Agathorn
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KSP2 Release Notes
Everything posted by Agathorn
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Hey TriggerAu two questions for you if I might. 1) How do I make it so that when the tooltip appears it doesn't cause the layout of the window to change to accommodate the tooltip? Shouldn't the tooltip be above the window? When the tooltip is first displayed it is causing the window layout to shift over to make room for it. Adding a proper tooltip style fixed this. 2) Any idea what I might be doing wrong with sing a texture for a button? I just end up with a white square The same thing happens even using your images, and my resource loading code is pulled from yours. Texture wasn't properly loading. Fixed.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Agathorn replied to bac9's topic in KSP1 Mod Development
This is the B9 Proc Wings on a 0.3m sounding rocket I made tonight. Really it still looks miles better than pWings IMHO. The only thing I would really like to see is more fine control. Why are the slider steps so large? Again this comes in more at smaller sizes than larger. When i'm trying to reproduce a real rocket, being forced to .250 meter increments makes it tough. WAC Corporal -
[1.1]Hullcam VDS - mod adopted by linuxgamer
Agathorn replied to Albert VDS's topic in KSP1 Mod Releases
Anyone else having problems with the camera views getting stuck? I haven't done much troubleshooting yet but it seems that I keep getting stuck on a certain camera and nothing I do will get me to another camera or back to normal view. -
So then I assume this now means you can't even install US through CKAN since it would have a TACLS dependency. I really wish CKAN would let you manually resolve dependencies. - - - Updated - - - Ven's Stock Parts Revamp is on 1.6b, yet CKAN only shows 1.6 which conflicts with SXT. If you have both installed KSP will crash. 1.6b of Ven's fixes that and is on GitHub and his release thread, but not in CKAN. Also CKAN doesn't seem to detect the conflict and won't warn the user. I wasted a good hour on that last night
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Don't forget to add a license in your original post. This looks really neat!
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My guess at this point would be that it isn't inheriting from TestFlightFailureBase properly. Though that makes no sense because it wouldn't even compile in that case. Perplexing. - - - Updated - - - Awesome! And now I feel slightly bad because that did occur to me earlier then when I was typing up a response I forgot to ask that! Damned senior moments. I think it might be best for me to make the TestFlightAPI.dll be _TestFlightAPI.dll then. - - - Updated - - - New Release v0.2.1 Alpha https://github.com/jwvanderbeck/TestFlight/releases/tag/v0.2.1 Change Log v0.2.1 Alpha Release Fixed Master Status Display not showing some failures Fixed configs for stock parts
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I haven't yet done a full test of the API from outside my project completely, although inside my project the existing core modules are actually a sub project that link the API .dll file, so its roughly the same thing. Just to clarify the obvious, you are referencing the TestFlightAPI.dll in your project? The error you are getting from KSP implies that KSP is not loading the PartModule. I would troll through the startup sequence in your log and see if your DLL is even getting loaded. That's where I would start anyway. One thing I had planned to do, and forgot, was build a completely separate example module project as a quickstart for modders. So I will do that as well. - - - Updated - - - Well the bug with the MSD not updating when certain types of failures occured was causing an NRE.
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Thanks. Is your custom failure module working with 0.1.0 as well? I've reproduced the bugs on my dev build so i'll push a release out soon that fixes things up. Can I get more details on this please? - - - Updated - - - I have tracked down both the issue with the MSD not showing failures, as well as why the configs are bad. The MSD update is already fixed, and I am working on fixing the configs right now. Once that is done I will push a 0.2.1 patch.
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0.90 Modding Facilities and their Upgrades
Agathorn replied to Yemo's topic in KSP1 C# Plugin Development Help and Support
You're right I probably shouldn't have made such a hard and fast statement. There are always possibilities. My intention was to simply re-state what had been said in the "What's new in 0.90" thread by Sarbian: -
Hahaha yeah. If you are playing with KCT and this I might recommend bumping up the global data rate a bit. Just so you get a little bit more data from your flights since it takes so long to build them. Right now you have to edit the settings file to do that though. It will be exposed in the new UI here soon.
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Yes this is one of the reasons behind the mod. This one and another I haven't announced yet both aim to make progression actually be game play rather than clicky whack-a-mole. Currently the data persists automatically, so you need do nothing extra to retain the data. I have considered a requirement to transmit the data back, and while the idea of having to recover the part didn't occur to me, I like that as well. Both options are doable, though add complexity, and difficulty. I would like to see what people think about this. I could probably add it as an optional thing as well. For now, though you need do nothing special just fly the part. Do they currently? No. Could they? Absolutely. I think right now with the current API you could probably write a failure module that does it, though it would require a teeny bit of hacking. This is a great idea though so I will expand the API to make it easy for a Failure module to implement this. Excellent. Thanks for the extra details. I will take a look and see what might be going on there. The Master Status Display doesn't update right away, so I can see them maybe getting out of sync for a moment, but the update delay is pretty short so it really shouldn't be noticeable, and it sounds like what you experienced is something else. As for the highlighting things, I am actually scrapping that system in favor of something better with the new UI.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Agathorn replied to bac9's topic in KSP1 Mod Development
Excellent. Will take a spin on the new version here in a bit. -
You keep saying that but it is definitely in there for me for 0.90. In fact I just finished an install on my sandbox using CKAN (I had to turn off all the TAC dependant mods)
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0.90 Modding Facilities and their Upgrades
Agathorn replied to Yemo's topic in KSP1 C# Plugin Development Help and Support
I wouldn't read that much into it. Probably just a crunch time bad decision that will be fixed in the future. -
About to remove: Done! About to install... * ActiveTextureManagement 1.0_x86 (cached) * AJE 1.7a (cached) * AlternateResourcePanel 2.6.3.0 (cached) * B9 R5.2.8 * BetterBuoyancy v1.0 (cached) * Chatterer 0.8.0 (cached) * CommunityResourcePack 0.3.2 (cached) * CrossFeedEnabler v3.2 * CustomBiomes v1.7.2 (cached) * CustomBiomes-Data-RSS v8.5 (cached) * DDSLoader 1.8.0.0 (cached) * DeadlyReentry v6.4.0 (cached) * DockingPortAlignmentIndicator 4.0 (cached) * EditorExtensions 2.5.1 * FASALaunchClamps 5.00 (cached) * FerramAerospaceResearch v0.14.6 (cached) * FilterExtensions 1.8 (cached) * FirespitterCore 7.0.5463.30802 (cached) * HullcamVDS 0.33 * InfernalRobotics 0.19.3 (cached) * Karbonite 0.5.1 (cached) * KarbonitePlus 0.3.0 (cached) * KAS 0.4.10 (cached) * KerbalAlarmClock v3.1.1.0 (cached) * KerbalConstructionTime 1.1.2 * KerbalJointReinforcement v3.0.1 (cached) * KineTechAnimation 1.1.1 * KlockheedMartian-Gimbal 3.0.1.0 (cached) * MechJeb2 2.4.2 (cached) * ModuleManager 2.5.6 (cached) * ModuleRCSFX v3.4 * ProceduralParts v0.9.21 * ProceduralParts-Textures-SaturnNova 1 (cached) * RasterPropMonitor-Core v0.18.3 * RCSBuildAid 0.5.4 (cached) * RealChute 1.2.6.3 * RealFuels rf-v8.3 * RealismOverhaul v7.0.4 (cached) * RealSolarSystem v8.5 (cached) * Regolith 0.1.2 (cached) * RemoteTech v1.5.2 (cached) * RemoteTech-Config-RSS 0.0 (cached) * ResGen 0.28.2 * SoundingRockets 0.1.1 (cached) * Toolbar 1.7.8 (cached) * TweakScale v1.50 (cached) * UKS 0.22.3 (cached) * USI-ART 0.6.1 (cached) * USI-EXP 0.3.1 * USI-FTT 0.3.1 (cached) * USITools 0.3.1 * VirginKalactic-NodeToggle 1.6.1 * StageRecovery 1.5.3 * ConnectedLivingSpace 1.1.0.0 (cached) * KSP-AVC 1.1.5.0 (cached) * ProceduralDynamics v0.9.3 * ProceduralFairings v3.11 * RealPlume v7.0.4 (cached) * FreedomTex 1.4 (cached) * AIESAerospace-Unofficial 1.5.1 (cached) * DMagicOrbitalScience 0.9.1 * NearFutureConstruction 0.4.0 (cached) * NearFutureSolar 0.4.0 * RLA-Stockalike 12.1 (cached) * SCANsat 8.1 * UniversalStorage 1.0.0 (cached) * UniversalStorage-KAS 1.0.0 * RSSTexturesDDS2048 1.0 (cached) * SmokeScreen 2.5.3 (cached) Downloading "https://kerbalstuff.com/mod/132/B9 Aerospace Pack/download/R5.2.8" Downloading "https://github.com/NathanKell/CrossFeedEnabler/releases/download/v3.2/CrossFeedEnabler_v3.2.zip" Downloading "https://kerbalstuff.com/mod/442/Editor Extensions/download/2.5.1" Downloading "https://kerbalstuff.com/mod/450/Hullcam VDS/download/0.33" Downloading "https://kerbalstuff.com/mod/125/Kerbal Construction Time/download/1.1.2" Downloading "https://github.com/NathanKell/ModuleRCSFX/releases/download/v3.4/ModuleRCSFX_v3.4.zip" Downloading "https://github.com/Swamp-Ig/ProceduralParts/releases/download/v0.9.21/ProceduralParts-0.9.21.zip" Downloading "https://github.com/Mihara/RasterPropMonitor/releases/download/v0.18.3/RasterPropMonitor.0.18.3.zip" Downloading "https://kerbalstuff.com/mod/71/RealChute Parachute Systems/download/1.2.6.3" Downloading "https://github.com/NathanKell/ModularFuelSystem/releases/download/rf-v8.3/RealFuels_v8.3.zip" Downloading "https://github.com/BobPalmer/ExplorationPack/releases/download/0.3.1/ExpPack_0.3.1.zip" Downloading "https://github.com/BobPalmer/UmbraSpaceIndustries/releases/download/0.3.1/USITools_0.3.1.zip" Downloading "https://kerbalstuff.com/mod/97/StageRecovery/download/1.5.3" Downloading "https://github.com/NathanKell/ProceduralWings/releases/download/v0.9.3/Procedural_Wings-0.9.3.zip" Downloading "https://github.com/e-dog/ProceduralFairings/releases/download/v3.11/ProcFairings_3.11.zip" Downloading "https://kerbalstuff.com/mod/5/DMagic Orbital Science/download/0.9.1" Downloading "https://kerbalstuff.com/mod/346/Near Future Solar/download/0.4.0" Downloading "https://kerbalstuff.com/mod/249/SCANsat/download/8.1" Downloading "https://kerbalstuff.com/mod/365/Universal Storage [KAS PACK]/download/1.0.0" Module "Active Texture Management" successfully installed Module "Advanced Jet Engine (AJE)" successfully installed Module "Alternate Resource Panel" successfully installed Module "B9 Aerospace Pack" successfully installed Module "Better Buoyancy" successfully installed Module "Chatterer" successfully installed Module "Community Resource Pack" successfully installed Module "Crossfeed Enabler" successfully installed Module "Custom Biomes" successfully installed Module "Custom Biomes (Real Solar System data)" successfully installed Module "DDSLoader" successfully installed Module "Deadly Reentry Continued" successfully installed Module "Docking Port Alignment Indicator" successfully installed Module "Editor Extensions" successfully installed Module "FASA Launch Clamps and Towers" successfully installed Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself. If you wish to install FerramAerospaceResearch v0.14.6 via the CKAN, then please manually uninstall the mod which owns: Ships/SPH/English Electric Lightning.craft and try again. Your GameData has been returned to its original state Just got this error when trying to do a fresh install with CKAN. I installed absolutely *nothing* by hand, it was all CKAN.
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0.90 Modding Facilities and their Upgrades
Agathorn replied to Yemo's topic in KSP1 C# Plugin Development Help and Support
You currently can not. All you can do is change the cost. -
Yeah this is one of the reasons I could not use CKAN and gave up after spending way to much time trying it, and just did it by manually. CKAN refused to recognize my manual install of TACLS and simply would not install RO because of it.
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Protoparts? Interesting. Thanks I will give that a shot. - - - Updated - - - Ok well this doesn't seem to work the way I need. I can see the modules on a ProtoPartSnapshot, but they appear to be only a shell of what they actually are. I can't for instance cast the module to the actual class that it is and call methods on that. It appears they are basically a frozen snapshot of the part's last status (which makes sense in a way), and not really usable.