Nautjugger Posted November 8, 2019 Share Posted November 8, 2019 4 hours ago, linuxgurugamer said: You are missing the ToolbarController, it's a dependency There are a number of Exceptions in the log file. I can't rule anything out, I have no idea if the missing ToolbarController is causing them. It shouldn't, but please install it, run your test again and let us know what happens. If it still fails, I'll need the log file again Now it is working. Didn't even know that ToolbarController was a dependency. I still with a little concern because the missions didn't complete through the ALT+F12 menu, just in action and maybe this can conflict with other mods, but i'll take a look and update all of them. Thanks for the help. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 8, 2019 Author Share Posted November 8, 2019 2 hours ago, Nautjugger said: Now it is working. Didn't even know that ToolbarController was a dependency. I still with a little concern because the missions didn't complete through the ALT+F12 menu, just in action and maybe this can conflict with other mods, but i'll take a look and update all of them. Thanks for the help. I thought I had updated the OP with the dependencies, apparently I hadn't. updating now Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 19, 2019 Author Share Posted November 19, 2019 New releases, 1.4.6.15 for KSP 1.7.3 and 1.4.7.4 for KSP 1.8.x For both: Added check for full tanks to the "Fill Tanks" button, which was already there for the "Fill Tanks & Launch" button Deleted old commented out toolbar code Thanks to @siimav for this fix: Fixed lag in editor by moving FindObjectByType to where it was used and not called every frame For 1.7.3: Created dedicated deploy-173.bat for local testing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 19, 2019 Author Share Posted November 19, 2019 @siimav Got a report of a NullRef in the update, https://github.com/linuxgurugamer/KCT/issues/42 All he gave was the following, hopefully it will be enough for you. I'll look in to this this evening after I get home NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KCT_GUI.DrawEditorGUI (System.Int32 windowID) [0x0075b] in <3168da851a334d2087cd18ff0fbe2e91>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) [0x00077] in <5c0adbf4bfd64247bdedbb543f29b763>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00077] in <5c0adbf4bfd64247bdedbb543f29b763>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <3168da851a334d2087cd18ff0fbe2e91> Line: 0) Quote Link to comment Share on other sites More sharing options...
siimav Posted November 19, 2019 Share Posted November 19, 2019 3 hours ago, linuxgurugamer said: @siimav Got a report of a NullRef in the update, https://github.com/linuxgurugamer/KCT/issues/42 All he gave was the following, hopefully it will be enough for you. I'll look in to this this evening after I get home NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KCT_GUI.DrawEditorGUI (System.Int32 windowID) [0x0075b] in <3168da851a334d2087cd18ff0fbe2e91>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) [0x00077] in <5c0adbf4bfd64247bdedbb543f29b763>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00077] in <5c0adbf4bfd64247bdedbb543f29b763>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <3168da851a334d2087cd18ff0fbe2e91> Line: 0) It's that line most likely. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 19, 2019 Author Share Posted November 19, 2019 8 minutes ago, siimav said: It's that line most likely. nuts. Well, that's easy to fix Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 19, 2019 Author Share Posted November 19, 2019 New releases, 1.4.6.16 for KSP 1.7.3 and 1.4.7.5 for KSP 1.8.x Fixed nullref in the editor when not editing a recovered craft Quote Link to comment Share on other sites More sharing options...
paul23 Posted November 21, 2019 Share Posted November 21, 2019 Hmm I notice with kct that whenever I recover a ship all parachutes stay in the "spent" stage. - I can "fix" this by removing the parachutes and reattaching "new ones", since the difference is 0% the construction time is 0 seconds. It's hence just a major annoyance when parachutes don't repack themselves, and not really logical (should be part of the recovery procedure). Quote Link to comment Share on other sites More sharing options...
Dzarin Posted November 23, 2019 Share Posted November 23, 2019 (edited) Hello, first of all, this is a great mod, you are doing great job and i love all your mods. Just counted it in CKAN, I'm currently using 40 of your mods just btw I just have one suggestion and I'm not even sure its possible: When i edit a craft could it be possible to merge that craft with some other one? Its just, that I love the option to recover my craft into VAB/SPH, but when i edit it I need to build again f.e. whole sattelite. For me its just more efficient scrap that vehicle and construct it again from save. I was all hyped up with these new option of recovering, but if I want to use it on some payload lifting vehicles its just unusable. If there just was an option to merge with some other crafts, it would be super great. Thanks for all your hard work. You deserve a medal, or at least free copy of KSP 2 ^^ Edited November 23, 2019 by Dzarin Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted November 24, 2019 Share Posted November 24, 2019 2 hours ago, Dzarin said: I just have one suggestion and I'm not even sure its possible: When i edit a craft could it be possible to merge that craft with some other one? Its just, that I love the option to recover my craft into VAB/SPH, but when i edit it I need to build again f.e. whole sattelite. For me its just more efficient scrap that vehicle and construct it again from save. I was all hyped up with these new option of recovering, but if I want to use it on some payload lifting vehicles its just unusable. One partial workaround is to save your payloads as subassemblies. Then you can select edit on the recovered booster in KCT to re-open it in the VAB and then add on replacements for any expendable parts (e.g. launch clamps, fairings, upper stage) and then attach the payload subassembly. This works quite well for SSTOs or rockets like Falcon 9 where only one vessel is being recovered but if you're recovering multiple parts/stages separately (e.g. Falcon Heavy or Space Shuttle) then I've not found an alternative to just scrapping and rebuilding - at least you still get the funds back for the recovered parts. Quote Link to comment Share on other sites More sharing options...
Dzarin Posted November 24, 2019 Share Posted November 24, 2019 Thanks for the tip Aelfhe1m I just found a mod already in my mod list, thats called Hangar by Allista. I never used it so far, but it does exactly what i need ^^ It will transform any cargo bays into hangars, where you can store your vessels via VAB/SPH or inflight if you park it there. When its parked it will be unloaded for the instance, so it will not cause random explosions to your craft and your ram SIlly me, I could have tried that earlier and save a lot of problems. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted November 24, 2019 Share Posted November 24, 2019 @Dzarin Yeah, Hangar would be another option. I've used it in the past mainly for late game Grand Tour type missions where I wanted to keep the giant mothership part count down but still carry several different specialised landers, commsats, scansats etc. Quote Link to comment Share on other sites More sharing options...
Adriayn Posted December 7, 2019 Share Posted December 7, 2019 Hey @linuxgurugamer - I am encountering an issue where i cannot resize a toolbar window if I have KCT in it using Toolbar controller. I have tested this with a fresh 1.8.1 save using just Toolbar, Toolbar Controller, Click Through Blocker, KCT, MagiCore, and Alarm Clock, all with the most recent version. If set KCT back to the stock toolbar, or if i hide the KCT button in a scene, it lets me resize again. not game breaking but it is annoying. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 7, 2019 Author Share Posted December 7, 2019 24 minutes ago, Adriayn said: Hey @linuxgurugamer - I am encountering an issue where i cannot resize a toolbar window if I have KCT in it using Toolbar controller. I have tested this with a fresh 1.8.1 save using just Toolbar, Toolbar Controller, Click Through Blocker, KCT, MagiCore, and Alarm Clock, all with the most recent version. If set KCT back to the stock toolbar, or if i hide the KCT button in a scene, it lets me resize again. not game breaking but it is annoying. It’s a known problem, no idea yet what is causing it Quote Link to comment Share on other sites More sharing options...
Adriayn Posted December 7, 2019 Share Posted December 7, 2019 1 minute ago, linuxgurugamer said: It’s a known problem, no idea yet what is causing it thanks linux, I tried to find a mention of it but didn't see anything. thanks for letting me know. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 7, 2019 Author Share Posted December 7, 2019 7 minutes ago, Adriayn said: thanks linux, I tried to find a mention of it but didn't see anything. thanks for letting me know. Hmm. It may have been mentioned in the toolbar thread Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 10, 2019 Author Share Posted December 10, 2019 New releases, 1.4.6.17 for KSP 1.7.3 and earlier, 1.4.7.6 for KSP 1.8 and after: Fixed issue where switching editor building while editing a new vessel would end up having the new vessel rolled out to the wrong launchsite Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2019 Author Share Posted December 13, 2019 Please note that I just fixed an issue with the ClickThroughBlocker which only affected KCT on KSP 1.8.x. Please update your ClickThroughBlocker to v0.1.9.5 The problem as it was documented to me can be read about here: https://github.com/linuxgurugamer/KCT/issues/46 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2019 Author Share Posted December 13, 2019 I'm working on fixing a few bugs and anew addition, am looking for input. A user made a PR with a new feature for the Upgrades window, in that instead of just clicking a button 45 times to apply 45 point, his code will allow the following: Modifer key Points Spent shift 5 ctrl 100 alt (MOD) all Personally I prefer in a case like this to have specific buttons, so I dummied up the following Upgrades window to do the same thing, only with butons: The 100 points buttons are not visible because there are only 45 points available at this time in the game. I'm also going to modify the initial Settings window (accessed by right-clicking the KCT button in the Space Center), to add entry fields to allow the second and third values to be configurable by the user rather than hard-coded in place. So I'm looking for input as to which you would all prefer, using the various modifier keys or with the buttons. Also, the following bugs will be fixed in the upcoming release: Fixed issue when closing Upgrades was not returning to main KCT dialog Fixed issue where a kerbal on EVA could be recovered to either the SPH or VAB Added check to disable the "Reset Points" if not enough points available Fixed issue where switching editor building while editing a new vessel would end up having the new vessel rolled out to the wrong launchsite (fixed in ClickThroughBlocker), listed here for completeness Quote Link to comment Share on other sites More sharing options...
Pleb Posted December 13, 2019 Share Posted December 13, 2019 I prefer the buttons (as in the ones in the UI not keyboard ones) myself. The example you've provided above looks to be the best option here. Quote Link to comment Share on other sites More sharing options...
todi Posted December 13, 2019 Share Posted December 13, 2019 (edited) I'm the person who did the PR. I prefer the modifier key solution, because it seems less cluttered to me. But as lgg said on the PR this leads to the problem of how to inform the user about how to use it. I confess that I don't have a satisfying solution to this. Some possibilities, non of which seem ideal to me: tooltips a textbox in the upgrades window a screen message after clicking the button normally several times Here is a screenshot of my version (from left to right: no key, holding shift, holding ctrl, holding alt) Edited December 13, 2019 by todi added screenshot Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 13, 2019 Share Posted December 13, 2019 I think I prefer having the buttons on the screen. I don't care about the clutter and I think it is more straightforward for the player. Whichever one "wins", I think it is an AWESOME addition and thanks to @todi for the initial PR! Quote Link to comment Share on other sites More sharing options...
siimav Posted December 13, 2019 Share Posted December 13, 2019 Personally I would prefer to use the modifier keys but I do understand that it's not easy to inform the player about such a feature. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2019 Author Share Posted December 13, 2019 @todi I'm wondering if it might be possible to do both. Would you be willing to rework your changes after I finish the button version? I can put in code to disable the extra buttons. I would make the button version the default, and in the options inform the user about the modifier key version Quote Link to comment Share on other sites More sharing options...
todi Posted December 13, 2019 Share Posted December 13, 2019 Sure, sound good! Quote Link to comment Share on other sites More sharing options...
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