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Dominiquini

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Posts posted by Dominiquini

  1. 18 minutes ago, Maxxim said:

    Are you able to provide the link to a working solution (assuming you referred to my post)?

    No. I'm suggesting that the maintainer add default sounds for all wheels and landing gears, to work with any mod!

    Sorry if my post got confused!

    I found a bug:

    The engine sounds became completely silent. All other sounds works, including the engine ignition! But the engine burn don't make any sound, even in the atmosphere!

    KSP.log: https://www.dropbox.com/s/7b5w9yto542lg7q/KSP(RSE).log?dl=0

    Player.log: https://www.dropbox.com/s/51w03swm2ql02e2/Player(RSE).log?dl=0

    * To restore sound, I had to close the game and open it again!

    Thanks.

     

  2. On 7/13/2021 at 5:16 AM, BIOZ said:

    @Dominiquini Well, cloud disappearing clearly is a bug, and behavior of this one looks quite random. I'd suggest you to try both 2 and removing the line.

    I try this and it has improved a lot, although I can still see the effect of volumetric clouds disappearing and appearing abruptly.

    @BIOZ But with level 2 anti-aliasing, won't other parts of the game get worse? I haven't tested much to see if I can see a difference...

    * I think I made a mistake! The volumetric clouds are still buggy, even with Anti-Aliasing set to 2 or off!

    Thanks.

  3. On 8/8/2020 at 9:51 AM, BerdinskiyBear said:

    I think that I was misunderstood, I know that there is a mirrored version of a model for the wheel, I just asked if you can add a switchable variant for this part that will switch between mirrored versions of models so creating a vessel like on picture would be possible in one piece.

    15bzWEK.png

    Wheels on the front can't be placed like that during construction.

    Also I have noticed that mirrored version of the model appears to steer wrong way while physically working correctly.

    P1VlxLk.png

    This craft is supposed to turn right and it does so without problem, but mirrored wheels (front-left and back-right) appear to be turned wrong way.

    I was having this problem too. Is there a way to fix this?

    * They rotate in the wrong direction too, but physically they work!

    Thanks

  4. 1 hour ago, maculator said:

    Ah that was helpful. Didn't know MM stores its reports there.

    But I stil got my problem. It says the warning is about the second :HAS, so I' tried this approach:

    @PART[*]:HAS[@MODULE[ModuleDataTransmitter],#antennaType[INTERNAL]]:FINAL
    {
    	!MODULE[ModuleDataTransmitter] {}
    }

    didn't work. Now there is no warning, But my patch also doesn't work anymore.

    The original patch

    @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]
    {
    	!MODULE[ModuleDataTransmitter] {}
    }

    does work. It only says:

    [WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL

    I guess its a syntax problem. And I really don't know how to phrase it otherwise :S

    Try this:

    @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]]
    {
    	!MODULE[ModuleDataTransmitter] {}
    }

    I think this will work! Sorry, I hadn't paid much attention the first time...

  5. I'm noticing a bit of an uncomfortable behavior.

    Some KER windows persist for a while after a scene change. The most noticeable is when I close the TrackStation and the KER window remains visible for a few seconds still...

    * I also receiving this erros on the screen:

    ADDON BINDER: Cannot resolve assembly: KerbalEngineer.XmlSerializers, Culture=neutral, PublicKeyToken=null
    ADDON BINDER: Cannot resolve assembly: KerbalEngineer.XmlSerializers

    Thanks.

  6. On 6/28/2021 at 5:06 AM, peteletroll said:

    After some testing in 1.12, it looks like it's working. I'll release a recompiled version soon™.

    It has some problems when used together with the new stock rotation: if you rotate with DR then with stock, or vice versa, you get weird results. So, until I find a workaround, please use just one of them at a time!

    Can't modify the stock mechanism freeing it to rotate freely?

  7. On 7/10/2021 at 1:56 AM, Dominiquini said:

    I noticed that in my game, the cloud layer abruptly ends at 10,000 meters altitude. It looks weird on rocket takeoff or re-entry.
    Does it work that way or could it be some bug or misconfiguration in my game?

    I'm using the latest version of this mod as well as EVE and Scatterer (maximum settings)!

    * I'm using de 8k pack

    * I removed the CityLights files from this mod directory!

    ** KSP 1.12.1 Windows x64

    Thanks

    Is anyone else having this problem?

    lGEzjes.png

    by3Et0u.png

    Note that these two screenshots are only a few meters apart, and in one image the volumetric clouds appear and in the other they are gone!

    Video: https://www.dropbox.com/s/qsmdbx7l3b95jba/KSP Launch.mp4?dl=0

    Thanks.

     

  8. 3 hours ago, blackrack said:

    This is during an eclipse isn't it? The way the eclipse is applied to the sky isn't perfect.

    As for the volumetrics disappearing abruptly, you appear to be using SVE, it's up to SVE to configure the fade out and visibility distance correctly.

    I don't remember if was an eclipse at the moments, but this bands above the horizon rarely happen...

    About the clouds, I'm using the Astronomer's Visual Pack (AVP) with 8k textures... I posted about this in that forum too...

     

    Thanks

  9. 21 hours ago, maculator said:

    Can anybody tell me why this throws a "warning"?!:

    @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[@antennaType[INTERNAL]]
    {
    	!MODULE[ModuleDataTransmitter] {}
    }

    I just added this to my patch collection and now MM throws me a warning while loading.

    But it seems to work as intended...

    @maculator I think that you should use:

    @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]]
    {
    	!MODULE[ModuleDataTransmitter] {}
    }

    For keys, you should use '#' (Include Key) or '~' (Exclude Key) (https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook)

  10. 26 minutes ago, Snark said:

    No worries, it happens.  :)  FWIW, I glanced at your logs and I'm seeing a bunch of errors that say "Trajectories" on them-- so if you're running that mod, maybe it's the culprit?  Might want to go and ask about it in their thread.

    Quite welcome.  :)

    I tries without Trajectories installed and the game crash too! I ended up testing only in stock and the bug is there.

    I opened a bug for Squad Bugtracker!

     

    Thanks.

  11. I don't know if the previous logs showed these exceptions:

    KSP.log: https://www.dropbox.com/s/jcdrgidu7jaotnd/KSP(OLDD).log?dl=0

    [EXC 23:01:03.874] NullReferenceException: Object reference not set to an instance of an object
    	OLDD_camera.Camera.BaseCamera.ExtendedDrawWindowL3 () (at <939df439f74b42a3812a384c250a28b1>:0)
    	OLDD_camera.Camera.PartCamera.ExtendedDrawWindowL3 () (at <939df439f74b42a3812a384c250a28b1>:0)
    	OLDD_camera.Camera.BaseCamera.DrawWindow (System.Int32 id) (at <939df439f74b42a3812a384c250a28b1>:0)
    	UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

    Player.log: https://www.dropbox.com/s/idyhpn3lhaokylx/Player(OLDD).log?dl=0

    NullReferenceException: Object reference not set to an instance of an object
      at OLDD_camera.Camera.BaseCamera.ExtendedDrawWindowL3 () [0x001c6] in <939df439f74b42a3812a384c250a28b1>:0 
      at OLDD_camera.Camera.PartCamera.ExtendedDrawWindowL3 () [0x0007c] in <939df439f74b42a3812a384c250a28b1>:0 
      at OLDD_camera.Camera.BaseCamera.DrawWindow (System.Int32 id) [0x0000c] in <939df439f74b42a3812a384c250a28b1>:0 
      at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00078] in <58f888e0d56a4620958c8e58a768c70d>: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:CallOverridenDebugHandler(Exception, Object)
     
    (Filename: <939df439f74b42a3812a384c250a28b1> Line: 0)

    Thanks.

  12. 2 hours ago, linuxgurugamer said:

    Can you please start the game, and replicate this, recording all the steps you do.  Please do it a few times to make sure it's repeatable.

    Thanks

     

    LGG

    Steps I took to play back several times:

    - I created a probe and installed 2 cameras
    - I put it on LaunchPad
    - Put into orbit using HyperEdit (any altitude (100km - 250km))
    - I open the camera and see that it's working
    - I open the MapView ('M')
    - I go back to FlightView ('M')
    - I test the camera and it doesn't work anymore. None of the cameras!

    * Looks like it needs to be in orbit around some planet (I tested Kerbin, Mum and Mimus). Suborbit seems to work.

    * If I landed (HyperEdit), the camera start working again!
    * I'm testing in a game with many other mods... I'll test later without mods...
    * If I leave the camera window open while switching to MapView ('M'), the camera instantly stops working. I can successfully switch to MapView if the vehicle is on the ground, although it feels a little strange:

    NbfczXQ.jpg

    * Probably not related, but this mod keeps throwing this exception when the game starts, and the same when I select Onboard Camera in VAB:

    [ERR 15:01:07.665] Action 'DeployExperiment' already defined.
    [ERR 15:01:07.666] Action 'ReviewDataEvent' already defined.
    [ERR 15:01:07.672] Action 'DeployExperiment' already defined.
    [ERR 15:01:07.672] Action 'ReviewDataEvent' already defined.

     

    Can I help with anything else?

    ** I was able to simulate the bug without any mods, only this and HyperEdit!

    ** I tested the DockingCam, and it is working well. Only the Onboard Camera is bugged!

    Thanks.

  13. 1 hour ago, linuxgurugamer said:

    I looked at the log, nothing jumped out at me.

    Could you please try to create a specific sequence of steps to recreate this?

    This bug is with the Onboard Camera, not the Docking Camera!

    I put one Onboard Camera in a rocket and launch to fulfill a rescue contract. As soon I exit the atmosphere, I tested the camera and worked! (I don't remember if I already selected the target or not).

    Then I proceeded to circularize the orbit, align planes, etc... (I used the Maneuver Node Planner of MechJeb2). Various TimeWarps were made...
    When I was in visual range of the target, I tried to turn on the camera but it didn't work... It opened a transparent window and none of the buttons that control the direction of the camera appeared! Only a white line separating the camera and the controls (both transparent).

    This bug already happens in two different flights! The second one I realize that when I go to KSP and back to Flight Scene, the Onboard Camera start working again!

    I don't know how to explain it better! Let me know if I can help with anything else!

    Thanks.

  14. 1 hour ago, linuxgurugamer said:

    yes, the parts don't have the ModuleCargoPart.  When you used KSP_PartVolume, did you restart the game after the first time ?  Because it doesn't work well until you do

    I know! I was using this two mods a while ago! So I don't think that was the problem...
    I'm not sure, but I got the impression that KSP_PartVolume only added the 'CargoPart' module after I added 'packedVolume = #' to the 'ModuleDeployableBattery' module!
    Anyway, KSP_PartVolume set a much larger volume than I would like, although the items occupied the value I set above!
    Fix this by manually setting 'ModuleCargoPart'.

    But since this is not a mod you want to keep, I think you can ignore this bug.
    If you like, I can try to test it to see if there is any bug in KSP_PartVolume...

    Thanks.

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