marce Posted December 11, 2014 Author Share Posted December 11, 2014 I got a half and half result, how's that for weirdness! The guide line was way off no where near where it's supposed to be for both the source and the end point. When making the connection, the source end was from exactly the right place but the end point to where it attached was off into space. At least it knew where the part was for the actual connection, which the guide line didn't. But it couldn't figure out where to put the end it's supposed to connect to in the actual link.Ah I know what's going on. I fixed the misplaced guide line locally put never released it, because I wanted to kill the other bug (even nastier imho) as well before doing so.Yeah, so we have the same stupid behaviour, damnit Link to comment Share on other sites More sharing options...
JeffreyCor Posted December 11, 2014 Share Posted December 11, 2014 Dang! Maybe a hybrid of the options, since voting can only chose one. A part for the tether for the little guy on EVA and maybe throw away small / weak connector for struts, but if possible leaving free attachment for people that want to still use it or take the risk of things going weird? I really have no clue how complex that would be so if it's a biggie forget I mentioned it Link to comment Share on other sites More sharing options...
marce Posted December 13, 2014 Author Share Posted December 13, 2014 Dang! Maybe a hybrid of the options, since voting can only chose one. A part for the tether for the little guy on EVA and maybe throw away small / weak connector for struts, but if possible leaving free attachment for people that want to still use it or take the risk of things going weird? I really have no clue how complex that would be so if it's a biggie forget I mentioned it Yeah, I might really do that. Disabling the problematic features by default but having a config option to turn them on again on your own risk. Plus adding a part for the Kerbal tether that can be placed in the editor and KAS'ed.Everyone fine with that? Link to comment Share on other sites More sharing options...
marce Posted December 15, 2014 Author Share Posted December 15, 2014 Alright, so here's the plan:there will be an update once 0.90 hitsthe 0.90 update will add a Kerbal tether part, but disable FreeAttach & "spawning" Kerbal tether by default (+bad things can happen if you enable it via the config, but you can)once I have more time I'll do a refactoring of the code and plan to bring FreeAttach back, but can't promise it yetvoting hereby closed Link to comment Share on other sites More sharing options...
marce Posted December 15, 2014 Author Share Posted December 15, 2014 Version 1.1 released0.90 compatibility several bugfixes FreeAttach disabled by default for the moment Link to comment Share on other sites More sharing options...
GunTuga Posted December 20, 2014 Share Posted December 20, 2014 Im getting a pink item named CET, A list full of errors on debug and also a random white item on launch pad which flys away randomly Link to comment Share on other sites More sharing options...
Stone Blue Posted December 21, 2014 Share Posted December 21, 2014 (edited) So is v1.1 backward compatible with 0.25?If not, is it possible to leave up an archived copy for those of us who aren't jumping on 0.90 yet?Also, i use a couple other of your mods, and have the same question/request for those as well.Thanx! Edited December 21, 2014 by Stone Blue Link to comment Share on other sites More sharing options...
marce Posted December 21, 2014 Author Share Posted December 21, 2014 Im getting a pink item named CET, A list full of errors on debug and also a random white item on launch pad which flys away randomly I'll need your log, no?So is v1.1 backward compatible with 0.25?If not, is it possible to leave up an archived copy for those of us who aren't jumping on 0.90 yet?Also, i use a couple other of your mods, and have the same question/request for those as well.Thanx! Not backward compatible (most of them are not). You can try this old version.I remove them as I release new version because otherwise I have to deal with bugs caused by old versions. Just saying "no support for everything but the latest version" is not enough, so I purge the old ones Link to comment Share on other sites More sharing options...
Stone Blue Posted December 21, 2014 Share Posted December 21, 2014 Thanx, Marceyes, that is understandable, and I had thought that would be a viable reason to pull them. Link to comment Share on other sites More sharing options...
politas Posted December 22, 2014 Share Posted December 22, 2014 I note that CIT-Util is registered in CKAN, any chance of this mod (and your others) being added, too? Link to comment Share on other sites More sharing options...
marce Posted December 22, 2014 Author Share Posted December 22, 2014 I note that CIT-Util is registered in CKAN, any chance of this mod (and your others) being added, too?Ahem, I didn't even know that (maybe that's why it says 'unofficial') Haven't looked at CKAN at all so far, maybe in the future but expect it to be months out if ever, sorry. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted December 28, 2014 Share Posted December 28, 2014 ou can try this old version.I remove them as I release new version because otherwise I have to deal with bugs caused by old versions. Just saying "no support for everything but the latest version" is not enough, so I purge the old onesHey do you by chance have a Windows version of the .25 build? Link to comment Share on other sites More sharing options...
marce Posted December 28, 2014 Author Share Posted December 28, 2014 Hey do you by chance have a Windows version of the .25 build?This mod is Mono only without OS specific stuff that I know of. Link to comment Share on other sites More sharing options...
politas Posted December 28, 2014 Share Posted December 28, 2014 Ahem, I didn't even know that (maybe that's why it says 'unofficial') Haven't looked at CKAN at all so far, maybe in the future but expect it to be months out if ever, sorry.It's intended to be only a couple of minutes' effort for mod makers. I guess CIT-Utils was added by someone using it as a dependency. Link to comment Share on other sites More sharing options...
riT-k0MA Posted January 2, 2015 Share Posted January 2, 2015 Has anyone else been experiencing a problem with no context (right-click) menus on all ActiveStruts parts?I've taken a clean install and added only ActiveStruts and still no menus.This occurs both in VAB and launched vehicles.I'm experiencing the same problem with the Autostrutter not working.KSP 0.90, AS V1.1.1 Link to comment Share on other sites More sharing options...
innociv Posted January 2, 2015 Share Posted January 2, 2015 (edited) How do I set targets for my CIT Targeters so when I hit the "toggle links" button from my action groups, they connect to the proper targets?I can't strut them up in the VAB, because my vehicle needs to launch unstrutted."Unlink" removes the target so "Toggle Link" won't reattach after launching. Edited January 2, 2015 by innociv Link to comment Share on other sites More sharing options...
marce Posted January 2, 2015 Author Share Posted January 2, 2015 How do I set targets for my CIT Targeters so when I hit the "toggle links" button from my action groups, they connect to the proper targets?I can't strut them up in the VAB, because my vehicle needs to launch unstrutted.It works in flight exactly the same way it does in the editor: select linkclick on a valid target- - - Updated - - -Has anyone else been experiencing a problem with no context (right-click) menus on all ActiveStruts parts?I've taken a clean install and added only ActiveStruts and still no menus.This occurs both in VAB and launched vehicles.I'm experiencing the same problem with the Autostrutter not working.KSP 0.90, AS V1.1.1I'll need a log. It sounds as if the plugin is not loading at all. Link to comment Share on other sites More sharing options...
innociv Posted January 2, 2015 Share Posted January 2, 2015 But then I have to do that for every single strut before toggle is available. It's really annoying. Link to comment Share on other sites More sharing options...
marce Posted January 2, 2015 Author Share Posted January 2, 2015 (edited) But then I have to do that for every single strut before toggle is available. It's really annoying.You are welcome to submit a pull request that adds the functionality to magically guess the target Or use an Autostrutter which does find its target automatically if possible... Edited January 2, 2015 by marce Link to comment Share on other sites More sharing options...
innociv Posted January 2, 2015 Share Posted January 2, 2015 Instead of having to make a link, you should be able to "set target" the same exactly way, except it just sets the target without actually creating a link, where toggling them would then create the link. Link to comment Share on other sites More sharing options...
riT-k0MA Posted January 2, 2015 Share Posted January 2, 2015 I'll need a log. It sounds as if the plugin is not loading at all.Log:[LOG 21:42:11.609] Load(Assembly): CIT/ActiveStruts/Plugins/ActiveStruts[LOG 21:42:11.611] AssemblyLoader: Loading assembly at C:\media\Steam\steamapps\common\Kerbal Space Program\GameData\CIT\ActiveStruts\Plugins\ActiveStruts.dll[LOG 21:42:11.644] AssemblyLoader: Loading assemblies[ERR 21:42:11.663] AssemblyLoader: Exception loading 'ActiveStruts': 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 'ActiveStruts.Util.Config' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'.System.TypeLoadException: Could not load type 'ActiveStruts.Addons.ActiveStrutsAddon+<PlaceNewPart>d__30' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'.System.TypeLoadException: Could not load type 'ActiveStruts.Modules.ModuleKerbalHook+<WaitAndCreateJoint>d__3' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'.ActiveStruts.dll is there. Looks like it's looking for V1.1.0.0 when I have V1.1.1.0. Just my guess.Sorry, no time to look further tonight. Link to comment Share on other sites More sharing options...
marce Posted January 2, 2015 Author Share Posted January 2, 2015 Instead of having to make a link, you should be able to "set target" the same exactly way, except it just sets the target without actually creating a link, where toggling them would then create the link.As I said, you are welcome to submit a PR.- - - Updated - - -Log:[LOG 21:42:11.609] Load(Assembly): CIT/ActiveStruts/Plugins/ActiveStruts[LOG 21:42:11.611] AssemblyLoader: Loading assembly at C:\media\Steam\steamapps\common\Kerbal Space Program\GameData\CIT\ActiveStruts\Plugins\ActiveStruts.dll[LOG 21:42:11.644] AssemblyLoader: Loading assemblies[ERR 21:42:11.663] AssemblyLoader: Exception loading 'ActiveStruts': 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 'ActiveStruts.Util.Config' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'.System.TypeLoadException: Could not load type 'ActiveStruts.Addons.ActiveStrutsAddon+<PlaceNewPart>d__30' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'.System.TypeLoadException: Could not load type 'ActiveStruts.Modules.ModuleKerbalHook+<WaitAndCreateJoint>d__3' from assembly 'ActiveStruts, Version=1.1.0.0, Culture=neutral, PublicKeyToken=null'.ActiveStruts.dll is there. Looks like it's looking for V1.1.0.0 when I have V1.1.1.0. Just my guess.Sorry, no time to look further tonight.Nah the version doesn't matter.It may be a corrupt dll, please redownload. Link to comment Share on other sites More sharing options...
riT-k0MA Posted January 2, 2015 Share Posted January 2, 2015 Nah the version doesn't matter.It may be a corrupt dll, please redownload.Reverted to vanilla, re-downloaded AS, copied CIT folder into GameData, ran app.Exactly the same exception in the log. Link to comment Share on other sites More sharing options...
marce Posted January 2, 2015 Author Share Posted January 2, 2015 Reverted to vanilla, re-downloaded AS, copied CIT folder into GameData, ran app.Exactly the same exception in the log.Can't reproduce, sorry. Link to comment Share on other sites More sharing options...
politas Posted January 3, 2015 Share Posted January 3, 2015 Ahem, I didn't even know that (maybe that's why it says 'unofficial') Haven't looked at CKAN at all so far, maybe in the future but expect it to be months out if ever, sorry.I see you've added all your mods, now. Thanks hugely for that. CKAN really does make things easier to manage! Link to comment Share on other sites More sharing options...
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