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nuclearping

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Everything posted by nuclearping

  1. Ah ok, nvm. They are related to the "FinePrint" contracts mod and involve surveys of these sites.
  2. What is this? And where does it come from? Any mod? I have no idea. It is only on Kerbin tho. And only visible in Tracking Station. And it seems to be dynamic aswell. I had a symbol named "Manley's Abyss", which is now gone.
  3. I just installed the plugin (and all the other stuff related to it). My KSP GameData VNG directory structure looks like this: Datenträger in Laufwerk J: ist SSD1 Volumeseriennummer: 587B-28F1 Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG 14.09.2014 14:20 <DIR> . 14.09.2014 14:20 <DIR> .. 14.09.2014 12:13 4.096 EVAParachutes.dll 14.09.2014 13:50 <DIR> FrementGUI 14.09.2014 12:13 10.240 FrementGUILib.dll 14.09.2014 13:50 <DIR> parachute 14.09.2014 12:13 44.032 VanguardTechnologies.dll 14.09.2014 13:50 <DIR> VNG_Eject 14.09.2014 13:50 <DIR> VNG_Parachutebox 3 Datei(en), 58.368 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\FrementGUI 14.09.2014 13:50 <DIR> . 14.09.2014 13:50 <DIR> .. 14.09.2014 12:13 2.962 close.png 14.09.2014 12:13 3.000 close_hover.png 14.09.2014 12:13 2.856 minimize.png 14.09.2014 12:13 2.859 minimize_hover.png 14.09.2014 12:13 3.179 options.png 14.09.2014 12:13 3.194 options_hover.png 6 Datei(en), 18.050 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\parachute 14.09.2014 13:50 <DIR> . 14.09.2014 13:50 <DIR> .. 14.09.2014 12:13 321.839 model.mu 14.09.2014 12:13 4.194.324 model000.mbm 14.09.2014 12:13 1.048.596 model001.mbm 3 Datei(en), 5.564.759 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject 14.09.2014 13:50 <DIR> . 14.09.2014 13:50 <DIR> .. 14.09.2014 12:13 11.562 EjectionModule.dae 14.09.2014 12:13 23.655 EjectionModule.png 14.09.2014 12:13 1.842 part.cfg 14.09.2014 13:50 <DIR> textures 3 Datei(en), 37.059 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Eject\textures 14.09.2014 13:50 <DIR> . 14.09.2014 13:50 <DIR> .. 14.09.2014 12:13 23.655 ejectionmodule.png 1 Datei(en), 23.655 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox 14.09.2014 13:50 <DIR> . 14.09.2014 13:50 <DIR> .. 14.09.2014 12:13 13.192 parachutebox.dae 14.09.2014 12:13 1.952 part.cfg 14.09.2014 13:50 <DIR> textures 2 Datei(en), 15.144 Bytes Verzeichnis von J:\Games\KSP\KSP_0.24\GameData\VNG\VNG_Parachutebox\textures 14.09.2014 13:50 <DIR> . 14.09.2014 13:50 <DIR> .. 14.09.2014 12:13 17.615 parachutebox.png 1 Datei(en), 17.615 Bytes Anzahl der angezeigten Dateien: 20 Datei(en), 5.734.650 Bytes 20 Verzeichnis(se), 31.104.786.432 Bytes frei Everything works so far. I can EVA midflight and save my Kerbals with a chute. BUT ... Abort function is not working. Neither the "Abort" button next to the Altimeter nor hammering the "Backspace" key has any effect. Log file doesn't say anything (no error message, nothing related to "Abort").
  4. I don't know whats going on. I'm having 0.24.2 (x86) and Interstellar Lite v0.12.3. I played the game, fooled around with Space Planes, quit because I wanted the VNG plugin. Installed it, restarted KSP and wanted to research it in the Tech Tree. But upon entering the R&D I get an error message in the debug log: Adding new node: newnode_7144 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: The thing you want to instantiate is null. at UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) [0x00000] in <filename unknown>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original) [0x00000] in <filename unknown>:0 at RDNode.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) UnityEngine.GameObject:.ctor(String, Type[]) TreeEdit.TreeLoader:AddNode() TreeEdit.TreeLoader:LoadNodes(String) TreeEdit.TreeLoader:Update() (Filename: Line: -1) Adding new node: newnode_71440 And I'm unable to leave the R&D scene because when clicking on "Close" I get another error: NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at RDSceneSpawner.onRDDespawn () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 at RDController.CloseButton (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Only way to get out is Alt+F4. Even after uninstalling the VNG plugin (which is only 1 folder) I still keep getting the same error ... ?!
  5. Great idea. I just tried your program. But even tho I specified the correct KSP "install folder" it shows an empty mod list?
  6. If you're looking for a mod which causes problems, this suggestion works no matter if you're using 32bit or 64bit. If you're running into exceeded memory issues then your KSP will likely crash already at the start and usually doesn't cause a "can't launch rockets with Kerbals, but rockets without Kerbals" problem. So from the answer on the previous page I would still suspect a Mod problem.
  7. After a while playing my UI suddenly starts to flicker like crazy. When I press Alt+F2 to open the Debug Log I see lots of red messages saying [Exception]: ArgumentException: Value does not fall within the expected range. When I look in my KSP output_log.txt it also has alot of lines saying: ArgumentException: Value does not fall within the expected range. at ferram4.FARControlSys.OnDestroy () [0x00000] in <filename unknown>:0 at ferram4.FARControlSys.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 This goes on until the GUI eventually totally vanishes or until I QuickSave and reload the game. But after reload the problem reappears after several minutes. I'm already using latest FAR version 0.14.1.1.
  8. I'm also struggling with this problem. But I also think that this is just caused by my bad design building too "top heavy" rockets and wanting to bring as much payload as possible into space at once. MechJeb helps alot for a smooth ascend, but also causes tipping if I don't "intervene" during the gravity turn. I found out that these things help: 1) Simply don't add too much payload. 2) Adding RCS Pods to the payload section helps avoiding tipping. But once it tipps over you still can't recover it tho. 3) Tipping mostly occurs until an altitude of ~20km and below a velocity of ~500-600 m/s. Above this the problem seems to smooth out. 4) When you're using MechJeb you can edit the "Ascend path", telling MJ when to start the GT and what Curve it should apply.
  9. It is more efficient than waiting 1 1/2 days for someone to guess what your problem may be.
  10. Simply do this: 1) Remove ALL mods (all Folders and Files in GameData EXCEPT Squad and NASAMission) 2) Run KSP. Try and see if you can launch rockets with Kerbals now. 3) If yes, then the problem IS caused by a mod. If not, then this issue is probably caused by some weird computer problem. 4) If the problem is solved WITHOUT mods, just close KSP and add the mods ONE by ONE, run KSP and test it everytime you copied a mod until the problem appears. 5) Profit.
  11. My user name is still from the old internet times (15 years+ back) when everyone only had "dial up" modems with 33 "kBaud" or 56 "kBaud" and thus usually a ping of 200ms++ to any "regional" game server you connected. I used to play "Counter Strike" in that times, when I still was a young teen. And we envied those with "ISDN" connection and a ping of only 60ms. Gosh ... Years fly by.
  12. Why not? Maybe some enthusiast see it and picks it up to revive it.
  13. Hm ok, thanks. No idea tho. Does this only happen in Space Center view? I think I just add a "Reset config" button to the options window.
  14. By pressing Alt+F2 you can open the KSP debug console. Is there any strange red output after the Calendar disappeared?
  15. Hm, strange. Right-clicking the window shouldn't do anything else than triggering the default Drag & Drop handler. Just tried to reproduce it here. Maybe the window disappeared because you had the "Override MET display" option enabled? In that case he doesn't display the Calendar window but overwrites the little Mission Timer text in the top left corner. In the latest version I removed the Config button from the Calendar window and put it in the Toolbar as an extra button (which you have to enable via the Toolbar "Visible buttons" option if you need it). PS: If anything goes wrong, just close the game and delete the GameData\KSPCalendar\Plugin\PluginData folder. That will remove all the plugin's settings.
  16. Sorry again for the delay guys. I updated the mod and the OP. Until the mod is approved on Curse you can get it from Dropbox. * Edit Link removed: Project is approved on Curse. Download links are in the OP. *
  17. Ok. That was easier than I thought. You can change the text of the MET timer simply by ... var metTimerGUI = mTimewarpObject.timeQuadrantTab.transform.FindChild ("MET timer").GetComponent<ScreenSafeGUIText>(); metTimerGUI.text = "Hello World!"; Now to figure out how to hook the button ... EDIT: Another way to access the MET timer panel is by using the FlightUIController. FlightUIController flightUICtrl = FlightUIController.fetch; if (flightUICtrl == null) return; So you can simply change the text by: flightUICtrl.met.text = "..."; And hooking the button-click: flightUICtrl.timeModeBtn.OnStatePress += new ScreenSafeUIStateButton.StateButtonPressCallback (this.metTimerBtnGUIClicked); private void metTimerBtnGUIClicked(int st) { print ("MET State: " + st.ToString()); }
  18. Hello, before releasing a 0.24.2 compatible update of my KSP Calendar mod I wish to "integrate" (or overlay) the output of my mod with the Time Warp Panel in the top left corner. The best solution I can imagine is that the button next to the area has a 3rd option, "MET", "UT" and "KT" (for Kerbin Time). Clicking on "MET" and "UT" display the default texts and clicking on "KT" displays the Kerbin time from my mod. But I guess thats not possible directly, instead I probably have to "fake" such a button with 3 options. I took a look at the sources of RemoteTech2, especially the "UI/TimeWarDecorator.cs" and got an idea of how to at least "attach" something to this area. Thinking further on from this point I can now create a new overlay GUI window and just position it over the "MET timer" area. But somehow I don't like this idea in the first place. I'd rather access the "MET timer" box itself and override the text in it, if possible. But there is so little documentation about that ... So anyone got some hints for an old man?
  19. Sorry guys. I didn't play KSP for quite a while. I will update the Mod in the next days. Maybe I can get the display integrated in the small Game Time window in the top left corner. Thats something I always wanted. I keep you informed!
  20. Hello there! When using MechJeb's Landing Autopilot there is an issue when you need to stage during landing. What happens is that it seems like MechJeb does not update the change of Vessel mass and ÃŽâ€V at all or improperly when you drop stages during landing. Resulting in your craft just smashing into the ground. A "workaround" is that you Abort and Restart the Landing Autopilot after staging. I wonder if it is just me, because I literally cannot find any other threads / posts about that?
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