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YellowApple

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  1. When right-clicking one of the Kerbal Foundries wheels in the SPH, instead of a working PAW, I get the following exception (with preceding context between adding the part and right-clicking on it): KF-WheelMedium added to ship - part count: 19 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [11/19/2021 5:33:37 PM [x] Science!]: <Info> (StatusWindow) - StatusWindow.RefreshFilte r (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [11/19/2021 5:33:37 PM [x] Science!]: <Info> (ScienceWindow) - ScienceWindow.RefreshFil ter (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at KSPCommunityFixes.UIPartActionNumericFloatEdit.Setup (UIPartActionWindow window, P art part, PartModule partModule, UI_Scene scene, UI_Control control, BaseField field) [ 0x0001c] in <8f81c7b736764f37a0edca532f4ee0dc>:0 at UIPartActionWindow.AddFieldControl (BaseField field, Part part, PartModule module) [0x00073] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UIPartActionWindow.CreatePartList (System.Boolean clearFirst) [0x002bc] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UIPartActionWindow.Setup (Part part, UIPartActionWindow+DisplayType type, UI_Scene scene) [0x0006a] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UIPartActionController.CreatePartUI (Part part, UIPartActionWindow+DisplayType type, UI_Scene scene) [0x000f7] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UIPartActionController.SelectPart (Part part, System.Boolean allowMultiple, System.Boolean overrideSymmetry) [0x001a7] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, System.Boolean allowMultiple) [0x0003f] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UIPartActionController+<MouseClickCoroutine>d__39.MoveNext () [0x00082] in <4a4632fe4eb0471fa0f9f87bb7432bc2>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <2425394cf09642369e2109953e31f62b>:0 The exception itself then repeats hundreds of times. After this exception gets thrown, all other parts stop responding to right-clicks (i.e. no PAW window appears, and no further exceptions thrown) until I exit and reenter the SPH. Not sure if this is an issue with the newly-introduced UIFloatEditNumericInput patch specifically or if there's some issue with Kerbal Foundries that's triggering it. Haven't encountered any other parts (vanilla or modded) that have this issue. Unsurprisingly, after downgrading KSPCommunityFixes to 1.3.0 I can right-click on Kerbal Foundries wheels just fine, so whatever the issue is seems isolated to some interaction between UIFloatEditNumericInput and Kerbal Foundries.
  2. Nice! Thanks! Unfortunately all mine are CNC-initialized at this point already, so probably can't do much to test it. Unless there's a way to delete the CNC data for a given craft?
  3. Yep, that development build seems to have done the trick; UI (mostly) works as expected. I say "mostly" because I'm getting NullReferenceExceptions when trying to use the UI to edit the antenna frequency assignments on previously-launched craft (specifically, by clicking on any of the "Management" buttons in a pre-CNC-launched craft's "Setup" window): NullReferenceException: Object reference not set to an instance of an object at CommNetConstellation.CommNetLayer.CNCCommNetVessel.readAntennaData () [0x000d8] in <c3d7796138f34e91b11081a96027aa82>:0 at CommNetConstellation.CommNetLayer.CNCCommNetVessel.getAllAntennaInfo (System.Boolean readAntennaData) [0x0000b] in <c3d7796138f34e91b11081a96027aa82>:0 at CommNetConstellation.UI.VesselMgtTools.AbstractMgtTool.precompute () [0x00000] in <c3d7796138f34e91b11081a96027aa82>:0 at CommNetConstellation.UI.VesselMgtTools.ToolContentManagement.selectTool (System.String toolCodename) [0x00060] in <c3d7796138f34e91b11081a96027aa82>:0 at CommNetConstellation.UI.VesselMgtTools.ToolContentManagement+<>c__DisplayClass9_0.<getLayoutContents>b__0 () [0x00000] in <c3d7796138f34e91b11081a96027aa82>:0 at DialogGUIButton.OptionSelected () [0x00000] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at DialogGUIButton.<Create>b__23_1 () [0x00000] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.UI.Button.Press () [0x0001c] in <b8803ab285134f53a88a8b0a5eabde77>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00009] in <b8803ab285134f53a88a8b0a5eabde77>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <b8803ab285134f53a88a8b0a5eabde77>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <b8803ab285134f53a88a8b0a5eabde77>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() However, this goes away (for a given craft, at least) once I've switched to flying the affected craft at least once (all "Management" buttons seem to function as expected, and the "Active frequencies" list populates correctly), so I'm guessing there's some initialization step that needs to happen in the flight view for each craft before CNC can see it (which might've contributed to the root cause of the dictionary key exception, come to think of it). In any case, it's at least playable now (even if it was a bit annoying having to switch to each craft to get it to fix itself).
  4. Getting similar issues as @Jiraiyah. Installed on KSP 1.11 on Linux via CKAN. In particular, getting the following exception whenever I click on the icon for it (in any context, be it map view, tracking station, or normal flight): KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at CommNetConstellation.UI.ConstellationControlDialog.AddVessels (CommNetConstellation.UI.TreeEntry tree, System.Collections.Generic.Dictionary`2[TKey,TValue] dict) [0x00052] in <79ca5fc98ea740e89d017261cb469175>:0 at CommNetConstellation.UI.ConstellationControlDialog.getVesselContentLayout () [0x0003b] in <79ca5fc98ea740e89d017261cb469175>:0 at CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () [0x000f4] in <79ca5fc98ea740e89d017261cb469175>:0 at CommNetConstellation.UI.AbstractDialog.spawnDialog () [0x00000] in <79ca5fc98ea740e89d017261cb469175>:0 at CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) [0x0000f] in <79ca5fc98ea740e89d017261cb469175>:0 at CommNetConstellation.UI.AbstractDialog.launch () [0x00000] in <79ca5fc98ea740e89d017261cb469175>:0 at CommNetConstellation.CommNetConstellation.Launch () [0x0001d] in <79ca5fc98ea740e89d017261cb469175>:0 at (wrapper delegate-invoke) <Module>.invoke_void() at KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, KSP.UI.UIRadioButton+CallType callType) [0x00000] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at UnityEngine.Events.InvokableCall`2[T1,T2].Invoke (T1 args0, T2 args1) [0x00011] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.Events.UnityEvent`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00023] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at KSP.UI.UIRadioButton.SetState (KSP.UI.UIRadioButton+State state, KSP.UI.UIRadioButton+CallType callType, UnityEngine.EventSystems.PointerEventData data, System.Boolean popButtonsInGroup) [0x00079] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at KSP.UI.UIRadioButton.ToggleState (KSP.UI.UIRadioButton+CallType callType, UnityEngine.EventSystems.PointerEventData data) [0x00026] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x0011e] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <b8803ab285134f53a88a8b0a5eabde77>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <b8803ab285134f53a88a8b0a5eabde77>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Further, getting a lot of "[CommNet Constellation] Vessel '(VESSEL NAME)' doesn't have any CommNet capability due to no probe core/command part or a kerbin on EVA", even for (in fact, especially for) vessels that I know for sure have probe cores. Full log: https://yellowapple-misc.s3-us-west-2.amazonaws.com/CommNet-Constellation-troubleshooting-2020-12-29/Player.log EDIT: Maybe something with one of these two methods not correctly building the expected "dict"? Looks like it's trying to pull an existing list of constellations, but this is a new(-ish) game that hasn't had constellations setup yet, so maybe that's the issue? Except it looks like the default constellation config is accounted for in the logs, so... ¯\_(ツ)_/¯
  5. Would it be possible to make it clearer in the description that this mod makes the asteroids bigger? Installed this mod only to find that stuff already jaw'd to an asteroid I previously captured is now deep inside the asteroid (thankfully just some docking ports and a probe core, nothing too important, lol). I definitely appreciate the size tweaks, though; asteroids feel a lot more imposing, and it's gonna be a fun challenge to capture 'em when even Class As make stock Class Es look tiny.
  6. Just a quick report that - as far as I can tell from some preliminary tests on my end - ScanSAT works fine as-is with KSP 1.5.1. Haven't tested with all parts and all scanning modes, but the basic (greyscale) altimetry scanner seems to do exactly what I'd expect.
  7. I'd love to see this expanded eventually. For example: Fish could count toward science or funds when caught, depending on how big they are and how far away they are from the KSC (so, Administration Pond fish are less valuable than coastal fish are less valuable than polar fish are less valuable than Eve fish are less valuable than Laythe fish, and so on). Actual fish models. I'd love to see Jeb holding his latest catch proudly for the cameras... er, screenshot tools. Fishing boat parts (like mechanical fishing rods or dragnets or somesuch to catch bigger/deeper fish, for example). Ability to process "fish oil" into fuel or something. The list goes on... Until then, though, I've noticed a bug in the 1.1 version: after entering the fishing view, casting, reeling back in, and exiting the fishing view, kerbals can't climb onto things; something fails with the kerbal animation, and they kind of just float back down to the ground and can't move. Quicksaving and quickloading fixes this when it happens. Maybe some bug with the kerbal animation? There aren't any exceptions in Player.log when this happens (but there is a spamming of "set fishing state to NotFishing"). EDIT: this also affects ladders. The climbing animation will start, and then Jeb will just revert to a standing pose and freeze there. In the case of the ladder, though, the affected kerbal will still be able to move up/down (without any climbing animations), but upon reaching the top will fall down, start ragdolling erratically, then eventually "crash into terrain" and die. Screenshot for reference. Moar EDIT: fishing from on top of a craft (in this case, the same rover I was trying to climb onto) and actually managing to board in that state (i.e. by grabbing onto the crew hatch and hopping in), quicksaving, and quickloading causes the game to hang at the black "Loading" screen amid the sounds of one's craft exploding rather spectacularly. Exiting and reloading KSP temporarily fixes this particular issue.
  8. This captures my prelaunch checklist quite perfectly. A bit disappointing that the parallel calculations are craft-level rather than part-level, but oh well. I'm sure calculating each part in parallel would be much more difficult to do reliably due to all the collisions and such.
  9. I know this feeling. Finally decided to update to 1.0.5 (after having put it off a month ago because "1.1's gonna be out any day now"). Feels as if me updating was what finally allowed 1.1 to start entering experimentals
  10. As another Linux user, I got confused at first since most of the time (for the exact reason that seems to be underlying some other responses in this thread) KSP (and the mods thereof) use the right-hand Shift key on Linux where Windows (and Mac?) users would use Alt. I feel this, also, is worth mentioning. As for Alt + P not working, this is usually caused by one's window manager or desktop environment capturing the Alt key (or that specific keypress). I personally avoid that issue by rebinding my window manager's keyboard shortcuts to use Super ("Windows") instead of Alt. Suggestion: would it be feasible to put in a button (either in the KSP builtin "app" thingamajig or using Blizzy's toolbar) for those users who experience conflicts with other mods that use Alt + P (like Pathfinder and Smokescreen)? For Linux users this shouldn't be an issue (since they predictably use RShift + P instead of a literal Alt + P), but it'd still be a nice feature to have
  11. There's a mod for this, but it appears there are some significant limitations (namely, when it comes to multiple RCS ports / solar panels / landing legs / crew hatches / etc. in the result).
  12. When 0.90 came out, I submitted my "Hummingbird Mk.1" design to the "K Prize" thread here on the forums. I was going for the lightest, but I don't recall if I actually won the title. Once 1.0.x was out, I then reworked the design and barely managed to take the prize yet again. Readapting it for KSP 1.1 is on my bucket list.
  13. As far as I can tell, this is a Unity bug; other Unity games (like Cities: Skylines) have the same problem when running under 64-bit Linux. I've tried asking about this in Unity-land, but I haven't gotten anywhere. Best one can do is limit how many mods are installed while hoping that the problem doesn't exist in Unity 5.
  14. If anyone's still following this, the 16GB hard limit bug ("Using memoryadresses from more that 16GB of memory" [sic]) has been reported to Squad, and (based on my own experimentation) is a Unity 4 bug, rather than KSP-specific (also affects other Unity 4 games, like Cities: Skylines). I've also opened up an inquiry on Unity3D question/answer site for further details on that particular message specifically. Hopefully such artificial RAM limits will go away once we get Unity 5 (though given the multiple spelling errors, I suspect this might be some very dusty corner of Unity's codebase that might not have been adequately tested or identified...). EDIT: given that Cities: Skylines has since (or maybe it was all along) moved to Unity 5, and given that Cities: Skylines continues to have the same exact error (complete with the same exact poorly-spelled error message), it's doubtful that KSP 1.1 will solve this issue.
  15. I've noticed a strange issue where base map icons (in my case for KerbinSide, but I'd imagine this would happen with other, non-KerbinSide KK bases as well) are appearing in non-map screens (KSC overview, VAB/SPH, etc.) after reverting from a flight to the SPH or VAB. I didn't notice this until I had selected Kerbin in the map view during a flight (in order to figure out where to land my spaceplane); since then, it's been happening pretty regularly, even after restarting KSP. Said icons are usually scattered near the top-right of the screen in the VAB/SPH immediately after the revert. Going to the KSC overview screen puts an icon over each of the KSC's launch sites. Going to the Tracking Center and back out seems to make the problem go away temporarily. Any ideas? This is a pretty-heavily-modded install; perhaps it's a mod conflict of some sort? It looks like, though, that whatever draws the icons doesn't properly destroy itself when reverting back to the VAB/SPH. I've yet to notice this happen when recovering a vessel.
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