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[0.24] - Magic Smoke Industries DevHelper v0.6


sirkut

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Updated to 0.2 Please delete the entire DevHelper directory and reinstall.

1. Repaired the finding of saved games. Thanks Mihara!

2. Scrapped the config file and went to an xml file. Less coding for the win.

3. Added Tracking Station and Space Center as loading options.

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  • 2 weeks later...
This is super helpful! Would it be possible to have it load a specified craft upon reaching the VAB? Not a big deal, but this mod has made me appreciate how much time is saved with a few less clicks every time I have to reload the game.

Glad you are using it! It's one of the few things that I hope to implement.

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  • 5 weeks later...
  • 3 weeks later...
This looks awesome, but um, it isn't working for me. I see the options during loading. I set the options during loading. But once loading is done, nothing happens.

Ok I don't klnow what the deal was but I opened up the XML file and noticed that autoLoadSave and autoLoadScene were both enabled, but autoLoad was disabled. I set that to 1 and now it works.

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  • 3 months later...
I assure you it still works in 0.23.5. I've been using it to code/test the new infernal robotics.

It only shows the auto load save game text and checkbox for me, the other option aren't there and game just goes the main menu.

Maybe it's the resolution? I'm running 1920x1200

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Thanks so much for this, saves a lot of time

Would it be possible to have a version that does less log file output? I'd fix it myself, but there's no source.

The link to the source in the OP doesn't work? I'll remove the outputs and update it today.

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It only shows the auto load save game text and checkbox for me, the other option aren't there and game just goes the main menu.

Maybe it's the resolution? I'm running 1920x1200

Strange. Let me see if I can run at that res and test it. I assume yours has a saved game right? I need to revisit this plugin so i can see about auto loading a craft file onto the launchpad/runway.

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Strange. Let me see if I can run at that res and test it. I assume yours has a saved game right? I need to revisit this plugin so i can see about auto loading a craft file onto the launchpad/runway.

Drat. I can't get to that rest on my work computer. I'll have to double check at home. I wonder what the problem is with that.

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It's not working for me either. I get the full GUI and have selected Autoload , chose my save game, and selected Space Center but nothing happens after mods are loaded. I get the normal launcher screen.

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Okay, wacky bug happening during general use.

Installed mods (okay way more, but of note): DevHelper, TAC LS, Ship Manifest, CLS. (All latest versions.)

Set DevHelper to load a save and the VAB scene. Build a Mk1 pod and launch it. Upon EVA'ing the kerbal inside, the kerbal will bring the expected amount of TACLS resources with, and then immediately lose them (and ability to store them).

Similarly, this can cause an error in Ship Manifest as well.

Error:  in drawGui.  Error:  Operation is not valid due to the current state of the object 

at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.Single[KeyValuePair`2] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
at ShipManifest.ManifestController.get_Vessel () [0x00000] in <filename unknown>:0
at ShipManifest.ManifestController.drawGui () [0x00000] in <filename unknown>:0

Something screwy is happening with how you load the scene, I think. Loading to the Space Center instead doesn't cause this problem.

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