diomedea Posted February 13, 2015 Share Posted February 13, 2015 m4v, can you please confirm if RCSBA v 0.6 should work with parts that use ModuleRCSFX? I have a few of those, and can't see them recognized currently. But believe interfacing with that module was going to be fixed, would like to know for sure if already done, before looking for other causes about those other parts not working. Quote Link to comment Share on other sites More sharing options...
m4v Posted February 13, 2015 Author Share Posted February 13, 2015 m4v, can you please confirm if RCSBA v 0.6 should work with parts that use ModuleRCSFX? I have a few of those, and can't see them recognized currently. But believe interfacing with that module was going to be fixed, would like to know for sure if already done, before looking for other causes about those other parts not working.fixed since 0.5.5 and should be working in current version. Quote Link to comment Share on other sites More sharing options...
diomedea Posted February 13, 2015 Share Posted February 13, 2015 fixed since 0.5.5 and should be working in current version.Many thanks . Indeed my issue had another cause (two copies of that ModuleRCSFX.dll installed). Quote Link to comment Share on other sites More sharing options...
Net-burst Posted February 17, 2015 Share Posted February 17, 2015 CKAN still have old version Quote Link to comment Share on other sites More sharing options...
hakan Posted February 17, 2015 Share Posted February 17, 2015 CKAN still have old version The last version on github is v0.5.5. We cannot (and possibly never will be able to) run automatic scans of addons on curse, so the 0.6 needs to be added manually. Quote Link to comment Share on other sites More sharing options...
m4v Posted February 19, 2015 Author Share Posted February 19, 2015 Version 0.6.1-------------* Allow using RCS together with gimbals.* FIX: NRE with real fuel mod. Quote Link to comment Share on other sites More sharing options...
smjjames Posted February 21, 2015 Share Posted February 21, 2015 Hey, do you know what this exception is about?:AssemblyLoader: Exception loading 'RCSBuildAidToolbar': 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 'RCSBuildAid.Toolbar' from assembly 'RCSBuildAidToolbar, Version=0.6.1.27988, Culture=neutral, PublicKeyToken=null'.(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)I've seen it a number of times, often repeatedly. The plugin works fine though. Quote Link to comment Share on other sites More sharing options...
Amedee Posted February 22, 2015 Share Posted February 22, 2015 The last version on github is v0.5.5. We cannot (and possibly never will be able to) run automatic scans of addons on curse, so the 0.6 needs to be added manually.What does that mean in UserSpeak?How can I, as a regular user, contribute to get the current version in CKAN? Quote Link to comment Share on other sites More sharing options...
m4v Posted February 22, 2015 Author Share Posted February 22, 2015 I've seen it a number of times, often repeatedly. The plugin works fine though.Are you using blizzy's toolbar? Quote Link to comment Share on other sites More sharing options...
smjjames Posted February 22, 2015 Share Posted February 22, 2015 Are you using blizzy's toolbar?Nope. Quote Link to comment Share on other sites More sharing options...
m4v Posted February 22, 2015 Author Share Posted February 22, 2015 Nope.RCSBuildAidToolbar is the assembly that depends on blizzy's toolbar, since you don't have it it fails to load. That's normal and is how is supposed to work since you don't need it, although I don't remember it spamming the logs with error messages, just once everytime KSP starts. You can delete RCSBuildAidToolbar.dll in RCSBuildAid/Plugins if it bothers you. Quote Link to comment Share on other sites More sharing options...
smjjames Posted February 22, 2015 Share Posted February 22, 2015 Good to know that it's a normal and harmless exception thing. Quote Link to comment Share on other sites More sharing options...
Vorg Posted February 22, 2015 Share Posted February 22, 2015 I am playing around with boxSat and this module and found something strange. With the top 3 slots in filled with tanks and the 4th the control module and then the payload box below with the engine. This puts the 3 tanks modules well above the COM. Yet the DCOM is above COM. When the tanks empty, COM should move down, not up. Quote Link to comment Share on other sites More sharing options...
m4v Posted February 22, 2015 Author Share Posted February 22, 2015 I don't know how boxsat is implemented and I'm not going to download it any time soon. I'm just going to say that RCSBA calculates the CoM position in the same way the game does, so what it shows should happen while playing. Quote Link to comment Share on other sites More sharing options...
hakan Posted February 22, 2015 Share Posted February 22, 2015 What does that mean in UserSpeak?How can I, as a regular user, contribute to get the current version in CKAN?In half-user-speak, this means that someone needs to add each new version of a curse-hosted mod manually. If the addon were hosten on kerbalstuff or github, our bot could discover new versions automatically without human intervention (and corresponding loss of quality time with family on weekends... My girls hate KSP enough already )If you want to contribute, it is actually not too overly hard if you are handy with a text editor, start reading the wiki linked from https://github.com/KSP-CKAN/CKAN , and hop on the irc channel. There are always people around ready to show you the ropes... Quote Link to comment Share on other sites More sharing options...
DaMichel Posted February 22, 2015 Share Posted February 22, 2015 If the GameData directory was included in the repository (like here), would CKAN then be smart enough to find the latest release automatically from the release page? Quote Link to comment Share on other sites More sharing options...
hakan Posted February 23, 2015 Share Posted February 23, 2015 Yes, if you upload an archive with the binaries, and mark it to be a "Release" (I understand there is a checkbox on the github release page for this), netkan will be able to index it automatically. Quote Link to comment Share on other sites More sharing options...
DaMichel Posted February 23, 2015 Share Posted February 23, 2015 M4v, it would be great if you did github releases then. If you set it up like proposed above, it would not even take more time than your usual routine i suppose. Or just add the binary distribution to the release. It would be a little bit more work.(RCS Build Aid is an essential mod for me. Not playing without it. Thanks!) Quote Link to comment Share on other sites More sharing options...
m4v Posted February 23, 2015 Author Share Posted February 23, 2015 sorry, I don't want to release in two places and I don't use CKAN so I'm not concerned over all this. Maybe after KSP 1.0 when I get to install every mod again I'll try CKAN and keep it updated, but until then is not my problem and I don't care. Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 12, 2015 Share Posted March 12, 2015 Somehow the rcsbuildaid toolbar thing was screwing up exceptiondetector and after I removed the DLL, it worked again. At least in the one that I was rebuilding to see what was screwing it up. Quote Link to comment Share on other sites More sharing options...
narf0708 Posted March 13, 2015 Share Posted March 13, 2015 (edited) The icon for this isn't showing up for me, either on the stock toolbar or on Bizzy's toolbar. However, the Kerbal Engineer buttons(on both stock and Blizzy's toolbars) are showing up. The DCOM and ACOM aren't showing up either.EDIT: Just tried reinstalling RCSBA, still not working. Am I installing it wrong(\GameData\RCSBuildAid-master\)? Edited March 13, 2015 by narf0708 Quote Link to comment Share on other sites More sharing options...
TinyPirate Posted March 18, 2015 Share Posted March 18, 2015 Hey! I made a (very brief) overview video of RCS Build Aid.....and.. nuts.. I forgot to credit you, m4v! Apologies! Anyway, the video is here, hopefully people find it interesting and helpful. Feel free to link the video around. Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted March 23, 2015 Share Posted March 23, 2015 (edited) I have encountered a compatibility issue between this and the new Kerbal Inventory System. This causes any vessels saved with a part in a KIS inventory slot to not load properly. Without RCS Built Aid no problem. Screenshots and log included.Built ship and added part to KIT inventoryhttps://www.dropbox.com/s/5i04qb7ut0n3mnw/screenshot3.png?dl=0Saved and loaded after adding part, this is resulthttps://www.dropbox.com/s/zi9sdrjj9voyh64/screenshot4.png?dl=0Log to hopefully indicate what is going onhttps://www.dropbox.com/s/tk8zfv36u927ygr/output_log.txt?dl=0EDIT: Links rechecked and confirmed to be working now Edited March 23, 2015 by JeffreyCor Quote Link to comment Share on other sites More sharing options...
m4v Posted March 23, 2015 Author Share Posted March 23, 2015 fix your links please. Quote Link to comment Share on other sites More sharing options...
smjjames Posted March 23, 2015 Share Posted March 23, 2015 (edited) Question out of confusion, does the red torque arrow (the straight one) matter on launch and does the red arrows here indicate a problem with the balance of the engine? Both engines are from NovaPunch, or one may be from KWrocketry. I thought maybe RCS build aid was being confused by the multiple nozzles, but I've tried other multi-nozzle engines and the red arrow doesn't appear there.Edit: Or maybe the engine that I'm using is simply too big for the rocket? Edited March 23, 2015 by smjjames Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.