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Agathorn

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Everything posted by Agathorn

  1. Well that is really odd because your log says otherwise. Any chance you have more than one install are just accidently ran the wrong one? You can see by this line in the log: AssemblyLoader: Loading assembly at /Users/iamdigitalman/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/RealSolarSystem_v6/RealSolarSystem/Plugins/RealSolarSystem.dll
  2. Looks like you might be using an older version, plus you have it installed wrong. RealSolarSystem_v6/RealSolarSystem/Plugins/Icons/launch-site-highlight The RealSolarSystem_v6 directory should not be there. It should be GameData/RealSolarSystem/Plugins -- IOW move everything up one directory. EDIT: Also make sure you are using the latest 6.2 not 6.0
  3. Ahh its an array. Ooh object browser. I didn't know about that!
  4. Yeah I figured that. I thought it was a bitfield or something of that type, but nothing I do seems to make it load in multiple scenes. Hmmm.
  5. How would I make the Scenario be loaded in all the scenes? SpaceCentre, Editor, Flight, Tracking, etc?
  6. Ok thanks guys. I'll do some digging in that direction. I thought Scenarios were just for the Tutorials/Scenarios stuff, not actual games. So I was wrong
  7. Maybe i'm overcomplicating things. If I make a PartModule, that gets attached to a part and it has data in its ConfigNode. It has default values that obviously take effect when you create the part by putting it on a vessel. Can't I just store dynamic data into that same confignode?
  8. 16gb in your machine means nothing, as 32bit KSP can still only use about 3.5gb. Even if you had 100tb of RAM If you look at the Windows task manager how much RAM does it say KSP is using? Can you post the output log?
  9. Nope it doesn't delete a damned thing. I ran into that myself once
  10. Yes I want to store data across all parts. I'm basically making a custom career system and need to store information about parts so that it affects the gameplay. I thought scenarios were the tutorials system, IE outside of the standard "Sandbox" or "Career Mode"? My point still stands though. I'm tryign to avoid having to maintain an internal list of all parts and the data on them. I was really hoping I could let the part store it for me?
  11. LiquidH2 is RealFuels. Not sure where LiquidHydrogen is coming from. I guessed KSPI but now i'm not positive... EDIT looking at your plugin list again, my bet is on this guy: Hydrogen NTRs What mod is that? Look there.
  12. LiquidHydrogen not found in resource database. Propellant Setup has failed. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at ModuleEngines.SetupPropellant () [0x00000] in <filename unknown>:0 at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 That said this is most likely where you problem is. Double check your engine/fuel related mods like RealFuels - and I would also remove KSPI and try without it, see if that works.
  13. I suggest running KSP in fullscreen window (or just a normal window), but that said I doubt it has anything to do with you issue. I'm seeing TONS of problems creating parts, and while most are probably benign, there is a lot of them. Have you tried stripping your addons down to just what is supported as part of RSS/RO and then building up one at a time? You have a lot of others that will probably work, but aren't on the official list so to speak.
  14. I want to store some variables on parts, and have those variables saved in the save game. But what is tricky - and forgive me i'm finding it hard to explain this -- is I want to interact with an instance of the part on a vessel, doing various calcs and what not, but I then want to store data on the BASE of that part, so that it isn't just on that instance, but is on the part permanently in the VAB and on any OTHER vessels the part gets put on. 1) You go into the VAB and make a Vessel123. You place Fuel Tank SuperB onto your vessel. 2) You go fly Vessel123 and my KSPAddon/PartModule is doing shady things in the background to Fuel Tank SuperB on Vessel123, and is saving data back on the root Fuel Tank SuperB. 3) You crash, or retrieve, or ignore, Vessel123 4) You go into the VAB and make Vessel456. You place Fuel Tank SuperB onto your vessel. 5) You go fly Vessel456 and my KSPAddon can see the previously recorded values from your Vessel123 flight. Does that make sense? Basically I need to store persistent data on every part in the game and I really don't want to have to do that on my own in my own Addon. It would be ideal if I could just store it on the parts themselves.
  15. Oh wow that sucks. Well what happens is due to the way sub assembly loader works. I don't know the details but it has something to do with "root part". Anyway when I make a sub assembly of a full circle of wedges, or often several stacked, the top attach node vanishes. So when I drag it out to connect it say to the bottom of a pod, I can't because the top node is gone. So I have to flip the whole thing upside down to attach it, and then once I do the nodes fix themselves.
  16. Is the new art vertically symmetrical? What I mean by that is with the current art, if you take a wedge and flip it upside down,or a stack of wedges, they visually will be offset from the rightside up ones. Its a few pixels off. Unfortunately due to the way SubAssembly borks my attach nodes, I often have to flip them upside down and it looks ugly when I do
  17. Nice and simple. Thanks! But please: Staging We're doing rocket science here not Ebonics!
  18. Holy crap! This has nothing to do with your plugin sorry, but that link you just gave.. lol I never knew there was an Excel online! And it even looks amazing.
  19. If you ever figure it out, I'll find a firstborn for you. I can't play without this Addon, but this is my one annoyance with it. Having to rip the vehicle apart to get the proper values is a real pain.
  20. I was compiling it properly. I got it working now. I think I had some weird asset disconnect between the asset files and the plugin.
  21. Ok so this problem keeps recurring for me, and it seems to be caused by using the latest raw source from gitHub. IE if I compile what is there, then I have the issue. Nathan are you seeing this at all? I've even tried building directly from your GitHub, so without any of my changes, and I have the same issue.
  22. Yep this is pretty much exactly what i'm doing now that I understand where my misunderstanding was.
  23. Thank you for correcting me on that. That is a very important difference.
  24. Thank you I know what RO is. A chunk of the work in their is mine Anyway I fixed my issue. Must have somehow had a corrupt install. All good now!
  25. Since I have to constantly restart i'm trying to minimize my installed base, so that means only RSS and MM. Nothing else should be REQUIRED for it to work properly - it just won't be useful for actually playing. That said I did install RO to see if it made a difference, but it did not.
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