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SpacedInvader

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Posts posted by SpacedInvader

  1. 3 hours ago, Kerbex said:

    Practically Research Bodies is broken on KSP 1.11.2.   There is a fix to it, but it's annoying.  Go to your save file, find "isResearched" without the quotes, then scroll down to  VESSELSINSOI { } and delete that section.  So if it looks like this:

                VESSELSINSOI
                {
                    CELESTIALBODY
                    {
                        body = Neidon
                        VESSELINFO
                        {
                            vesselId = 1275415811
                            timeEnteredSOI = 8391677.239838738
                        }
                    }
                }

    Delete the whole VESSELSINSOI section.  Then scroll back up to isResearched for whatever bodies were in the VESSELSINSOI brackets, and change the researchState to 100.  So if it looks like this:

                BODY
                {
                    body = Neidon
                    isResearched = True
                    researchState = 30
                    ignore = True
                    ContractsWeight = 10
                }

    Change it to this:

                BODY
                {
                    body = Neidon
                    isResearched = True
                    researchState = 100
                    ignore = True
                    ContractsWeight = 10
                }


    It fixes the freeze-up issue on the Observatory and also fixes all bodies showing up in the Tracking Station.  But now, for example, Neidon is 100% researched.   I'm "researching" more bodies with this fix than with using the actual mod.

    It sounds from previous posts that JPLRepo has already solved this and other issues,  but the update is still in testing. The only reason I'd asked about its status is that its been nearly a month since the last communication.

  2. I really hate to ask about the status of an update, but I've reached a point in my career playthrough where if I advance time at all, I'm hit with the bug where I go from the initial bodies being visible to all bodies being visible. I've been able to roll back to a backup made prior to the bug kicking in, but I'm basically stopped from playing now because advancing time at all reveals all of the bodies. I'm not trying to pressure for a quick update release, but rather trying to ascertain if said update is coming soon enough to justify setting KSP aside for a little while or if I should just accept that all CB's are now going to be visible and I should just press forward without being able to discover them gradually.

    Sorry again, but thanks if you reply

  3. On 2/18/2021 at 12:45 PM, blowfish said:

    Weird, is there some part with both RF tanks and SAF on it?

    Answer is in the OP

    No parts had both modules, but oddly enough, somewhere in the intervening time between the posts, the issue worked itself out. Don't know when as I was using PF instead, but when I went back to try to replicate the issue, I couldn't get it to happen anymore, so it might have been a 3-way compatibility issue that was worked out when the third mod updated sometime in there. My best guess was modular flight integrator as that had a couple of updates, but I can't be sure if that would even affect either of the other two mods. Whatever the case, this seems to be a "nevermind" situation. Thanks for the reply though,

  4. As I've been progressing through my current career, I've found more than once that I've needed to re-run a mission for a contract because I've gotten my craft all the way to the target location only to find that I'd forgotten to put one experiment on to fulfill the contract objectives. Is there a mod or perhaps a vanilla mechanism to see a list of the experiments that a craft has already on board before committing to launch? I've tried a few times just going through each part and checking to make sure I've got the necessary parts, but several of the mods I'm using place experiments inside of non-science parts (i.e. I use Bluedog and only just today realized that the mod includes a set of solar panels which have RPWS experiments embedded in them...) which can lead to confusing mix-ups. Anyway, any help would be appreciated.

    Thanks

  5. @Zorg I've done a balance pass on my RT configs now that I've had a chance to play a little with them. Mostly I've improved energy draw since the craft from BDB are designed with the vanilla CommNet in mind which doesn't have running costs for its antennas, but I've also tweaked some of the ranges as well and included configs for the as yet unreleased antennas found in the master branch for when they are released. The one issue I've still got with these configs is that many of the omni antennas feel somewhat overpowered, so I may yet do another balance pass on them, but at the same time, each is expected to fill a certain roll within a limited power budget, so I'm not sure how much wiggle room there really is. With that all said, if anyone other than me is actually using these, I'd really love some feedback for future balancing decisions.

    The files

    EDIT: I've also given quite a few of the antennas an unpowered mode to give greater flexibility for on-pad control.

  6. @Bealeso I've found something that might deserve a little attention. As it turns out, a fair percentage of the configs for Tantares have a lower-case 'T' in the author line, while the rest have it capitalized. Its nothing critical of course, but its what caused my patches to fail in some cases since I was identifying parts using the author line and MM needs separate patches for each version of the author. I'm guessing it should be as simple as doing a find / replace in the files in the directory should you decided to fix it as I'm sure I'm not the only one who will ever use the author line to identify the parts in need of patching in the future.

    With that said, I've gone ahead and updated my configs to handle both versions of the configs and also done a balance pass to draw down the power consumption of the antenna and convert several to allow on-pad control with an unpowered short-range mode. Anyway, here they are:

    Spoiler
    
    //Initial Antenna Pass
    //Replaces ModuleDataTransmitter on all parts containing it with ModuleRTAntenna
    //BEFORE[RemoteTech] is important because RemoteTech contains a patch which deletes all ModuleDataTransmitter instances without necessarily replacing them
    //Note: Most antennas have recieved a 200% range buff to offset RemoteTech's more restrictive standard range model
    //If you use the ROOT model in your careers you can either set worldscale to 0.5 or comment out the "@Mode1OmniRange *= 2" line
    
    @PART[*]:HAS[#author[tantares],@MODULE[ModuleDataTransmitter],!MODULE[ModuleCommand],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleAnimateGeneric]
    	{
    		%allowManualControl = false
    	}
    	
    	%MODULE[ModuleRTAntenna] 
    	{
    		%Mode0OmniRange = 0
    		%Mode1OmniRange = #$/MODULE[ModuleDataTransmitter]/antennaPower$ 					//Antenna power is essentially antenna range so this utilizes already configured range
    		@Mode1OmniRange *= 2 																//Flat 200% buff to antenna range to account for more restrictive RemoteTech range model
    		%EnergyCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$					//Draws cost of running the antenna from its packet cost
    		@EnergyCost *= 0.01																	//"Passive" mode cost reduced by 90% for normal use
    		%DeployFxModules = 0
    		
    		%TRANSMITTER 
    		{
    			%PacketInterval = #$/MODULE[ModuleDataTransmitter]/packetInterval$				//Transmitter values drawn directly from previously configured transmitter
    			%PacketSize = #$/MODULE[ModuleDataTransmitter]/packetSize$
    			%PacketResourceCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$
    		}
    	}
    	
    	%MODULE[ModuleSPUPassive]{}
    	
    	!MODULE[ModuleDataTransmitter]{},*
    }
    
    @PART[*]:HAS[#author[Tantares],@MODULE[ModuleDataTransmitter],!MODULE[ModuleCommand],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleAnimateGeneric]
    	{
    		%allowManualControl = false
    	}
    	
    	%MODULE[ModuleRTAntenna] 
    	{
    		%Mode0OmniRange = 0
    		%Mode1OmniRange = #$/MODULE[ModuleDataTransmitter]/antennaPower$ 					//Antenna power is essentially antenna range so this utilizes already configured range
    		@Mode1OmniRange *= 2 																//Flat 200% buff to antenna range to account for more restrictive RemoteTech range model
    		%EnergyCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$					//Draws cost of running the antenna from its packet cost
    		@EnergyCost *= 0.01																	//"Passive" mode cost reduced by 90% for normal use
    		%DeployFxModules = 0
    		
    		%TRANSMITTER 
    		{
    			%PacketInterval = #$/MODULE[ModuleDataTransmitter]/packetInterval$				//Transmitter values drawn directly from previously configured transmitter
    			%PacketSize = #$/MODULE[ModuleDataTransmitter]/packetSize$
    			%PacketResourceCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$
    		}
    	}
    	
    	%MODULE[ModuleSPUPassive]{}
    	
    	!MODULE[ModuleDataTransmitter]{},*
    }
    
    //Dish antenna reconfigures
    //All ranges and angles are based on best-guess values for mission profile of the part
    //Ranges have been increased for interplanetary dishes to account for the more restrictive range model of RemoteTech
    
    @PART[Andromeda_Antenna_*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna]
    	{
    		@Mode0OmniRange += 50000
    	}
    }
    
    @PART[bluedog_OAO_antenna]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna]
    	{
    		@Mode0OmniRange += 50000
    	}
    }
    
    @PART[atria_antenna_srf_2_*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna]
    	{
    		@Mode0OmniRange += 50000
    	}
    }
    
    @PART[lepus_low_gain_antenna_srf_*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna]
    	{
    		@Mode0OmniRange += 50000
    	}
    }
    
    @PART[octans_whip_antenna_srf_*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna]
    	{
    		@Mode0OmniRange += 50000
    	}
    }
    
    @PART[vela_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 90000000
    		%DishAngle = 10
    		@EnergyCost *= 2
    	}
    
    }
    
    @PART[lepus_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 90000000
    		%DishAngle = 10
    		@EnergyCost *= 2
    	}
    
    }
    
    @PART[lepus_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 90000000
    		%DishAngle = 10
    		@EnergyCost *= 2
    	}
    
    }
    
    @PART[eridani_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 10000000
    		%DishAngle = 25
    		@EnergyCost *= 1.5
    	}
    
    }
    
    @PART[octans_basic_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 4000000
    		%DishAngle = 45
    	}
    }
    
    @PART[octans_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 4000000
    		%DishAngle = 45
    	}
    }
    
    @PART[octans_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 4000000
    		%DishAngle = 45
    	}
    }
    
    @PART[1mv_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 40000000000
    		%DishAngle = 0.1
    		@EnergyCost *= 10
    	}
    }
    
    @PART[4mv_v_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 40000000000
    		%DishAngle = 0.1
    		@EnergyCost *= 10
    	}
    }
    
    @PART[1f_high_gain_antenna_s0_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 40000000000
    		%DishAngle = 0.1
    		@EnergyCost *= 10
    	}
    }
    
    @PART[atria_antenna_srf_1*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 4000000
    		%DishAngle = 45
    	}
    }
    
    //Initial Probe Pass
    //All probes initially configured with the RemoteTech standard 3km always-on omni antenna to allow for on-pad control
    
    @PART[*]:HAS[#author[Tantares],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	%MODULE[ModuleSPU]{}
    
    	!MODULE[ModuleDataTransmitter]{},*
    	
    	%MODULE[ModuleRTAntennaPassive]
    	{
    		%TechRequired = unmannedTech
    		%OmniRange = 3000
    
    		%TRANSMITTER {
    			%PacketInterval = 0.3
    			%PacketSize = 2
    			%PacketResourceCost = 15.0
    		}
    	}
    	
    	%MODULE[ModuleSPUPassive] {}	
    }

     

     

  7. Just in case anyone was already using my RemoteTech configs and was running into issues, I've updated the config to fix a capitalization error that was invalidating the edits. Here it is to save you from searching for the previous post:

    Spoiler
    //Initial Antenna Pass
    //Replaces ModuleDataTransmitter on all parts containing it with ModuleRTAntenna
    //BEFORE[RemoteTech] is important because RemoteTech contains a patch which deletes all ModuleDataTransmitter instances without necessarily replacing them
    //Note: Most antennas have recieved a 200% range buff to offset RemoteTech's more restrictive standard range model
    //If you use the ROOT model in your careers you can either set worldscale to 0.5 or comment out the "@Mode1OmniRange *= 2" line
    
    @PART[*]:HAS[#author[tantares],@MODULE[ModuleDataTransmitter],!MODULE[ModuleCommand],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleAnimateGeneric]
    	{
    		%allowManualControl = false
    	}
    	
    	%MODULE[ModuleRTAntenna] 
    	{
    		%Mode0OmniRange = 0
    		%Mode1OmniRange = #$/MODULE[ModuleDataTransmitter]/antennaPower$ 					//Antenna power is essentially antenna range so this utilizes already configured range
    		@Mode1OmniRange *= 2 																//Flat 200% buff to antenna range to account for more restrictive RemoteTech range model
    		%EnergyCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$					//Draws cost of running the antenna from its packet cost
    		@EnergyCost *= 0.1																	//"Passive" mode cost reduced by 90% for normal use
    		%DeployFxModules = 0
    		
    		%TRANSMITTER 
    		{
    			%PacketInterval = #$/MODULE[ModuleDataTransmitter]/packetInterval$				//Transmitter values drawn directly from previously configured transmitter
    			%PacketSize = #$/MODULE[ModuleDataTransmitter]/packetSize$
    			%PacketResourceCost = #$/MODULE[ModuleDataTransmitter]/packetResourceCost$
    		}
    	}
    	
    	%MODULE[ModuleSPUPassive]{}
    	
    	!MODULE[ModuleDataTransmitter]{},*
    }
    
    //Dish antenna reconfigures
    //All ranges and angles are based on best-guess values for mission profile of the part
    //Ranges have been increased for interplanetary dishes to account for the more restrictive range model of RemoteTech
    
    @PART[vela_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 90000000
    		%DishAngle = 10
    	}
    
    }
    
    @PART[lepus_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 90000000
    		%DishAngle = 10
    	}
    
    }
    
    @PART[lepus_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 90000000
    		%DishAngle = 10
    	}
    
    }
    
    @PART[eridani_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 10000000
    		%DishAngle = 25
    	}
    
    }
    
    @PART[octans_basic_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 2000000
    		%DishAngle = 45
    	}
    }
    
    @PART[octans_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 2000000
    		%DishAngle = 45
    	}
    }
    
    @PART[octans_high_gain_antenna_srf_2]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 2000000
    		%DishAngle = 45
    	}
    }
    
    @PART[1mv_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 40000000000
    		%DishAngle = 0.1
    	}
    }
    
    @PART[4mv_v_high_gain_antenna_srf_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 40000000000
    		%DishAngle = 0.1
    	}
    }
    
    @PART[1f_high_gain_antenna_s0_1]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 40000000000
    		%DishAngle = 0.1
    	}
    }
    
    @PART[atria_antenna_srf_1*]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	@MODULE[ModuleRTAntenna] 
    	{
    		!Mode0OmniRange = DEL
    		!Mode1OmniRange = DEL
    		%Mode0DishRange = 0
    		%Mode1DishRange = 2000000
    		%DishAngle = 45
    	}
    }
    
    //Initial Probe Pass
    //All probes initially configured with the RemoteTech standard 3km always-on omni antenna to allow for on-pad control
    
    @PART[*]:HAS[#author[Tantares],@MODULE[ModuleCommand]:HAS[#minimumCrew[0]],!MODULE[ModuleRTAntenna]]:NEEDS[RemoteTech,!SETIRebalance]:BEFORE[RemoteTech]
    {
    	%MODULE[ModuleSPU]{}
    
    	!MODULE[ModuleDataTransmitter]{},*
    	
    	%MODULE[ModuleRTAntennaPassive]
    	{
    		%TechRequired = unmannedTech
    		%OmniRange = 3000
    
    		%TRANSMITTER {
    			%PacketInterval = 0.3
    			%PacketSize = 2
    			%PacketResourceCost = 15.0
    		}
    	}
    	
    	%MODULE[ModuleSPUPassive] {}	
    }

     

     

  8. Has anyone tried this in 1.11 yet? I'd actually forgotten about this mod, but remembered it when I realized I couldn't tweak rover wheels in the way I used to. Will probably give it a try, but still worth asking just in casesomeone has tried it and its a no-go...

    EDIT: Apparently I'd gotten this mod mixed up with Steering Tweaker for wheel tweaks, though for some reason I really feel like an older version of this mod allowed tweaking things like suspension since Steering Tweaker doesn't do that and I specifically remember being able to stiffen my rover's suspension settings...

    EDIT2: I went ahead and tested the mod and the answer for KSP 1.11 is that is sort of works... There is an error message saying that "TweakableDeployablePanels.dll is not compatible with this version of KSP" and then the game hangs on a full loading screen bar and never makes it to the main menu. Renaming that DLL to .BAK allows the game to load to the main menu, and then the rest of the mod appears to work correctly, but there are many thousands of the following NRE in the log:

    [EXC 19:51:56.587] NullReferenceException: Object reference not set to an instance of an object
    	TweakableEverything.ModuleTweakableDockingNode.FixedUpdate () (at <a73916ddc84c4aad97c4602d57fff7ce>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

     @linuxgurugamer  sorry for the ping and I know its not super high on your list, but maybe you could add this to the bottom of your "Needs updated for KSP 1.11" list?

    Logs

  9. I don't know if this is still being developed at all, but I'd like to make a suggestion that any part that's selected to fail during a staging event should have a secondary failure check against it. I'm finding that my engines tend to fail the most after a staging event even if they are the most reliable part on my whole craft because the staging even only checks against the overall reliability of the whole craft and doesn't care about the individual part reliability. Adding a secondary check would allow for high reliability parts on a lower reliability craft to have more of an impact and would also mean using a reliable engine could save a launch that would otherwise fail. It would also be nice if there was a severity check based on how badly a part failed rather than what appears to be just a random failure. Seeing in the debug that my part missed a reliability check by 2 points and then it fails completely rather than developing a leak or getting something more minor like getting stuck seems off, while adding a severity system would add depth. Just some thoughts.

  10. 5 minutes ago, R-T-B said:

    It was a "sleep on it, moment of brilliance" kind of thing.

    I just woke up and had a really simple, elegant epiphany lol.

    In a nutshell, (warning, technical details follow)

    Kopernicus applies some camera and terrain fixes on scene load that only need to be applied on first entrance to the space center.  Going into buildings etc, it doesn't need to reapply them and it knows this.  But if you reload a savegame, it applies them again because it treats it like a whole new universe even though Kerbin is ALREADY LOADED, and this double application of the fix is what breaks things.

    The simple way I dealt with this?  I  wrote some simple code that asks what the prior scene was, and says"if the prior scene was the space center, DON'T FIX STUFF AGAIN, IT ALREADY HAPPENED"

    It's really simple, but it works.

    Makes sense that would lead to bad results... I'm actually kind of surprised that hasn't been in the code for years since checking for a prior config before applying another config seems like a must have component. Either way, thats a nice addition that's likely going to save headaches down the road in addition to the immediate benefits.

  11. 1 hour ago, R-T-B said:

    New in this latest version (release-32)

    1.) Fixed a bug on saveload that could cause the KSC to sink (purely cosmetic, but still annoying).

    2.) Tried to fix the ringshader on MacOS builds. This is largely untested, and may see a followup patch based on user feedback (will only impact Mac Users).

    Known Bugs:

    1.) At interstellar ranges, heat can sometimes behave strangely, sometimes related to map zoom (be careful zooming out). It is best to turn off part heating when traveling far far away.

    2.) When zooming out all the way out in map view at interstellar ranges, the navbal furthermore sometimes behaves oddly. We are working on this and all the interstellar bugs actively.

    @SpacedInvader, this build may interest you.

    Did you work on this all night or something?

    When you called it last night it seemed like it would be a couple of days before you had something new, but here it is, first thing in the morning... :P

    That said, the bug appears to be gone, so that was some quick bugstomping on your part and I appreciate it for sure.

  12. 30 minutes ago, Murdabenne said:

    Oh.  This is an issue that's been around forever, long before @R-T-Btook on Kopernicus.  I think there are even ways to make it kick in without using Kopernicus...  As I recall, this was found to be a unity problem with how it interacts with renderers, something to do with processing heights (Z coordinates?) relative versus explicit, similar to textures "Z-Fighting" on parts.  Or I could be remembering something else.  I has been a few years.

     


     

    I don't suppose you might have some links to those old discussions? I searched for about an hour before posting my original messages and found basically nothing which is why I posted my initial question in like 4 places in the hopes of finding someone who might be able to help. I'm hoping there might be some information / solutions there that might be helpful in this current situation.

    14 minutes ago, R-T-B said:

    Yeah, after messing this certainly isn't something I can fix tonight.  I can only confirm that not having Breaking Ground installed makes it worse.  We'll return to this issue later.

    I really doubt anything like that happened, but I guess anything is possible.  Sorry I can't offer more.

    You're probably right, but it still seemed like too sudden of a change to have happened without some sort of cause. That said, I have hope that you'll be able to figure something out with the underlying bug eventually and at least you've clued me in on a decent workaround for the time being.

    Thanks again for the help and putting in the effort to try to sort it out.

  13. 7 minutes ago, R-T-B said:

    Oh no, this is a long known issue.  It doesn't corrupt the save or anything (as long as you don't play on a "sunken load"), but it's annoying admitedly.  You have to reload a few times or go to the main menu, it's been that way for a while.

    I'm working on a potential fix now.  Thanks for motivating me to do it, if nothing else.  It's especially bad if you don't own making history, for some reason, and I don't want to require that.

    I see, though I'm still concerned about the crash that triggered all of this since it was working fine for about two weeks prior to this and then suddenly the bug has manifested everywhere for me. I'm still trying to search for information about whether or not the unity player stores some temporary files anywhere that could have gotten corrupted or "stuck" when the crash occurred, but finding information about that is proving difficult. I'm actually considering trying to join a unity developer forum to ask there in the hopes someone might be willing to help. That said though, I'm very appreciative of the effort you're putting in here and if a solution can be found to a long standing bug as a result of all of this, then I suppose its an overall positive result.

  14. 6 minutes ago, R-T-B said:

    Yeah I could replicate it, but I don't get it to the same unescapable severity you do.  A "back to main menu space screen, reload" fixes it.

    Still, I'm seeing if I can't fix the bug in general.  Then maybe it'll treat your symptoms as well?

    I'm hoping so.

    Ahh yes, I suppose I wasn't clear in my original description of the issue... loading the save from the main menu would always place KSC back on the surface. My concern is that there is something deeper going on and I'm hesitant to use this going forward, especially since I use KCT and KRASH together in my main career save which results in lots of short term reloading and I'm not sure what effect that would have on the save file overall.

    EDIT: The moving terrain with repeated reloads was the result of attempting to load the save from the KSC multiple times

  15. Just now, R-T-B said:

    Well if there is anyone who'd get it right, it's squad.  So nope.  Let me play with removing expansions and see if I can't make it happen on my end.  Because if I can make it happen, maybe I can fix it.

    Sounds good, I've got my fingers crossed

    5 minutes ago, R-T-B said:

    Well if there is anyone who'd get it right, it's squad.  So nope.  Let me play with removing expansions and see if I can't make it happen on my end.  Because if I can make it happen, maybe I can fix it.

    EDIT:  Ok, so I can replicate this using the procedure posted by @4x4cheesecake

    once it happens too, I can't escape EXCEPT by going to main menu and returning to load the save from there.

    Does this help you?  Or not?  I don't really consider that an acceptable work around but maybe it's progress.

    By escape do you mean accessing the escape menu, or do you mean getting KSC back above ground?

  16. Just now, R-T-B said:

    KSP to my knowledge doesn't make any registry entries.  Part of why this is so weird...  It's almost like the installers you are using are corrupt.

    Where are you getting your installs from?  Steam?  GOG?  Squad?  Somewhere less known?  As long as it's legal, no judgement lol.

    Direct downloads from Squad. I've tried both the installer version and the zip version.

  17. Just now, R-T-B said:

    Darn I just ran upstairs thinking of the DLC angle, to post only to find not only have I been beat to the idea, but it doesn't work. :(

    We're still trying to figure it out, @SpacedInvader

    I appreciate everyone putting effort into this, really hoping we can get it figured out and it doesn't mean I have to reinstall windows or something drastic like that. For the record, I'd had the idea that maybe there was some registry value that was trying to tell KSP that I had Making History installed as well and since I don't own it, things were going haywire so I cleaned out the registry of KSP entries and am trying a fresh install of KSP + BG to see if that has any effect on the issue.

  18. 35 minutes ago, 4x4cheesecake said:

    I dont have an idea but I was able to recreate the issue after noticing a minor detail in the logs: @SpaceInvader dont have any DLC installed and after removing them from my game, my KSC got burried under ground or started floating as soon as I reload any savegame.

    So these are the exact steps I took:

    -fresh install of KSP 1.11.1
    -installed kopernicus, MFI und MM through CKAN
    -removed the "SquadExpansion" directoy from my install
    -removed physics.cfg und settings.cfg (just becasue I dont know if they contain any presets for the DLCs)
    -launched the game and started a new career savegame
    -created a quicksave at the KSC
    -load the quicksave

    -> KSC is mostly underground, after another reload it was gone at all and after a third reload it was floating, exactly like in the screenshots of SpaceInvader.

    I have absolutely no idea how the DLCs are connected to this issue but maybe you can recreate the bug now and get an idea :)

     

    31 minutes ago, Murdabenne said:

    Missing parts can trigger a lot of spurious errors to unrelated things, especially when something tries to reference what is essentially a nullref. 

     

    As for that pic, it looks like swampland in Louisiana - or New Orleans during Katrina.  Something is not registering properly in the rendering engines, and I guess you're getting weird errors as a result.  Rather odd thats happening, because just 2 days ago I did a fresh install of KSP, with all the DLC.  And I didn't have any issues with just MM, Kopernicus, MFI, the barn mod and OPM installed.  Maybe try installing a planet pack with only its required mods - or just get OPM with its requirements installed and see if that fixes things.  Try using CKAN instead of a manual install, because it does do some consistency checks.

    Something to note here is that I do have the Breaking Ground DLC, but I didn't install it into my test installs to keep them as clean as possible. I don't know if this is the source of the issue however as I've had it installed into my main instance of the game the whole time and it still suffers from the issue. That said, I did try installing it into one of my test installs to see if that would at least get rid of the missing part references in the log and it did not. Currently investigating deeper to see what the source of those really is.

    EDIT: I've tried using both manual installs and CKAN for the test installs and gotten the same results. I have also installed OPM into the test install to see if that would affect the issue at all and it didn't.

    EDIT2: Installing BG into my test instance did not fix the issue. Uninstalling all instances of BG (main install included) through the included uninstaller had no effect as well.

  19. 9 minutes ago, R-T-B said:

    That's why I went with corrupt install, but I guess he's reinstalled?  Dunno where to go from there.

    His log also has a lot of references to missing parts.  Unsure what to make of it.

    Missing parts? Can you highlight the lines you're talking about?

     

    19 minutes ago, OrbitalManeuvers said:

    the shadowing in the 2nd picture is really odd. i realize you're having issues but even your issues are having issues - why don't the other ground meshes cast a shadow like the runway does? why does the admin building cast a shadow through the mesh it's sitting on? stuff looks wonky even for being wonky

    Honestly didn't even notice that :P

    Something interesting here that might be relevant, or might not, is that things seem to get worse when I try to reload a save on my main install. On the second load, instead of just floating a little over the surface, the terrain has gone all the way to the surface of the water:

    Spoiler

    JfqMJeF.png

     

  20. 16 minutes ago, R-T-B said:

    Well you're on the right track.  See my edits about windows corruption, I feel like your hard crash could've done some minor corruption there and that command may help you.

    Certainly a weird way to manifest itself, but anything is possible, you know?  I don't know what else to think at this point.

    Also, GPU drivers.  Check if an update helps.

    No joy on either. Windows didn't detect any errors and GPU driver reinstall didn't fix the issue

  21. 2 minutes ago, R-T-B said:

    Well you're on the right track.  See my edits about windows corruption, I feel like your hard crash could've done some minor corruption there and that command may help you.

    Certainly a weird way to manifest itself, but anything is possible, you know?  I don't know what else to think at this point.

    Also, GPU drivers.  Check if an update helps.

    Reinstalling GPU drivers now and then I'll run the windows check

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