note that while I try to maintain a secure computing environment, and virus scanned the .dll before distributing it, any virus that hypothetically is on my system is one that got past my virus scanner anyway, so you should (as always with random internet software) scan using your own virus scanning software before use. I only tested very briefly, but it now seems to work as well as it did before. You need to add an antenna if you want to actually launch and control a vessel with this now, I wasn't sure how to add that functionality.
  18. Hi all. I'm late to this topic and I'm very unclear, reading the thread, what (if any) parts of this problem got fixed in 1.2.1 and what I should do if I'm still experiencing the issue. That advice seems like a good starting point for me. Where/how do I adjust the heap padding? EDIT: Nevermind, found the link in @Padishar's signature.
  19. Thanks @JPLRepo for all your work on this! One thing I would like to see at some point would be suppression of life support warnings for craft that have no crew. In case that's confusing here's what happened to me: I sent a lander to Mun, collected science with the kerbal inside, returned to low kerbin orbit, and then transferred the kerbal and the science to another craft for re-entry. The lander remains in LKO, empty and marked as debris, but still generates messages in TAC LS because it was low on life support resources when it was last checked, I guess.
  20. Thank you so much for making the contract pack in the first place, it provided me with a lot of fun. And thank you for choosing a decent license, that improves the chances of someone picking it up and running with it. If you were to PM me your ideas for future development some time, I might be inspired to try to make some of them happen. Most especially if I could obtain a copy of the pack under GPLv3 as that's my favorite license to publish under. I hope your real life is busy because it's going well!
  21. Hi all, and apologies for not reading all 85 pages of this thread prior to asking... (I *did* read what I thought was a representative sample, and hope I'm not duplicating a FAQ) I have a lot of programming experience in a variety of languages, and even already some C# from developing an OSX application some years ago. So assume I'm at least literate about code-level things. But all of my experience (aside from that OSX app, and a couple Java apps) has been in Unix environments and I'm pretty thoroughly ignorant about the prerequisites and tools used to develop C-flavored stuff under microsoft windows, which is where I currently find myself. So what I'm hoping for is a little flowchart or sequence I can follow to get my first project to compile; I am assuming at first that I'll get all the API info I need from reading other people's plugins and from the couple of forum threads that list API stuff, what I need here is a list of TOOLS that I must have installed and what order to use them in. Something similar in format to this: Install software framework X, version blah blah. Get Unity, version blah, {must have pro version/free version will suffice} Editor to use (any of my choice, or does a certain IDE have huge advantages?) Start a project in TOOL-blah from Unity package Be sure to set variables foo bar and baz in the project properties <write code> Compile project (from IDE? Some Unity program? Generic C# compiler? (which one? costs money? can I use some GNU software instead?)) Copy to KSP GameData folder and test. So far I have the free version of Unity installed (but haven't done anything with it yet) and I see from @JPLRepo in the prior post that I need .NET 3.5. I've read the add-on posting rules, skimmed the API documentation threads... but it's been a few years since I've programmed at all, and as I said never in a Windows environment. Pointers to documentation elsewhere are welcome. And I should note I am NOT planning on doing ANY 3d modeling, texturing, or animation... I'll re-use existing parts and/or get someone else to do that bit if needed, it's not something I'm planning on learning. My "hello world" kind of project is going to be a simple on-screen clock that can be displayed in all scenes, providing the real-world/system (not ksp-internal) time so I don't tab out of ksp so often to check the time.
  22. I'm about to start a 1.1 career using this contract pack, which appears to have not been updated/verified for KSP 1.1. If I run into issues I'll of course post them in this thread, but it might take me some days before my career progresses to the point where this contract pack activates. Just curious if anyone knows the likelihood that it will work ok or not, and also checking to see if there are plans to maintain the contract pack going forward (since the last activity in this thread is nearly two months old).
×
×
  • Create New...