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Kerbas_ad_astra

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Everything posted by Kerbas_ad_astra

  1. Hey TriggerAu, I think I've got a bug for you. I noticed that the TWP button was available in the VAB and (since this was a new save I was working in) decided to take the opportunity to put all of the upcoming transfer windows in my "schedule". However, the planner didn't have the add-alarm button, and when I opened the alarm clock options panel (to see if there was something mis-set), the options panel was blank. Later on, the game crashed (probably not related) and when I looked through the log, I found lots of NullReferenceExceptions like this: NullReferenceException: Object reference not set to an instance of an object at TransferWindowPlanner.TWPWindowSettings.DrawWindow_Alarm () [0x00000] in <filename unknown>:0 at TransferWindowPlanner.TWPWindowSettings.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at KSPPluginFramework.MonoBehaviourWindow.DrawWindowInternal (Int32 id) [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 What I'm guessing might be at work is that because KAC doesn't exist in the VAB (at least I assume it doesn't -- I've never seen the KAC button there), when TWP tried to contact it for the options window, it choked and threw the NRE. I don't think they caused the crash, but there were a lot of them (maybe one per frame or calculation step?), and it can't be good to leave them around. Thanks!
  2. Other places to put logs are Dropbox and Mediafire, both of which offer free accounts with fairly high-capacity limits (compared to a KSP log, anyway).
  3. FYI, to embed an Imgur album, take the album ID (in this case, ISsFg) and put it between a set of [imgur] tags.
  4. I'd be okay with disabling MC2 in those modes, though the ability to carry small amounts of SpareParts might be handy for resupplying stations (unless Kerbals can do that with KERT and CRP alone). I had only installed it to make sure that my system could load it in addition to my other set of mods, for when I get into career mode later.
  5. I've got a bug to report. When playing in science mode, I was unable to hire Kerbals -- I would hire a Kerbal, add him to the "available" stack, see the message in my "inbox" that indicated that the hire had been made, but not find the Kerbal in question when stacking up a rocket for launch, and when I returned to the Astronaut Center, he was still prepared to be hired. I could purchase him multiple times and repeat the process. I had wondered if this was because it was trying to make me hire him for funds, which aren't involved in science mode, so I dropped the price to zero, but the same sequence of events occurred (except the messages said that I had hired him for zero funds). Removing MC2 resolved the issue. I haven't had any issues of this type when playing in sandbox mode (with MC2), so I think it's related to that. EDIT: I started a new career save and was able to hire Kerbals without difficulty. Unfortunately, I didn't think to grab the log before restarting the game (without MC2) and I run a lot of mods, so I have some work to do to narrow down the cause, but I want to get this report to you before I forget any details. EDIT: I put MC2 back, tested it (and then did the same with *only* this mod present, with identical results), and found NullReferenceExceptions like this in the log (there were two, which I assume correspond to the two times that I tried to hire a Kerbal in this test): NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MissionControllerEC.hireKerbals (.ProtoCrewMember pc, KerbalType pc1, KerbalType pc2) [0x00000] in <filename unknown>:0 at EventData`3[ProtoCrewMember,ProtoCrewMember+KerbalType,ProtoCrewMember+KerbalType].Fire (.ProtoCrewMember data0, KerbalType data1, KerbalType data2) [0x00000] in <filename unknown>:0 at ProtoCrewMember.set_type (KerbalType value) [0x00000] in <filename unknown>:0 at KerbalRoster.HireApplicant (.ProtoCrewMember ap, Double UT) [0x00000] in <filename unknown>:0 at CMAstronautComplex.HireRecruit (.UIScrollList fromlist, .UIScrollList tolist, .UIListItemContainer dragObject) [0x00000] in <filename unknown>:0 at CMAstronautComplex.Vbutton (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 If you want, I have the full log set aside for uploading, but I think this is the most relevant piece.
  6. That is very strange, because here's what I see (for the same anomaly, as it happens): You've clearly got the anomaly scan done, and it looks like the settings are the same. If you pass the tooltip over the anomaly's location, do you see its name? You might have found a bug in in MapResourceOverlay, in which case you should bring it up in that thread. Also, search your output_log.txt for any errors related to MRO or SCANsat. Happy bug hunting!
  7. Okay, here are a couple of airships I've made. First up, the submarine tester: Honestly, getting it into the water was the hard part. I wanted to roll it in from the runway, but kept bouncing and crashing at the slope after the end, so I gave it some probe envelopes and flew to the water. Those micro fans are no joke -- even in RCS mode, they could push me past 30 m/s, and at full throttle could easily push it past 150 if not for the ridiculous pitch-up moment that ensued. Here's a vertical airship I made for tracking down anomalies. I'd use SCANsat to find them, and then I stacked this guy on top of a Kerbal X to launch it on a sub-orbital trajectory to the general vicinity. Once the airship made it into atmosphere, I could inflate the gas bag and fly to the actual spot. I've also made an atmospheric maintenance pod using a HERP from the USI Exploration Pack, a probe core, some micro fans, and a little docking port on the back. Eventually, I'll make a mothership and send the whole thing to Eve. (Also, I did a little testing of the SQUID stuff -- I don't know that I'd call it "buggy", but it certainly isn't stable -- my test vehicle was getting pretty rattled and it couldn't move, though I wonder if not all of the wheels were set to move in the right direction.)
  8. I use MapResourcesOverlay in 0.25 just fine, and it does display the anomalies map. Ensure that SCANSat integration is enabled (in the options menu) and that you're setting it to see the anomaly overlay, and you should see some pale blue marks where the anomalies are located (e.g. KSC), both in map and flight view. You might not be seeing the overlay because MRO only puts the overlay on whatever body is being orbited by the vessel you're controlling, and it doesn't show up in the Tracking Center view at all.
  9. Fate has been tempted -- the "rules" link tries to go to "http://ribbons.kerbaltek.com/TESTING/forum.kerbalspaceprogram.com/threads/25188?p=307673&viewfull=1#post307673".
  10. Who did you think I was quoting? (See Section 2.1., subheading "Geosynchronous". )
  11. Glad to hear it, JewelShisen, and you'll be happy to hear that submarines also work just fine in 0.25. Also, RoverDude's Freight Transportation Technologies and USI Exploration Pack have some nice electric ducted fans that respond to RCS controls, which make operating airships and submarines a breeze.
  12. A few more vessel types for consideration: ships, submarines, and airships. NASA and other space agencies are seriously analyzing the use of airships to explore Venus and Titan (and I'm working on counterparts for Eve and Laythe), as well as boats for Titan and submarines for Europa and Enceladus. There's also thought about putting floating colonies on Venus, though I don't know that the distinction between airship and "floating colony" (or ship, or underwater colony vs. submarine) needs a separate device -- all of these vehicle types are pretty much one-way only and fairly permanent. I've put together some concepts for crewed and uncrewed vehicles. I've tried to make them so that the necessary details are visible when shrunk down to ribbon size (and given the gold texture), and if colored white, they could be used on the flag generator as well. My main hangup is that airships and submarines are only available through mods at the moment. I suppose ships could stand for all watercraft and airships could fall under aircraft, although they don't stay aloft with "aerodynamic" forces, per se.
  13. The MapResourceOverlay mod can put anomaly markers on the surface of the planet in the map view, and the Trajectories mod can draw an X on your landing spot (taking body rotation into account and everything). Alternatively, you can use the "big map" to show your vessel's orbit and the anomaly markers, but it's tricky to try to fly that *and* get the landing right (especially a propulsive landing). When using that method to explore the anomalies on Kerbin, I tried to set my orbit up to overshoot the anomaly, started re-entry, and inflated my gas bag (using the Hooligan Labs airship mod) when I was about to pass over the anomaly.
  14. The GTS file does include a multi-part ship (as "New Layer"), and more generally, it doesn't make sense to me to say that some kinds of craft devices are okay for including on a planet/moon/asteroid ribbon but can't go on a grand tour. I don't want to quibble over the "rules" of these ribbons, but the wording of the suggestions ("The craft used on the Grand Tour is indicated in the center.") doesn't seem to indicate any limitation either. I was going to say that it would be reasonable to exclude Extreme EVA, but then I remembered that Scott Manley got a Kerbal home from Gilly with EVA alone: Oh yeah -- the geosynchronous pip should also be available for all bodies. I get that some bodies' SOI is smaller than their synchronous orbit radius, but putting up a satellite network with constant visibility to a particular point also counts ("If geosynchronous orbits are not possible, may also be awarded for placing a constellation of satellites so as to allow continuous overwatch of a point on the surface."). Or make the Kerbol variant the default selected when I click the checkbox. The save error was something like "FATAL ERROR: Cannot write data" (or "store" or "access" or something). It's not happened again (I've tried saving all sorts of wonky ribbon boards since then). I'll be sure to save the exact message if I do get it again. Somehow, I missed the text at the top of the page saying that the "Generate" function is still a work-in-progress. In my defense, that shiny new grand tour shield distracted me.
  15. The Grand Tour Shield seem to be missing quite a few craft options. The multi-part ship is an obvious omission, but I could imagine a cruiser bringing along ISRU equipment to fuel itself up for the next leg of its journey and thus deserving a Resource device. I thought there was a bug with the "achieved" checkbox on the asteroid ribbon, but then I realized that it's just unintuitive behavior (I think): it's an indicator, not something I'm supposed to click on. Maybe the image could fade into color or gray out depending on whether or not it was achieved? I see the checkbox and want to click it, because that's how it works for all of the other bodies, though I get that the asteroid ribbon rules are a little different. Alternatively, clicking the "achieved" checkbox could default the asteroid to be in Kerbol orbit. Saving and generating seems to be a little spotty -- I got a fatal error one time as I was trying to save (which has not repeated itself), trying to generate ribbons with an asteroid or grand tour shield gives me fatal errors (e.g. "FATAL ERROR: Can't read ribbon image: ./KSP_images/ribbons/Asteroid.png"), and when generating works, it seems to give me the bottom-right-most ribbon only, with the return chevron and challenge wreath on top of the craft device. Finally, it's taking a little while to get over my habit of scrolling down large parts of the page to get at the ribbon options. This is not a bad problem to have -- I certainly won't miss that "feature" of the current generator!
  16. Thanks for the feedback. Maybe I was trying to stick too close to the original Republic of Zeon flag (and to be fair to Zeon, they only had to make their flag distinguishable from the Earth Federation). I could erase the stripes for sure, and maybe the planets as well (or simplify them -- there's certainly no need to depict the continents on Kerbin, and I could color them all while like the original RoZ flag's stars). I also get what you're saying about the scope of this flag pack. Maybe I'll post them in the Artwork forum, and anyone who wants them can have them.
  17. I see, the "time reference adjuster". Thanks for the heads-up.
  18. (Sorry for the delay in answering.) Is the patching necessary, though? TechManager and Mod-Oriented Tech Tree seem to manage alternate tech trees just fine without it. Does it offer additional functionality?
  19. I'm liking the new interface. I also like that it doesn't make requests to JQuery (some time ago, their website was serving up malware -- it was their homepage, not the scripts that they serve to other websites, but it's still a third-party dependency and a security vulnerability). However, Kerbol is missing the Escape device.
  20. I don't know about Kethane specifically, but SCANsat 8 scans the standard stuff and Karbonite resources in the background just fine.
  21. Is there an option in Kerbal Engineer v1 for setting the kind of days that are displayed (in e.g. "Time to Apoapsis")? They're all in 24-hour times, which makes them the odd duck out among all of the other time displays in my install. I've not been able to find any such thing in the "edit" menus.
  22. I don't know precisely what memory savings I'm getting with my full set of mods, but I've got a 1.88 GB GameData folder that runs in 2.4 GB of RAM with OpenGL, and crashes during loading without. It does seem to be a bit slower than it was under Direct3D in general, especially with high-ish part counts (~140) and looking down at Kerbin from low orbit (I use several environmental enhancement mods, e.g. EVE with Astronomer's Pack, TextureReplacer, and Distant Object Enhancer). Taking out the really parts-heavy mods that I'm not using at the moment (e.g. MKS/OKS), my GameData folder weighs in at 1.34 GB and runs in 3.0 GB of RAM with Direct3D 9 or 11 (and is also a bit slow when focused on the Apollo-style stack with lots of parts, but maybe by 10% compared to 30-50% or so with OpenGL) and 1.9 GB with OpenGL. My system (a stock Toshiba Qosmio X70) has an Intel Core i7-4700MQ, an Nvidia GeForce GTX 770M (3 GB of graphics RAM), and 16 GB of RAM (not that x86 KSP makes much use of all of it, but it's nice to have memory to spare for other programs, and using OpenGL with the -popupwindow option lets it keep running when I'm focused on a different window).
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