linuxgurugamer Posted July 24, 2018 Author Share Posted July 24, 2018 4 hours ago, immi said: @linuxgurugamer I managed to get the mod working again on 1.4.3 (and 1.4.4). I sent you a pull request on github I saw, will release it this evening. Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 24, 2018 Author Share Posted July 24, 2018 New release, 1.3.6.5, the Immi release: Thanks to github user immi101 (forum user @immi) for these fixes fix control flow don't repeatedly check GravityTurn availability fix NullRef fix path for loading textures Quote Link to comment Share on other sites More sharing options...
bolttanker Posted July 28, 2018 Share Posted July 28, 2018 hi i am a moron can you give a link to the download site Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2018 Author Share Posted July 29, 2018 New release, 1.3.6.6: Fixed null refs at startup/initialization Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted July 29, 2018 Share Posted July 29, 2018 I cant figure out how to get this to trigger GT. Can someone please explain how to get Gravity Turn to fire when the count reaches zero, thanks. Quote Link to comment Share on other sites More sharing options...
MaxwellsDemon Posted July 29, 2018 Share Posted July 29, 2018 2 hours ago, Cruesoe said: I cant figure out how to get this to trigger GT. Can someone please explain how to get Gravity Turn to fire when the count reaches zero, thanks. I noticed this as well-- the radio button to switch to GT appears to have gone away. That might be linked to the fix recently implemented for the repeatedly-checking-GT-availability, at a guess. Quote Link to comment Share on other sites More sharing options...
immi Posted July 29, 2018 Share Posted July 29, 2018 @MaxwellsDemon yup, it is indeed @linuxgurugamer if you look at my change to NASA_CountDown/States/SequenceState.cs: The check should be against 'GravityTurnAPI.GTAvailable', not GravityTurnAPI.GravityTurnActive sry, I mixed those up Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 29, 2018 Author Share Posted July 29, 2018 (edited) 1 hour ago, immi said: @MaxwellsDemon yup, it is indeed @linuxgurugamer if you look at my change to NASA_CountDown/States/SequenceState.cs: The check should be against 'GravityTurnAPI.GTAvailable', not GravityTurnAPI.GravityTurnActive sry, I mixed those up Looking for a GTAVailable, it's not public I'll get it all fixed New release, 1.3.6.7: Fixed missing Gravity Turn toggle Edited July 29, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted July 29, 2018 Share Posted July 29, 2018 2 hours ago, linuxgurugamer said: Looking for a GTAVailable, it's not public I'll get it all fixed New release, 1.3.6.7: Fixed missing Gravity Turn toggle Now that's good service! Thank you! Quote Link to comment Share on other sites More sharing options...
Platan Posted August 1, 2018 Share Posted August 1, 2018 (edited) Hi, since a few days when I click on the mod it does not appear, I can not find a solution ... Edited August 1, 2018 by sumghai Revert to standard forum post font Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 1, 2018 Author Share Posted August 1, 2018 New release, 1.3.7: Fixed hang after doing a launch with GT, on the next launch Swapped names of ToggleOff and ToggleOn methods to properly reflect the functionality Fixed saving of launch sequence Changed id from guid to vessel name for Sequences Now properly saves settings for each vessel, using the craftName before any modifications are made by other mods Added optional (but highly recommended) MM patch to support this. If MM not installed, then it uses the craftname on the pad Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 3, 2018 Author Share Posted August 3, 2018 (edited) New release, 1.3.7.1: Fixed bug where launch sequence item #10 was not being saved Fixed the enableSAS not being obeyed (was always being turned on) Renamed EngineControl to LaunchSequenceControl Made change so if LaunchSequenceControl is false, no stages will be activated and GravityTurn will not be called. Added the following to the per-vessel info: LaunchSequenceControl Initial throttle Final throttle Enable SAS at launch The per-vessel info additions were not released yet, sorry Edited August 3, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 3, 2018 Author Share Posted August 3, 2018 new release, 1.3.7.2: Added the following to the per-vessel info: LaunchSequenceControl Initial throttle Final throttle Enable SAS at launch Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 3, 2018 Author Share Posted August 3, 2018 :-( And of course, right after I release, I found another bug. Probably best to wait a day for me to fix this. It seems to fail when a new vessel is launched. Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted August 4, 2018 Share Posted August 4, 2018 straight to 10000 likes hm? thanks 4 all ur work ksp would be very different game without some mods Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 4, 2018 Author Share Posted August 4, 2018 New release, 1.3.7.3 Fixed loading window positions Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted August 4, 2018 Share Posted August 4, 2018 AssemblyLoader: Exception loading 'NASA_CountDown': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'NASA_CountDown.CountDownMain' from assembly 'NASA_CountDown, Version=1.3.7.3, Culture=neutral, PublicKeyToken=null'. Doesn't work. On Kerbal Space Program 1.4.5 64bit Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 4, 2018 Author Share Posted August 4, 2018 (edited) 11 hours ago, PyjackMeat said: AssemblyLoader: Exception loading 'NASA_CountDown': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'NASA_CountDown.CountDownMain' from assembly 'NASA_CountDown, Version=1.3.7.3, Culture=neutral, PublicKeyToken=null'. Doesn't work. On Kerbal Space Program 1.4.5 64bit First, a complete log file is needed. Second, do you have the dependencies installed? I just installed it on a fresh 1.4.5 install using CKAN, it works fine. Edited August 4, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted August 4, 2018 Share Posted August 4, 2018 Okay, this is weird but suddenly this and the other plugins giving me trouble are suddenly working again. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 6, 2018 Author Share Posted August 6, 2018 On 8/4/2018 at 4:22 PM, PyjackMeat said: Okay, this is weird but suddenly this and the other plugins giving me trouble are suddenly working again. Not weird at all. I released an update to the ToolbarController which had a problem, Fixed and released the fix last night Quote Link to comment Share on other sites More sharing options...
TK-313 Posted November 5, 2018 Share Posted November 5, 2018 (edited) Hi @linuxgurugamer, I'm putting together a Soyuz sound pack for this mod. On the records I have there is ~110 or so seconds of post-launch countdown (like: "10 [seconds in flight], flight progressing normally... 20, vessel stabilized... 30, pitch, yaw, roll nominal..."). I'm actually torn on whether to include it in the liftoff event or not - especially since the actual "Liftoff contact, check!" is almost drowned out by the sound of the rocket lifting off on each record I've found so far. What do you think? For now it sounds like this: https://drive.google.com/file/d/1gtoHzGrHgR94ocxpoUWj3wo0aMBOr-HE/view?usp=sharing Edited November 5, 2018 by TK-313 Quote Link to comment Share on other sites More sharing options...
CommonRocket86 Posted December 15, 2018 Share Posted December 15, 2018 Can you add a new Countdowns (Ariane 5, Electron, Soyuz, Space Shuttle etc.) Please. Quote Link to comment Share on other sites More sharing options...
DeadJoe Posted December 30, 2018 Share Posted December 30, 2018 Hey linuxgurugamer, Just wondering if this is working with 1.6? Cheers Quote Link to comment Share on other sites More sharing options...
RushHour2k5 Posted January 12, 2019 Share Posted January 12, 2019 (edited) Hello @linuxgurugamer Absolutely love your mods! Is there anyway with the NASA Countdown Clock to allow longer than 60 seconds. For example if I want to do a 5 minute countdown (300 seconds) that it can be done? I have tried sequentially naming the files from 300 to 0 and have found when I start the clock it shows the second as blank but does not set the minutes. Also, one other request I would like to have. Can you please add an event that can be toggled on and off for polling. For example if turned on play sound file called "poll.ogg" or "polling.ogg" when you click "Launch". After the sound file plays pick up the count with the timer sound files? Thanks in advance! Edited January 18, 2019 by RushHour2k5 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 19, 2019 Author Share Posted January 19, 2019 On 1/12/2019 at 6:36 PM, RushHour2k5 said: Hello @linuxgurugamer Absolutely love your mods! Is there anyway with the NASA Countdown Clock to allow longer than 60 seconds. For example if I want to do a 5 minute countdown (300 seconds) that it can be done? I have tried sequentially naming the files from 300 to 0 and have found when I start the clock it shows the second as blank but does not set the minutes. Also, one other request I would like to have. Can you please add an event that can be toggled on and off for polling. For example if turned on play sound file called "poll.ogg" or "polling.ogg" when you click "Launch". After the sound file plays pick up the count with the timer sound files? Thanks in advance! Sorry to say, not really. It's a mod I support, but not intending to make any changes to it in the near future. I do know of at least one other countdown mod here which might be able to do what you want: Quote Link to comment Share on other sites More sharing options...
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