linuxgurugamer Posted June 13, 2017 Author Share Posted June 13, 2017 1 hour ago, Alshain said: @linuxgurugamer If you enter the game until the app loads and then exit back out to the main menu, the icon is still present at the menu. It needs this to fix... public void Awake() GameEvents.onGUIApplicationLauncherUnreadifying.Add(DestroyLauncher); { Thanks, I'll get it out tonight, if I have time. Link to comment Share on other sites More sharing options...
Alshain Posted June 13, 2017 Share Posted June 13, 2017 1 minute ago, linuxgurugamer said: Thanks, I'll get it out tonight, if I have time. Oh, well no rush. I mean it can wait till you have other things to release with it Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 13, 2017 Author Share Posted June 13, 2017 True. It's been done and tested, but since it doesn't really hurt anything, I'll hold for for a bit. Thanks Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 1, 2017 Author Share Posted July 1, 2017 New release, 0.1.12: Fixed button showing up on menu screen, thanks to forum user @alshain for the fix Make Blizzy toolbar optional Link to comment Share on other sites More sharing options...
Phiido Posted July 2, 2017 Share Posted July 2, 2017 @linuxgurugamer Since updating my modlist with Fusebox with the new release from yesterday (0.1.12) I've been getting NullReferenceException spam in the VAB. I deleted the old folder before installing the new one. KSP: 1.3 Windows 64-bit Problem: NullRefenceException spam in VAB. NullReferenceException: Object reference not set to an instance of an object at Ratzap.FuseBox_Core.setTBIcon () [0x00000] in <filename unknown>:0 at Ratzap.Fusebox_Editor.OnGUI () [0x00000] in <filename unknown>:0 Mods: Around 112 mods installed. Just let me know if there seems to be an issue regarding those and I'll post those. Reproduction steps: Enter VAB. Can confirm it does also happen in SPH but NOT in Flight Scene. Output log:https://www.dropbox.com/s/m6tid07yapo6klw/output_log.txt?dl=1 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2017 Author Share Posted July 2, 2017 3 hours ago, Phiido said: @linuxgurugamer Since updating my modlist with Fusebox with the new release from yesterday (0.1.12) I've been getting NullReferenceException spam in the VAB. I deleted the old folder before installing the new one. KSP: 1.3 Windows 64-bit Problem: NullRefenceException spam in VAB. NullReferenceException: Object reference not set to an instance of an object at Ratzap.FuseBox_Core.setTBIcon () [0x00000] in <filename unknown>:0 at Ratzap.Fusebox_Editor.OnGUI () [0x00000] in <filename unknown>:0 Mods: Around 112 mods installed. Just let me know if there seems to be an issue regarding those and I'll post those. Reproduction steps: Enter VAB. Can confirm it does also happen in SPH but NOT in Flight Scene. Output log:https://www.dropbox.com/s/m6tid07yapo6klw/output_log.txt?dl=1 I don't see it.It's working fine for me. but I do see the error in your file. Please send me the craft file. It's acting as if it's missing an icon file, but they all seem to be there. Are you are running Kerbalism? That's been known to cause problems in many different mods. Link to comment Share on other sites More sharing options...
Phiido Posted July 2, 2017 Share Posted July 2, 2017 49 minutes ago, linuxgurugamer said: I don't see it.It's working fine for me. but I do see the error in your file. Please send me the craft file. It's acting as if it's missing an icon file, but they all seem to be there. Are you are running Kerbalism? That's been known to cause problems in many different mods. It seems it didn't give an error in the Flight Scene when i switched to a craft before the update. However it starting showing there as well in newly built craft. Giving this error instead. NullReferenceException: Object reference not set to an instance of an object at Ratzap.FuseBox_Core.setTBIcon () [0x00000] in <filename unknown>:0 at Ratzap.FuseBox_Flight.OnGUI () [0x00000] in <filename unknown>:0 No, I'm not running Kerbalism. Here's one of the craft files:https://www.dropbox.com/s/eouzk0m5ykbcvpm/Gemini.craft?dl=1 Though I could remark since updating Fusebox that it did change icon. It had a icon with bars before and now with the lightning bolt. If that helps in any way. Keep up the great work! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 2, 2017 Author Share Posted July 2, 2017 Oh, I've been able to replicat the problem. You didn't mention you were using the Blizzy Toolbar, it's specific to that. New release, 0.1.13: Fixed NullRef which occured when Blizzy toolbar was installed, but not being used by this mod. Link to comment Share on other sites More sharing options...
DStaal Posted July 4, 2017 Share Posted July 4, 2017 On 7/2/2017 at 1:56 PM, linuxgurugamer said: Oh, I've been able to replicat the problem. You didn't mention you were using the Blizzy Toolbar, it's specific to that. New release, 0.1.13: Fixed NullRef which occured when Blizzy toolbar was installed, but not being used by this mod. On a question - from this, it sounds like Blizzy toolbar *can* still be used, but I can't find a way to switch from using the stock toolbar to using Blizzy's. Is it still intended to be possible? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 4, 2017 Author Share Posted July 4, 2017 1 minute ago, DStaal said: On a question - from this, it sounds like Blizzy toolbar *can* still be used, but I can't find a way to switch from using the stock toolbar to using Blizzy's. Is it still intended to be possible? Yes. At the Space Center scene, hit escape to get into the Settings, then hit the button saying "Difficulty Options", and finally, click the tab for Fusebox. There is an option there for Blizzy toolbar Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 9, 2017 Author Share Posted July 9, 2017 New release, 0.1.14: Fixed a couple of nullrefs which creeped in during work and the 1.3 upgrade Updated .version to look at github for current version Link to comment Share on other sites More sharing options...
toric5 Posted August 1, 2017 Share Posted August 1, 2017 does this calculate needs from MKS modules? (kerbal life support, recylers, habitation modules, etc?) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 2, 2017 Author Share Posted August 2, 2017 18 hours ago, toric5 said: does this calculate needs from MKS modules? (kerbal life support, recylers, habitation modules, etc?) No Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2017 Author Share Posted October 9, 2017 New release, 0.1.15: Updated for KSP 1.3.1 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 9, 2017 Author Share Posted October 9, 2017 Minor update, 0.1.15.1 fixed missing icoins Link to comment Share on other sites More sharing options...
StahnAileron Posted October 15, 2017 Share Posted October 15, 2017 Two items: I don't recall if this supported Radiators as specific category. It currently doesn't (and I don't think it ever did, but again, not sure...) Radiators take EC to use for quite some time now, if I recall correctly. Any chance of adding them to the filter list? I recall Ratzap once telling me that certain categories in the filter for Fusebox are dependent on mod version-specific dlls being present when Fusebox is compiled to actually support that mod properly. This is because some mods reference EC usage with atypical methods that Fusebox has to specifically account and look for. SCANsat in particular seems to be notorious (well, to me) for breaking support in Fusebox each time they release an update. (Ratzap basically had to recompile each time certain optional supported mods updated, like SCANsat.) I'm on 1.3.0 currently and don't see SCANsat as part of the Fusebox filters. Any ideas about SCANsat support in FB-Continued? On a side-note: Kinda wished you called it Fusebox Rewired Link to comment Share on other sites More sharing options...
TK421d Posted October 16, 2017 Share Posted October 16, 2017 (edited) just a FYI, the ckan installer is borking on it. it only creates the /fusebox directory instead of /fuseboxcontinued which is inside the zip, so no files are copied. (manual install works fine, its just ckan not being skynet intuitive) Edited October 16, 2017 by TK421d Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2017 Author Share Posted October 16, 2017 39 minutes ago, TK421d said: just a FYI, the ckan installer is borking on it. it only creates the /fusebox directory instead of /fuseboxcontinued which is inside the zip, so no files are copied. (manual install works fine, its just ckan not being skynet intuitive) Oh yuck. Thanks, I'll fix it this evening Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 16, 2017 Author Share Posted October 16, 2017 New release, 0.1.15.2: Rebuild to fix install dir No code changes, the install directory got changed, this is reverting back to FuseBox Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2017 Author Share Posted October 20, 2017 (edited) New release, 0.1.15.3 Revert last change The problem was actually in the CKAN file, I just fixed that, give it a little time to update You might have to exit CKAN and restart it, sometimes the refresh doesn't catch these changes Edited October 20, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
jinks Posted November 5, 2017 Share Posted November 5, 2017 (edited) I think I have an incompatibility to report. FuseBox does not recognize any solar panel power generation (in the VAB/SPH) at all, and I'm reasonably certain that the culprit is Kopernicus. I have Kopernicus installed as a dependecy of another (biome) mod. Now, Kopernicus has the ability to add additional suns to the game, and to that effect it overrides every solar panel with its own module which AmpYear reports as KopernicusSolarPanel, to (presumably) set the tracking to the correct sun. -- FuseBox power generation info works fine in flight, it's solely an editor issue. EDIT: Ugh, should have checked Github first. There's already a PR. - Now to set up a dev env for the dozens of dependencies... Also, while I'm here, a feature request: Could you add a "Blind Load" feature to FuseBox? Something with a slider and/or edit box where we can set a manual value for modules that FuseBox does not recognize. Maybe also a "Blind Generation" feature for the opposite. Or just allow negative load numbers. Edited November 8, 2017 by jinks Link to comment Share on other sites More sharing options...
flart Posted November 16, 2017 Share Posted November 16, 2017 (edited) feature request: configurable orbit altitude for darkness time UPD. it is there. Edited December 18, 2017 by flart Link to comment Share on other sites More sharing options...
eightiesboi Posted January 11, 2018 Share Posted January 11, 2018 (edited) On 11/4/2017 at 5:06 PM, jinks said: I think I have an incompatibility to report. FuseBox does not recognize any solar panel power generation (in the VAB/SPH) at all, and I'm reasonably certain that the culprit is Kopernicus. I have Kopernicus installed as a dependecy of another (biome) mod. Now, Kopernicus has the ability to add additional suns to the game, and to that effect it overrides every solar panel with its own module which AmpYear reports as KopernicusSolarPanel, to (presumably) set the tracking to the correct sun. -- FuseBox power generation info works fine in flight, it's solely an editor issue. EDIT: Ugh, should have checked Github first. There's already a PR. - Now to set up a dev env for the dozens of dependencies... +1 to this, commented on GitHub, willing to test a fix as necessary. Edited January 11, 2018 by eightiesboi Link to comment Share on other sites More sharing options...
eberkain Posted January 11, 2018 Share Posted January 11, 2018 I'm wondering if there is a mod similar to this that can do antenna calculations for the stock commnet. I can look it up online, but when you involve a rescaled world and mod added parts it gets a little complicated. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 12, 2018 Author Share Posted January 12, 2018 12 hours ago, eberkain said: I'm wondering if there is a mod similar to this that can do antenna calculations for the stock commnet. I can look it up online, but when you involve a rescaled world and mod added parts it gets a little complicated. There is: Link to comment Share on other sites More sharing options...
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