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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread


linuxgurugamer

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35 minutes ago, linuxgurugamer said:

First, I'd prefer the Player.log

Second, it doesn't seem to be a problem, I only see a single entry, and that's when the scene was changing from Editor to SpaceCenter.  

Third, I'll look at the version file, but this doesn't seem to be an issue I need to deal with

LGG

I'm just mentioning it because sometimes AVC gets confused and thinks the mod isn't up to date.

As for the error, I just wanted to report it in case it was a problem and you didn't already know about it. Here's the player.log.

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  • 6 months later...

New release:

QuickMods 1.4.0.3:

  • QuickMods 1.4.0.13
  • QuickBrake 1.4.0.9
  • QuickContracts 1.3.0.9
  • QuickCursorHider 1.1.0.8
  • QuickExit 2.2.0.10
  • QuickFineControl 1.1.0.8
  • QuickGoTo 1.4.0.10
  • QuickHide 3.3.0.12
  • QuickIVA 1.3.0.9
  • QuickMute 1.4.0.8
  • QuickRevert 3.2.0.9
  • QuickSAS 1.2.0.10
  • QuickSearch 3.3.1.1
  • QuickStart 2.2.1.2
    • Thanks to github user @zhangyuesai forr this:
      • I've added Chinese (zh-cn) localization for all mods that support localization.
      • There is a minor typo in QuickSAS/Lang/*.cfg, where the localization files define quicksas_keyShortcuts but the mod actually uses quicksas_keyShortCuts. So I fixed the localization files so the certain translation can be loaded.
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  • 3 weeks later...

@linuxgurugamer thank you!
Slight issue:
AVC tells me I didn't update my QuickMods, even though I did. Upon closer inspection, I found that
the version indicated in the .version file does not match the version indicated in the release or the .zip filename.

I use QuickContracts, QuickExit, QuickGoTo, QuickRevert, QuickSearch, and QuickStart. Also the bits that go in the overarching QuickMods folder.


I started with the big QuickMods .zip in the Github release.
I found that, even though it's in the assets for 1.0.4.13, the filename of the big QuickMods zip is still 1.0.4.12.

I downloaded the subordinate QuickMods individually then, from the Github release of .13, and from SpaceDock.
With either source, the .version file is still on the last version in each and every one of them.
This, curiously, includes QuickStart. However, AVC does not report QuickStart with the others.

 

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Posted (edited)
On 5/10/2024 at 6:55 PM, crue said:

Is there a way to get QuickIVA to work with ProbeControlRoom Recontrolled? It does not switch to IVA on launch or loading.

I came here to find the same answer.

I've been wondering for a long time why it never worked until I finally found it only works when there is a kerbal onboard.

Edit:

So I took a look at it in VS and it doesn't look like a complicated change to remove the kerbal check. Probably better for it to be an option thing...but I'm new to VS and KSP dll's. I can't seem to remember how to rebuild it without errors.

Edited by Mitokandria
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On 6/6/2024 at 7:02 PM, Mitokandria said:

I came here to find the same answer.

I've been wondering for a long time why it never worked until I finally found it only works when there is a kerbal onboard.

Edit:

So I took a look at it in VS and it doesn't look like a complicated change to remove the kerbal check. Probably better for it to be an option thing...but I'm new to VS and KSP dll's. I can't seem to remember how to rebuild it without errors.

I am also having this issue. Any luck on fixing it? 
So even after uninstall Quick IVA still keeps you from being able to use probe control room. It has to have changed something outside of just its mod folder.

Will someone take a look at my log to figure out why it breaks iva forever even when uninstalled?

Edited by SheepDog2142
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  • 2 weeks later...
On 6/6/2024 at 8:02 PM, Mitokandria said:

So I took a look at it in VS and it doesn't look like a complicated change to remove the kerbal check. Probably better for it to be an option thing...but I'm new to VS and KSP dll's. I can't seem to remember how to rebuild it without errors.

This shouldn't be too difficult to check to see if ProbeControlRoom is installed when doing that check, I'll take a look at it

 

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On 6/6/2024 at 8:02 PM, Mitokandria said:

I came here to find the same answer.

I've been wondering for a long time why it never worked until I finally found it only works when there is a kerbal onboard.

Edit:

So I took a look at it in VS and it doesn't look like a complicated change to remove the kerbal check. Probably better for it to be an option thing...but I'm new to VS and KSP dll's. I can't seem to remember how to rebuild it without errors.

I've been looking into this.  It's more difficult than it seems, it has to do with how the game decides how/what to show for iva.  No promises, but it's an interesting problem, I'll be poking at this for a while

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2 hours ago, linuxgurugamer said:

I've been looking into this.  It's more difficult than it seems, it has to do with how the game decides how/what to show for iva.  No promises, but it's an interesting problem, I'll be poking at this for a while

Maybe default to the center of the part as camera position if no kerbal?  Idk

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8 hours ago, linuxgurugamer said:

I've been looking into this.  It's more difficult than it seems, it has to do with how the game decides how/what to show for iva.  No promises, but it's an interesting problem, I'll be poking at this for a while

I see. I had thought that a few key lines could just be omitted out, but I hadn't considered the lines were there because of how the game engine works.

Thank you for all your time looking into this and if you do find a solution at some point I'll be happy test it.

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