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jwest

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Everything posted by jwest

  1. Actually, that was quite a bit of help. Thank you! I narrowed it down to some oddball incompatibility between TweakableEverything and Orbital Decay. If I have both installed, the problem manifests. Without one of the two, or both, everything works just as I'd expect. I can leave anything either of these depend on in place and it's still just fine. Here's a log of me reproducing it with the much abbreviated mod list: KSP.log I'll take this to Whitecat106 if this falls outside of TweakableEverything's purview. I suspect that will be the case, since Orbital Decay is throwing another error. Thanks again for your help!
  2. Thanks, taniwha. I don't have SmartParts installed, but I did find that my problem went away when I uninstalled TweakableEverything and also comes back when I re-install it. So far, that's looking like the trouble mod. Thanks for taking a look for me. Keep being awesome!
  3. Hello! I have a problem that I can reliably reproduce when I have Tweakable Everything 1.12 installed along with the Engine and Fairing staging toggles. If I uninstall them, I can no longer reproduce it. If I go to the VAB with the mods installed and right-click a MK1 Command Pod the right-click menu doesn't pop up like normal. Instead, everything gets slow for a while. The speed returns after a bit, but the menus don't. I won't be able to right-click and get them back afterward. Curiously enough, a Stayputnik doesn't trigger the condition. Once the condition is triggered, though, right-clicking a Stayputnik still fails. Here's the full log of a session where I had trouble: KSP.log I'm happy to provide whatever other information I can, and I can't be certain that it's really Tweakable Everything that's causing the trouble, but any guidance you can give me will be greatly appreciated. Thanks for all the hard work!
  4. I'm glad it's not just me. Thanks, baldamundo. I run more mods than I probably should, so narrowing it down will be tricky at best. Here's a link to the full log. Let me know how else I can help, taniwha! KSP.log
  5. Thanks, taniwha! Unfortunately I think I've captured the meat of it. To illustrate, it looks like: [EXC 20:42:36.709] StackOverflowException: The requested operation caused a stack overflow. KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.SetValueFromGUI (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.slider_OnValueChanged (IUIObject obj) UIProgressSlider.UpdateValue () UIProgressSlider.set_Value (Single value) KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.SetValueFromGUI (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.slider_OnValueChanged (IUIObject obj) UIProgressSlider.UpdateValue () UIProgressSlider.set_Value (Single value) KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.SetValueFromGUI (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.slider_OnValueChanged (IUIObject obj) UIProgressSlider.UpdateValue () UIProgressSlider.set_Value (Single value) KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.SetValueFromGUI (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.slider_OnValueChanged (IUIObject obj) UIProgressSlider.UpdateValue () UIProgressSlider.set_Value (Single value) and so on, until it reaches a final set of those lines. That's going from memory, though, so there's a chance that there's more information to glean if you have the rest of the log. I don't have access to the full log right now, but I'll post a link to it later tonight when I can. I really appreciate you looking into this!
  6. I hope I've come to the right place. After a little digging, I've found reports similar to but not exactly the same as this in this thread. If I'm reading my logs correctly, it appears that all of the mods loading KAE are loading version 1.7.5.0. If there's a reliable way for me to check, please let me know and I'll do so. I'm getting the following error when I the first time I right-click on a capsule in the VAB. It seems to not trigger on the one probe I have available to me so far. But, once I trigger it and see this in the log, no right-click menus will generate for any part in the VAB: [EXC 20:42:36.709] StackOverflowException: The requested operation caused a stack overflow. KSPAPIExtensions.UIPartActionFloatEdit.UpdateValueDisplay (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.SetValueFromGUI (Single newValue) KSPAPIExtensions.UIPartActionFloatEdit.slider_OnValueChanged (IUIObject obj) UIProgressSlider.UpdateValue () UIProgressSlider.set_Value (Single value) Actually it continues on for quite a bit, repeating those same lines until it gets to the bottom of the stack. I'm running on Windows 7, and will gladly provide any system information you might need that I haven't thought to include. Thank you! And thanks for all the hard work!
  7. You're right. Let me try this: what I really want is a larger cost for the initial set-up of the simulation, even if the cost of the subsequent simulations remain the same. My gut reaction to the first simulation of a craft and the simulation of the same craft with a negligible tweak costing the same amount is that it isn't terribly realistic. The bulk of the cost in effort should have been paid already in setting up the initial simulation. Revision 2.01 of the craft isn't a complete do-over. So even if the cost for revision 2.01 remains what it is today, I'd like revision 2.00 to have cost maybe ten times that much for the initial set-up of the simulation. But this model feels like you're outsourcing the simulations to a third party instead of doing them in-house. It's an excellent starting position. I could see a path for progression so that one of the upgrades is buying a simulation facility and paying full-time staff to work on simulations. You might pay a big cost up-front to get the simulation facility up and running, then recurring costs to keep it staffed. Upgrades could apply, too, to get simulations done faster or have more being worked on at a time, following the same model as the VAB and SPH. In the long term, it might save you money compared to outsourcing the simulations.
  8. I see it the same way you do, Noventta. Taking it one step too far, I'd like to see simulation costs for similar vessels approach 0. I tend to be very iterative in my design process, in a very rapid tweak-simulate-tweak cycle. In my head, the simulations would also be fairly iterative. They wouldn't start from scratch just because some absent-minded engineer forgot to set the action groups...again. I wouldn't expect them to ever actually reach 0, because there's still a cost to setting the simulation up and running it again. Not having spending the full cost might be nice, though. But that's pie-in-the-sky wishful thinking. Even with the costs as they are, I love this mod. It adds so much to the game. Thank you, magico13!
  9. Hi, RoverDude. Thanks for this among your other amazing mods! I was derping around with DERP and I can't get the parts to attach in EVA. I don't have a better way to describe the failure mode other than saying that the nodes always seemed to be on the wrong side. Like I could attach the DERP engine unit to the hull of the ship, but I couldn't get the pod part to attach to the engine part. Or if I tried to put the engine part directly on the pod, the engine would be attached backwards. Is that something that you might have already fixed up? Thanks!
  10. Nice, belpyro! The engine control looks great and I'm excited to use that. A Kerbalized countdown voice would be outstanding, or a way to turn off the voice altogether. I run with Chatterer and hearing that in the background against an English countdown would be a bit jarring. I don't have the skill to make a good voice over for it, but I'm sure someone in the community does. Though it occurs to me now that since this is based on the original, it may already have the Kerbalized sound set. If so, nevermind me!
  11. Yes. I have had this problem and I launched my satellites on independent vehicles.
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