funk Posted March 8, 2016 Share Posted March 8, 2016 On 6.3.2016 at 3:36 PM, m4v said: That log shows that there's an exception in EVE's code, EVE's author might be interested in seeing that. Still I did this: copy my KSP install to some other place. deleted all mods. installed EVE from ckan checked that had clouds (OK) installed RCSBA from ckan checked that had clouds (OK) So I failed to reproduce. The exception you had didn't occur to me either. I've the same issue with SVE which uses the latest dev build of EVE, maybe that's why you cannot reproduce. Quote Link to comment Share on other sites More sharing options...
m4v Posted March 11, 2016 Author Share Posted March 11, 2016 (edited) @funk Nope, unsurprisingly I can't reproduce with SVE either. Edited March 11, 2016 by m4v Quote Link to comment Share on other sites More sharing options...
NathanKell Posted March 19, 2016 Share Posted March 19, 2016 @m4v do you have blizzy's toolbar installed? Uninstall it. You might well be able to repro it then. I think what's going on is the RCS toolbar plugin fails to load in the absence of blizzy's toolbar, and EVE tries to get a list of loaded assemblies and somehow chokes on that not-really-loaded RCS toolbar plugin. That is, obviously, not your bug to fix, it's @rbray89's, but I did want to finally shed some real light on this. (I say that having finally installed RCS Build Aid in this install, having wondered where my clouds went, and then having remembered this.) Quote Link to comment Share on other sites More sharing options...
m4v Posted March 19, 2016 Author Share Posted March 19, 2016 (edited) @NathanKellThe exception that occurs when blizzy's toolbar isn't installed was my first guess in attempting to reproduce this but I didn't succeed. If you could reproduce it and fixed it by removing RCSBuildAidToolbar.dll (or installing the toolbar) then there's probably a race condition that doesn't happen to me. Anyone with missing clouds that doesn't use blizzy's toolbar can try removing RCSBuildAidToolbar.dll and see if that fixes it. Edited March 19, 2016 by m4v Quote Link to comment Share on other sites More sharing options...
rbray89 Posted March 20, 2016 Share Posted March 20, 2016 5 hours ago, NathanKell said: @m4v do you have blizzy's toolbar installed? Uninstall it. You might well be able to repro it then. I think what's going on is the RCS toolbar plugin fails to load in the absence of blizzy's toolbar, and EVE tries to get a list of loaded assemblies and somehow chokes on that not-really-loaded RCS toolbar plugin. That is, obviously, not your bug to fix, it's @rbray89's, but I did want to finally shed some real light on this. (I say that having finally installed RCS Build Aid in this install, having wondered where my clouds went, and then having remembered this.) Ah, that starts to make sense... I can fix that error... Quote Link to comment Share on other sites More sharing options...
Kerbonaut257 Posted April 2, 2016 Share Posted April 2, 2016 This is one of my most anticipated mods for 1.1. I forgot how hard (read: impossible) it is to correctly place monoprop RCS without this mod!! Quote Link to comment Share on other sites More sharing options...
m4v Posted April 2, 2016 Author Share Posted April 2, 2016 @Kerbonaut257 there, use at your own risk. The pre-release is crap in Linux so I can't test nor I care if it doesn't work. Quote Link to comment Share on other sites More sharing options...
larkvi Posted April 7, 2016 Share Posted April 7, 2016 The prerelease version seems to be working, balances rockets and can launch to space without incident. One notable thing is that since it doesn't seem to know about the new feature to toggle translation or rotation for RCS ports, it does not give correct values when those are toggled. I might have a strange sideways force, but I am having trouble duplicating it in a way that I understand what is happening. Quote Link to comment Share on other sites More sharing options...
WinkAllKerb'' Posted April 20, 2016 Share Posted April 20, 2016 On 15/6/2013 at 6:29 PM, bac9 said: Great idea! much rep limit such wow ... *grumpf* srry @m4v but i hope that quote will replace the rep i can't spent for today ; ) Quote Link to comment Share on other sites More sharing options...
Himynameisjake Posted April 21, 2016 Share Posted April 21, 2016 Can't wait for this to come out for 1.1 Quote Link to comment Share on other sites More sharing options...
m4v Posted April 21, 2016 Author Share Posted April 21, 2016 @Himynameisjake http://kerbal.curseforge.com/projects/rcs-build-aid/files The alpha release is the best you can get. Development is in hiatus right now so the new features of 1.1 (such as axis toggling of RCS) aren't going to be implemented. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted May 7, 2016 Share Posted May 7, 2016 (edited) Not sure if this has been reported yet, but there is a minor bug found while playing under KSP 1.1.2. This mod still captures keys (e.g. IJKL) when the focus is in a textbox (e.g. ship name, part search). It probably shouldn't. Can't remember if this was also the case in 1.0.5 but I never noticed it. Edited May 7, 2016 by Fwiffo Quote Link to comment Share on other sites More sharing options...
Skystorm Posted May 7, 2016 Share Posted May 7, 2016 @Fwiffo I can confirm this happens to me as well. Often happens when I type certain characters into the part search textbox. Quote Link to comment Share on other sites More sharing options...
m4v Posted May 7, 2016 Author Share Posted May 7, 2016 11 hours ago, Fwiffo said: Not sure if this has been reported yet, but there is a minor bug found while playing under KSP 1.1.2. This mod still captures keys (e.g. IJKL) when the focus is in a textbox (e.g. ship name, part search). It probably shouldn't. Can't remember if this was also the case in 1.0.5 but I never noticed it. KSP used to have a MouseOverTextFields () method that helped to avoid that, in 1.1 it was removed and I don't know what replaced it, thus you have that problem. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 7, 2016 Share Posted May 7, 2016 @linuxgurugamer implemented a fix for the same issue in Editor Extensions Redux with this commit. Quote Link to comment Share on other sites More sharing options...
TheSpaceMonkey Posted May 8, 2016 Share Posted May 8, 2016 I really love this mod. I think it looks and feels stock. I don't like using too many mods. Point in fact, the damn CoM CoT icons wouldn't load today, so I gutted all the mods. I hope m4v updates this, but mod development is a masochistic love. Thanks for your time, @m4v Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 8, 2016 Share Posted May 8, 2016 9 hours ago, Kerbas_ad_astra said: @linuxgurugamer implemented a fix for the same issue in Editor Extensions Redux with this commit. Contact me if you need any help. Quote Link to comment Share on other sites More sharing options...
Fwiffo Posted May 13, 2016 Share Posted May 13, 2016 (edited) I patched @linuxgurugamer's fix into the alpha RCS Build Aid. It now ignores hotkeys when the cursor is in a text input field (such as the part search box). For anyone courageous enough to try it out: RCSBuildAid-dev-0.7.7-14-Fwiffo1.zip RCSBuildAid-dev-0.7.7-14-Fwiffo2.zip. It's also available (at least for now) in my personal CKAN repository (CKAN | Settings | CKAN Settings | New | Fwiffos-Dev-Repo | OK). Note I had to reverse-engineer one of the missing source code files using a C# disassembler, so make no guarantees. However I gave the result a quick try and it works on my machine™. Note if you are upgrading from a previous version, I advise you move your settings.cfg from GameData/RCSBuildAid to GameData/RCSBuildAid/Plugins/PluginData (explanation here). On 4/21/2016 at 2:21 PM, m4v said: http://kerbal.curseforge.com/projects/rcs-build-aid/files The alpha release is the best you can get. Development is in hiatus right now so the new features of 1.1 (such as axis toggling of RCS) aren't going to be implemented. @m4v: That zip you linked is missing LineRenderer.cs. I grabbed one from an earlier version, and decompiled some of the gaps (CrossMarkGraphic, Action<PluginMode> delegates for ArrowBase Events.ModeChanged) from the latest binary (mutter mutter grunt growl). Any chance you could point me to the proper cs file? Spoiler EDIT: Nevermind this part; scrolled up and realized the source is included in the dev dump at curseforge linked above. Is https://github.com/m4v/RCSBuildAid still the correct repository for this mod, and does the source there correspond to RCS Build Aid 0.7.7-14? I want to integrate @linuxgurugamer's fix for input locks into RCS Build Aid but am having some minor compile errors when trying to link the 0.7.7 source to the KSP 1.1.2 DLL's, and want to make sure I'm not working off stale code. Some examples: 'UnityEngine.UI.Button' does not contain a definition for 'AddValueChangedDelegate' and no extension method 'AddValueChangedDelegate' accepting a first argument of type 'UnityEngine.UI.Button' could be found (are you missing a using directive or an assembly reference?) RCSBuildAid.cs (EDIT: I think I can take care of this one) 'KSP.UI.UIRadioButton' does not contain a definition for 'startTrue' and no extension method 'startTrue' accepting a first argument of type 'KSP.UI.UIRadioButton' could be found (are you missing a using directive or an assembly reference?) AppLauncher.cs The name 'renderer' does not exist in the current context ComMarker.cs 'EditorLogic' does not contain a definition for 'MouseOverTextFields' and no extension method 'MouseOverTextFields' accepting a first argument of type 'EditorLogic' could be found (are you missing a using directive or an assembly reference?) RCSBuildAid.cs (EDIT: I think I can take care of this one, i.e. it's the behavior I'm going to replace) The name 'guiText' does not exist in the current context Debug.cs 'UnityEngine.GameObject' does not contain a definition for 'renderer' and no extension method 'renderer' accepting a first argument of type 'UnityEngine.GameObject' could be found (are you missing a using directive or an assembly reference?) MarkerForces.cs 'KSP.UI.Screens.ProtoStageIcon' does not contain a definition for 'highlightIcon' and no extension method 'highlightIcon' accepting a first argument of type 'KSP.UI.Screens.ProtoStageIcon' could be found (are you missing a using directive or an assembly reference?) MenuDebug.cs Almost seems like this is older pre-1.1 code? Thanks! Edited May 23, 2016 by Fwiffo Updated to latest alpha code (as of May 22) Quote Link to comment Share on other sites More sharing options...
m4v Posted May 14, 2016 Author Share Posted May 14, 2016 23 hours ago, Fwiffo said: @m4v: That zip you linked is missing LineRenderer.cs. I grabbed one from an earlier version, and decompiled some of the gaps (CrossMarkGraphic, Action<PluginMode> delegates for ArrowBase Events.ModeChanged) from the latest binary (mutter mutter grunt growl). Any chance you could point me to the proper cs file? Forgot to update the script that zips everything when I changed the directory structure. In any case you can look at github, the development branch should have everything. (master has the KSP 1.0.5 version) Quote Link to comment Share on other sites More sharing options...
123nick Posted May 16, 2016 Share Posted May 16, 2016 should i get the curseforge 1.1 pre release version, because the github only has the source code so i dont know how too compile the sourcecode, is the 1.1 download available anywhere? Quote Link to comment Share on other sites More sharing options...
m4v Posted May 16, 2016 Author Share Posted May 16, 2016 3 hours ago, 123nick said: should i get the curseforge 1.1 pre release version Yes. Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 19, 2016 Share Posted May 19, 2016 @m4v @Fwiffo , RCS Build Aid changes its settings.cfg file quite frequently during play. ModuleManager notices these changes and is forced to rebuild the configcache on each game start. There's a rule in ModuleManager that avoids caching anything that's inside a PluginData folder. Would be awesome if RCS Build Aid placed its settings.cfg file in GameData/RCSBuildAid/Plugins/PluginData folder. This will speed up the game loading time for all the users. Quote Link to comment Share on other sites More sharing options...
m4v Posted May 20, 2016 Author Share Posted May 20, 2016 @Enceoshttps://github.com/m4v/RCSBuildAid/issues/32 Quote Link to comment Share on other sites More sharing options...
Enceos Posted May 20, 2016 Share Posted May 20, 2016 10 hours ago, m4v said: @Enceoshttps://github.com/m4v/RCSBuildAid/issues/32 Awesome! Quote Link to comment Share on other sites More sharing options...
Jarin Posted May 20, 2016 Share Posted May 20, 2016 When I click on "for 1.1 click here" I get sent to a page telling me I don't have permission. Quote Link to comment Share on other sites More sharing options...
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