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Tarheel1999

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Everything posted by Tarheel1999

  1. Maybe I've done something wrong but it appears there is a problem with the current version (just released) of Kopernicus and or SVT. I just installed Kop and SVT into an existing save and it's causing both Kerbal Engineer and Surface Experiment Pack to throw exceptions when they query for the biome. SEP throws exceptions on scene changes and KER spams the log with IndexOutOfRange exceptions which are game ending. The log spamming eventually causes a bunch of other mods to fail and start throwing exceptions. Here's how the error happened. I launched a vessel from the VAB to the launchpad. SEP appears to have tried to check the biome of my SEP vessels on the science change. KER repeatedly tried to determine the biome for the launched vessel once it loaded (I have the current biome in my KER HUD). I alt-f4'ed the game and uninstalled Kop, SVT, and MFI. After reloading the gaming and going back to the vessel on the launchpad, KER and SEP no longer throw errors. I assume there is a problem with either Kop or SVT. I looked at the SVT thread and didn't see any other users having the same problem so even if it were SVT it would seem to be related to the most recent Kop update. Below, I've included the SEP exception, the KER exception, and a link to my output log. Here's the SEP exception: [SEP_Science] Processing unloaded SEP vessel: SEP Central Station 6 SEP modules found (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) IndexOutOfRangeException: Array index is out of range. at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at SEPScience.SEP_Utilities.currentBiome (.ScienceExperiment e, .Vessel v) [0x00000] in <filename unknown>:0 at SEPScience.SEP_Utilities.subjectIsValid (SEPScience.SEP_ExperimentHandler handler) [0x00000] in <filename unknown>:0 at SEPScience.SEP_ExperimentHandler.getSubmittedData () [0x00000] in <filename unknown>:0 at SEPScience.SEP_Controller.experimentCheck (Double time) [0x00000] in <filename unknown>:0 at SEPScience.SEP_Controller.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) IndexOutOfRangeException: Array index is out of range. at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at SEPScience.SEP_UI.Windows.SEP_VesselSection.getSituationString () [0x00000] in <filename unknown>:0 at SEPScience.SEP_UI.Windows.SEP_VesselSection..ctor (.Vessel v) [0x00000] in <filename unknown>:0 at SEPScience.SEP_UI.Windows.SEP_AppLauncher.processVesselSections () [0x00000] in <filename unknown>:0 at SEPScience.SEP_UI.Windows.SEP_AppLauncher+<getVessels>d__54.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 Here's the KER exception: KerbalEngineer -> GetExperimentBiome(Kerbin, -0.0972078791233403, -74.5576811942931) died (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KerbalEngineer -> Array index is out of range. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KerbalEngineer -> at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Surface.ImpactProcessor.Update () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) IndexOutOfRangeException: Array index is out of range. at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) IndexOutOfRangeException: Array index is out of range. at CBAttributeMapSO.GetAtt (Double lat, Double lon) [0x00000] in <filename unknown>:0 at ScienceUtil.GetExperimentBiome (.CelestialBody body, Double lat, Double lon) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Readouts.Surface.Biome.Draw (KerbalEngineer.Flight.Sections.SectionModule section) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.DrawReadoutModules () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionModule.Draw () [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.Sections.SectionWindow.Window (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) Here's a link to my output.log: https://www.dropbox.com/s/aophv82p0u21cl0/output_log - Kop_SVT.txt?dl=1
  2. So two things about this. One, your syntax is bad. You forgot an "@" sign before the MODULE in the HAS block. Two, you can't use "OR" operators in HAS blocks. See the post from blowfish below. This means you would need to create a separate patch for each docking port size. I know this because I tried your proposed patch and it didn't work.
  3. Look in the MM Cache file (created by MM in Gamedata) and search for a part that is being altered. Look through the part config in the cache to find the name of the module.
  4. Sounds like you are running out of RAM. You may have to pair down on your high memory mods.
  5. No. This and many other mods rely on the stock processing mechanics. Kerbalism’s main feature (background processing) alters, i.e., breaks, the stock processing mechanics.
  6. Here’s the mm patch. Just paste it into a cfg file. I have no idea if it stil, works though.
  7. So far I've added to a couple of mod parts (including the extendable docking port in Nerta's SSP redux) and it seems to be fine. It just requires adding the mod's module (ModuleDockRotate) to the docking part with a MM patch. I don't know how it would with 1.875 docking ports, e.g., MOLE, HGR, as I don't if they are using the regular docking port or the Senior to set themselves up. The main issue with the autostrut limitation is craft with landing legs as you can't disable those. However, I'm not sure how much of a limitation this really is as landing craft are usually already well balanced and precise orientation is not as important.
  8. Start with a clean KSP install, read this , and try again.
  9. To install mods you need to copy the folder(s) inside the GameData folder in the zip file to the GameData folder in your KSP install. Make sure you don’t nest GameData folders, i.e., GameData\gamedata, or accidentally copy them in another folder. From the image it looks like you just extracted the zip file into your GameData folder. Here’s a tip: always open the zip file first to see how it’s structured and what is inside. Not all mod authors package their downloads the same way.
  10. The thought of Nertea redoing all of the stock IVAs made me chuckle. Nah gonna happen.
  11. No. Copy the folder inside the gamedata folder in the zip file to the gamedata folder in your KSP install. All mods go inside the gamedata folder. In a clean install, the only folder in gamedata is “Squad”. Make sure you don’t accidentally create nested gamedata folders, i.e., gamedata/gamedata.
  12. @DMagic Sarbian also said that you should use FOOBAR, * to select all nodes. So it might depend on what you are trying to achieve.
  13. Maintained by @CobaltWolf @DMagic and @AlbertKermin. However I’m not sure any action is really required on your part. OP hasn’t explained why you can’t just connect the sunflower to the SEP parts with KIS using either the KAS pipe or the plug connector used in SEP.
  14. You need to download the repository from GitHub and then copy the folders in the game data folder into your KSP game data folder. Alternatively, you can wait for the next release. Which may happen in the next month or so.
  15. Why not just use xl structural girders instead? That way the first one can be attached to the ground and you can use ladders to build up as you go.
  16. RD can correct me if I’m wrong but here is how I see things. RD made certain design decisions in creating this mod. One of them is that EM is not minable and nothing converts to EM. If you want to do either you can mod your game to permit this. RD may change his mind in the future, although I think this is unlikely, but it won’t be in the near future as he stated he was tired of beating a dead horse.
  17. Why would he need to promote it? It’s available above if you want to use it BUT it would be wise not to ask for any support in the thread if you choose to do so.
  18. I think we are curious about how much improvement you are supposed to see and if failures affect the experience gain on all parts or just those that failed. I reduced the flights for experience variable to 3 and increased the chance of experience on failure to 80%. I ran about 5-7 test fires and didn't see any quality improvement on the parts I was testing. I have seen some minor improvement on parts that were involved in almost every launch in my career but haven't seen any improvement from parts that I ran multiple successful test fires on. PS - none of this is meant as a criticism and more just idle curiousity about whether things are working as intended.
  19. This would be greatly appreciated. I ran multiplte static fire tests and didn't see any notable improvements. Some guidance on how it's intended to work would be helpful.
  20. Unless something has changed in the past 6 months, I don't think this is an issue because KIS never writes to that file.
  21. I think he's said before that he uses a really old version of 3D Studio Max.
  22. Don't keep us waiting...what's the crush depth? Asking for a friend.
  23. Got it. If you really want allista to take a look at this you need to provide more info. For starters, which drills are using? My suggestion would be to create the smallest craft you can that reproduces this and then post a link to the craft file (dropbox, google docs, etc.). Ideally the craft would have no mods. If that's not possible, use a few as possible to reproduce and tell allista which mods are necessary to reproduce. Also, I remember their being some talk earlier in the thread about jumping kits so you might want to browse through the thread.
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