smunisto Posted July 25, 2014 Share Posted July 25, 2014 I am sorry to not test it before I ask, but will it mess up with Editor Extensions? Both mods edit parts of the UI that are quite close to each other, so I am wondering? Link to comment Share on other sites More sharing options...
ArcFurnace Posted July 25, 2014 Share Posted July 25, 2014 (edited) This is very strange. Can you tell me more about what you were doing or provide any reproduction steps? Something has gone wrong in initialization or destruction or both. Any chance of getting the full log?Blah, looks like I opened the game again and it overwrote that earlier log. Will copy my savefile and try to deliberately reproduce. Will edit this post once I've gotten it.EDIT: Okay, bug definitely reproduces. Steps: Take an easy contract (in this case, test Skipper landed at Kerbin). Slap the engine on to a probe core, launch. Toolbar contracts menu fails to display ship as either "on Kerbin" or "landed", despite being both of those things. Switching to space center and back to the ship fixes this. Hit spacebar to stage the engine, contract reward not given. Switching to space center again and checking contract archives shows that contract is now completed, and is no longer listed in my toolbar contracts menu. Full log, plus a list of my active mods: https://www.dropbox.com/s/mxbhuywfh5r32rd/log.zip Edited July 25, 2014 by ArcFurnace Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 25, 2014 Author Share Posted July 25, 2014 contract reward not given. Switching to space center again and checking contract archives shows that contract is now completed, and is no longer listed in my toolbar contracts menu. The contract completion is the magic element that breaks it (only if you're using the "Calculator" widget style) due to a facepalm fail by me. Should be fixed in 1.1. The contract window not displaying active situation right isn't me as far as I can tell; things only went sideways when you received funds. Thanks for the detailed report!I am sorry to not test it before I ask, but will it mess up with Editor Extensions? Both mods edit parts of the UI that are quite close to each other, so I am wondering?Yep, they work together Link to comment Share on other sites More sharing options...
ArcFurnace Posted July 25, 2014 Share Posted July 25, 2014 The contract completion is the magic element that breaks it (only if you're using the "Calculator" widget style) due to a facepalm fail by me. Should be fixed in 1.1. The contract window not displaying active situation right isn't me as far as I can tell; things only went sideways when you received funds. Thanks for the detailed report!Tested version 1.1, seems to work now, so thanks for the quick fix. Link to comment Share on other sites More sharing options...
TalonX273 Posted July 25, 2014 Share Posted July 25, 2014 This breaks my game. Tested with no mods 0.24.1 in both 32 and 64 bitsThe green button saying "Recover Vessel" does not show anymore, and I'm also unable to revert a flight to VAB or Launch (options disappear)I just tested v1.1 on KSP 0.24.2 32bit. I also had this problem with v1.0, but it seems to be fixed in the new version. I can also confirm (at least at first glance) it's playing nicely with both Editor Extentions and Kerbal Engineer Redux. Link to comment Share on other sites More sharing options...
rynak Posted July 26, 2014 Share Posted July 26, 2014 Given the current instabilities, i'm waiting a few days before upgrading KSP. So, i wanted to compile this for 0.24.0, but the source references reeperCommon. I tried simply commenting it out, but when building get told that UIManager isn't available in the current context. So, it seems the source either is incomplete, or i have to reference something else than csharp and unity? Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 26, 2014 Author Share Posted July 26, 2014 UIManager is from Assembly-CSharp-firstpass. ReeperCommon is a library of code I share between projects, you can find it here -- sorry, I recently renamed it from DebugTools so I can see where the confusion came from Link to comment Share on other sites More sharing options...
rynak Posted July 26, 2014 Share Posted July 26, 2014 Thank you Link to comment Share on other sites More sharing options...
iamtherik Posted July 26, 2014 Share Posted July 26, 2014 OMG thank you. C: Link to comment Share on other sites More sharing options...
Haze-Zero Posted July 26, 2014 Share Posted July 26, 2014 Is this causing anyone else's .24.2 x64 to crash upon load into to the VAB or SPH? Link to comment Share on other sites More sharing options...
smunisto Posted July 31, 2014 Share Posted July 31, 2014 Very strange issue - upon loading a craft in VAB the funds indicator tells me I have the same amount of funds as the cost of the craft. This can be reproduced with any loaded craft. The moment I press "New" to start building a new vessel my funds go back to their actual value.https://www.dropbox.com/s/djehpdc4h3gvcgl/Screenshot%202014-07-31%2020.40.23.pngOutput_log:https://www.dropbox.com/s/y0m4agwyphw8p5y/output_log%20%287%29.txt Link to comment Share on other sites More sharing options...
xEvilReeperx Posted July 31, 2014 Author Share Posted July 31, 2014 Most likely one of the procedural type mods that have variable costs is doing something the indicator isn't catching. Is this only on craft load or is the funds consistently wrong as you build your vessel? Link to comment Share on other sites More sharing options...
smunisto Posted July 31, 2014 Share Posted July 31, 2014 Only on craft load, and the moment I add any part to the vessel after I have loaded it, the funds revert back to normal. Link to comment Share on other sites More sharing options...
Mykill Metal Posted August 10, 2014 Share Posted August 10, 2014 Is the "not completing contracts even though you have" bug fixed for this yet? Link to comment Share on other sites More sharing options...
xEvilReeperx Posted August 10, 2014 Author Share Posted August 10, 2014 Yeah, that was the serious bug that was fixed Link to comment Share on other sites More sharing options...
Alshain Posted August 10, 2014 Share Posted August 10, 2014 Wonderful, glad someone fixed this. Link to comment Share on other sites More sharing options...
LongbowEOD Posted October 9, 2014 Share Posted October 9, 2014 Version 1.1 does not appear to be working in .25, in case anybody wonders. Fingers crossed for an update. Link to comment Share on other sites More sharing options...
NoMrBond Posted October 14, 2014 Share Posted October 14, 2014 xEvilReeperx is possibly working on updating ScienceAlert first, but they've definitely been active Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted October 21, 2014 Share Posted October 21, 2014 Such a focused mod, surely one of my favorites! Hope we see an update for .25 Link to comment Share on other sites More sharing options...
xEvilReeperx Posted October 21, 2014 Author Share Posted October 21, 2014 Yep, it's the very next thing on my todo list. It should be a simple fix like FireCrew, Squad just rearranged the UI hierarchy a bit Link to comment Share on other sites More sharing options...
xEvilReeperx Posted October 23, 2014 Author Share Posted October 23, 2014 Aaaaand updated for 0.25 Link to comment Share on other sites More sharing options...
FiiZzioN Posted October 23, 2014 Share Posted October 23, 2014 Thanks for the update! This and ScienceAlert are in my "must have" category of mods. Keep up the great work! Link to comment Share on other sites More sharing options...
TMS Posted October 28, 2014 Share Posted October 28, 2014 How the hell did I miss this?This is one of my biggest bugbears. I'm amazed they even implemented it in this disjointed way (and then 'fixed' the commas in 0.25???). Mad. Thanks. Immediate install. Link to comment Share on other sites More sharing options...
SCE-2-AUX Posted December 22, 2014 Share Posted December 22, 2014 I just tested this in 0.90, and it doesn't seem to be working. Is there any chance an update could happen? This was one of my favorite little tweaks to improve the game UI. Link to comment Share on other sites More sharing options...
nebuchadnezzar Posted December 22, 2014 Share Posted December 22, 2014 This was one of my favorite little tweaks to improve the game UI.Mine too, hope this sees an update! Link to comment Share on other sites More sharing options...
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