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aikixd

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Everything posted by aikixd

  1. Hi, I'm getting this exception when loading a save game: KSP 1.12.2. I'm using Galileo Planet Pack and a bunch of seemingly unrelated other mods. I can provide additional info if needed.
  2. This is how my rover test site looks like: https://imgur.com/cMyFTZi. My Kerbals were quite surprised. I'm using the 2.5x scale version.
  3. The new wrapper didn't fix it. Perhaps I need to change something in the calling method. I'll check it later tonight.
  4. Update Release Debug - For log reports Source - Just in case Changelog: - Fixed stock toolbar icon. - Updated blizzy toolbar wrapper. - Fixed NullRef in Debug build. I also updated the AVC version.
  5. Can the steam overlay do bad things? Or perhaps there are some differences in a steam build?
  6. This is the updated version of the mod: Click The problem mentioned by @svendii still exists on his computer, but not on mine. I don't have any experience with unity of KSP, to pinpoint it, so if anyone can help, this is the thread I have created about the issue. If you have any issues that you think this mod is to blame, this is the debug build of the mod. Use it to provide the crash logs.
  7. I am trying to update the FMRS mod for 1.2. It's my first time with KSP and Unity, so be gentle. I have updated the deprecated methods, and it works fine for me. But there's one guy, who has game crashes when reverting the flight with the plugin. The mod itself essentially creates game saves, one for each controllable stage and gives the ability to load them, while injecting the vehicle states into the main save. It seems that the crash happens after loading the scene. I am not familiar with unity scene system, to be sure though. The linked thread contains some relevant info and this is the relevant part of the output log: I tried wrap all the methods in the the flight scene class with try blocks and to log the exceptions, but it didn't do.
  8. That the files are not empty and contain stuff that you expect there to be, like this GAME { version = 1.2.0 Title = default (SANDBOX) Description = No description available. linkURL = linkCaption = Mode = SANDBOX Status = 1 Seed = 1441454460 scene = 5 editor = None flag = Squad/Flags/default launchID = 4 modded = True ... I will make a new dll in a few mins, to get more info.
  9. Yes. It might an issue with steam install. The mod creates new save files in [KSPInstall]/saves/[saveName]. I don't know if steam installation changes the saved games directory, but if it isn't my guess would be, that there is some right issues. This is how my savegame structure looks like: saves/ default/ Backup/ [...] FMRS/ before_launch.sfs FMRS_quicksave.sfs FMRS_save_0.sfs FMRS_save_1.sfs Ships/ [...] FMRS_main_save.sfs Persistent.sfs Check if you have similar thing, and check that the files contain meaningful info, like in persistent.sfs.
  10. 1. In the log you provided, those lines are the vary last in the file? 2. Did you use non stock parts in the test craft, and which ones if you did? 3. Do crashes happen every time you try to reload with FMRS, or only after separation or after separation and crash? 4. Is the revert button in Esc menu available, and if it is, does it has revert to VAC option? Also, push both debug buttons in FMRS debug window, it will do additional log messages, and try crashing the game again.
  11. I can't recreate this bug. I've been messing with it a lot, crashing ships, loading different stages back and forth, but no avail. Is there any mod you have installed that can mess with save files, like refunding parts or auto missions? Anything that adds, removes or changes states of the ships?
  12. It was easier than I expected. Just changed some deprecated code. Dll - Replace the mod dll with this one. (http://www.mediafire.com/file/9xd4lkcnp4f384i/FMRS.dll the editor cuts the link for some reason) This is a debug build. There are some debug messages and options are enabled, I don't really know what they do, but I left them on, in case if it will help to catch bugs, if there any. I have tried it with simple rocket, it loads the separation just fine, but I haven't check anything else, and I am leaving right now, so check it out, see if there are any bugs. I will recompile it tomorrow with final build options.
  13. Can anyone elaborate as to what precisely doesn't work in 1.2? The mod isn't big, so I'm thinking to try patch it. I just need to be sure where to look for problem.
  14. Is it possible to combine these? @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]#moduleID[fuelSwitch],!@MODULE[ModuleEngines*]]:Final { //@description = "passed" @maxTemp *= 0.3 } @PART[*]:HAS[@RESOURCE[MonoPropellant],!@MODULE[ModuleEngines*]]:Final { //@description = "passed" @maxTemp *= 0.3 }
  15. I also noticed many new engines appeared in the tech tree with different thrusts. Comparing the weight to thrust ratios with real planes made sense. It's just the engines that were installed on the 15 ton plane converted into 14000+ kg/s engines, which made me wonder.
  16. Is it ok that the engines give around three more times thrust than before? My plane that was taking of after around 20 seconds from the start now takes less than 10 seconds and goes supersonic a few seconds later.
  17. I double that question. I also would like to know what effect will different configurations take on the craft.
  18. A small window with two sets of +/- buttons and a text field displaying current value for each control would do great. The buttons could (in|de)crement the value by 1% or .1%. Like so: //\\ = + 1% /\ = + .1% 15.2 \/ = - .1% \\// = - 1% There is no need to make more dramatic increments cause stock trimming does that great.
  19. May be because of the hydrogen. It degrades somewhat fast. In general, the rockets aren't meant to stay fueled for long. It may even be sent back to the manufacturer for restoring procedures, if it stays there for too long.
  20. Whats with the holds? They can revert if anything happens.
  21. I have a request: add the mean anomaly option to orbit data and a maneuver planner for changing the mean anomaly some degrees backward or forward. Thanx.
  22. I have got several thousand of those messages one after another. Even after I have ctrl-alt-delete and switched windows, no "device lost" messages were in the log. I've looked into your code. I am not much familiar with Unity, but I'd guess that the problem is within [COLOR=#333333][FONT=Consolas][B]this[/B][/FONT][/COLOR][COLOR=#333333][FONT=Consolas].[/FONT][/COLOR][COLOR=#333333][FONT=Consolas]InvokeRepeating[/FONT][/COLOR][COLOR=#333333][FONT=Consolas]([/FONT][/COLOR][COLOR=#DD1144][FONT=Consolas]"RepeatingTask"[/FONT][/COLOR][COLOR=#333333][FONT=Consolas],[/FONT][/COLOR][COLOR=#009999][FONT=Consolas]0[/FONT][/COLOR][COLOR=#333333][FONT=Consolas],[/FONT][/COLOR][COLOR=#009999][FONT=Consolas]30F[/FONT][/COLOR][COLOR=#333333][FONT=Consolas]);[/FONT][/COLOR] Looks like under some circumstances Unity hangs inside Invoke. Try co-routines http://docs.unity3d.com/Manual/Coroutines.html instead.
  23. With KIDS and FAR, I've got 600k+ to launch a 0.9 ton vehicle to Eve. 20 tons to LKO costs around 300k. Also, with KIDS, it is impossible to launch heavy vehicles to other planets, until some advanced research is conducted, so you need to spend around 2 millions to send enough probes with all needed science stuff.
  24. Sometimes I get endless loop when saving the game. The game hangs and I can only kill the process to exit. In the output log I get endless "Haystack: saving settings". This also damages any mod saves that come after, so it is save breaking bug. Sorry I can't get more precise. Hope it will be fixed soon, the search option is a killer.
  25. Yeah. I dropped a few rockets like that. I also noticed that the same happens when you take radially attached engines, or any part that engine is connected to and change the number of radial attaches. I use Editor Extensions, it might introduce new parts into the scene, when attaching radial parts. It all makes sense, though. When a part is introduced into the scene, its Isp is multiplied by the scale. Affected parts need a flag that they were already edited. I also had problems with solid boosters, not complying to thrust limit from VAB. I don't think it's related to KIDS, just a notice for may be it is.
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