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Everything posted by Kerbas_ad_astra

  1. Both with and without. I had thought it was just trying and failing to make a button when the toolbar mod was absent, but they still happened when I had Blizzy's toolbar installed. Another sort of NRE I've just got in output_log.txt after a RealRoster-and-Toolbar-only session: NullReferenceException: Object reference not set to an instance of an object at RealRoster.RealRoster.Update () [0x00000] in <filename unknown>:0 (That's all there is in the stack this time.) Funnily enough, when I have more addons, it seems there are fewer NREs from this mod. I also just did a test run with all of my mods present, and there was only one NRE from RealRoster (like the one in my previous post) at the very beginning. I'm sorry I don't have much more detailed information than this. Also, I just noticed that you've released a rev2 in the last few days, which I don't think I've installed. (Could you include a file with the version number in future downloads?) Let me see if the issue is still present with that one.
  2. While chasing down another error, I found in the logs that RealRoster seems to be producing lots of NullReferenceExceptions (even when it's the only addon installed). I don't think it's causing any issues for me, but I figured you ought to know: NullReferenceException: Object reference not set to an instance of an object at RenderingManager.AddToPostDrawQueue (Int32 queueSpot, .Callback drawFunction) [0x00000] in <filename unknown>:0 at RealRoster.RealRosterGUI.init () [0x00000] in <filename unknown>:0 at RealRoster.RealRoster.Start () [0x00000] in <filename unknown>:0 Sometimes the stack begins with: at RealRoster.RealRosterGUI.AddToolbarButton () [0x00000] in <filename unknown>:0 For all of these errors except the first in the log, the line "AddonLoader: Instantiating addon 'RealRoster' from assembly 'RealRoster'" comes before the NRE. I was also finding that my crew wasn't getting randomized when I loaded a vessel in the editor or directly to the launchpad (which I do much more frequently than making a whole new rocket in the editor), but I see that's a known issue. Best of luck to resolve it.
  3. In these error stack traces, did the error start on top or on the bottom? I ask because my NREs in the first session (where I found myself unable to recover, return to KSC, revert, or switch vessels) had patchedConicRenderer at the top, as did the log in the pastebin I linked, but different from the other thread on this forum. Unfortunately, a search of the forums and the KSP bug tracker doesn't reveal any other mentions of that pastebin, so I don't know who had that bug or how they got it. If the error started in patchedConicRenderer, could that mean that it was caused by Trajectories or by some stock bug? I just did another test on a clean save with only blizzy's toolbar and RealRoster, and while everything went well, RealRoster still making lots of NullReferenceExceptions in the log. (Also, the reason that RealRoster didn't seem to work last time is because I was only loading the Kerbal X. Even without the toolbar, it would correctly randomize crews when I added a pod to a vessel. It just doesn't work when loading a saved vessel, which is a known limitation.) I'll let enneract know about this. I doubt it has anything to do with the problem I first encountered, but bugs are bugs and need to be fixed, right? Anyway, my next test will be a clean save with all of my mods, to see if I can make the issue happen again under similar circumstances to the first time (but only on a clean save). It may be memory pressure that's causing trouble, and the only way to get that is to put the mods back. Edit: just did it. Only one NRE from RealRoster, a bunch of NREs from Clouds, no problems at all with switching vessels or the like. Next, I'm going to try running (a copy of) my main save where the problem happened the first time, to see if it still happens.
  4. With FAR installed, the Kerbal X has enough delta-V to get the crew to the Mun or Minmus and back, and its main stage and boosters have been the trustworthy launch vehicle for many of my probes and exploration vehicles. This is a great set of a great rocket, and I am honored to support it!
  5. I'm liking this mod, but when I choose to set my impact point as a target, the red and green crosses z-fight with each other. It's not a huge deal, but it's kind of distracting. I would rather have the "real" (red) X on top, since that's where I'll actually go and it will move around as I perform maneuvers. Edit: Alternatively, the target marker could have a different shape from the "you will land here" marker -- a circle or + shape, maybe. Also, I had an issue where I could not recover a landed vessel (or switch to KSC or another vessel). The error log indicated that PatchedConicRenderer is involved, and this is the only mod I can think of that would be involved in that (information here). Unfortunately, I haven't been able to make the error happen again, so I can't be sure that this mod is involved.
  6. (KSP 0.25, Windows x32, Steam) I've recently added and updated a few mods on my install and took a slightly-modified (plus RCS, plus Kerbal Engineer, plus docking port, minus landing legs) Kerbal X up for a spin to see how it worked (in particular, I was trying to use the Trajectories mod to get a precise landing back at KSC). Everything seemed to be going well until I tried to recover the vessel after landing -- no scene-switching buttons worked (recover and return to space center buttons in the altimeter box, space center and revert buttons in the pause menu, "switch-to" button when clicking on other vessels in the map view). There are some early exceptions (e.g. NullReferenceExceptions caused by "Clouds.Clouds.Update()", and what seems like a missing image file in HaystackContinued, which I've reported in that thread), but the part of output_log.txt where I try to switch scenes is as follows: [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) ===================== (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at PatchedConicRenderer.OnSceneSwitch (GameScenes scn) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 at HighLogic.LoadScene (GameScenes scene) [0x00000] in <filename unknown>:0 at VesselRetrieval.onVesselRecoveryRequested (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 at AltimeterSliderButtons.recoverVessel () [0x00000] in <filename unknown>:0 at ScreenSafeUIButton.OnMouseUp (Boolean rightClick) [0x00000] in <filename unknown>:0 at ScreenSafeUIButton.OnMouseUp () [0x00000] in <filename unknown>:0 at SSUICamera.DoMouseEvents () [0x00000] in <filename unknown>:0 at SSUICamera.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) There are several sections like this in the log, for each time that I try to click the "recover" or some other scene-switching button. The whole log is here: http://www./view/6w0qsrck10dcl17/output_log.txt I'm not the first person to have grief with SSUICamera.Update(), as seen in this thread and this Pastebin, but I've never encountered this error before -- most of the time I get CTDs. And now, the confounding factors. I realize that these complicate support, and I will attempt to chase these out as best I can over the next few days, but it will take some time and I want to get as much information as possible about this bug written and posted before I forget it. This happened in a fairly well-used save, with a probe on its way to solar orbit (which seemed to have some very strange interactions with Enhanced Navball, which I caused me remove it -- funnily enough, I started this latest session to see if that problem still occurred without ENB, but I got sidetracked testing Trajectories) and several SCANSat and Karbonite mapping satellites around Kerbin, the Mun, and Minmus. Even with Active Texture Management, I was actually running basically at 3.5 gigs of memory when I force-quit KSP. That's never happened to me before (though I once broke through it completely and crashed during loading), so it might be a factor. I use quite a few mods, and had updated or added a dozen of them between a few days ago (when I last played) and now (though I am quite sure that all of my mods are up to date -- between KSP-AVC and my subscriptions in KerbalStuff, I think I've kept on top of that pretty well). The ones I changed or added are: Enneract's RealRoster 0.25 rev1 CrossFeedEnabler 3.1, with the FuelWings cfg file (LF+O version, not in play here as the Kerbal X has no wings) Trajectories 0.4.1 (I had previously installed this version, but removed when it seemed to be causing crashes [and doing this did seem to resolve the issue]; I added it back again to see if maybe it had been badly interacting with other stuff I've since removed, and it seemed to work like a charm just now) FinalFrontier 0.5.9-177 (I had previously installed an earlier version -- 0.5.6b, maybe -- and removed it when it seemed to be causing crashes and writing excessively to the log and to its files, but I put in the latest version because [according to the changelong] it does less of that now.) WernherChecker Aligned/Formatted Currency Indicator 1.2 Rover Wheel Sounds 1.2 Rover Sound (and light!) Effects 4.2 Navball Docking Alignment Indicator 5 Community Resource Pack 0.2.3 (upgraded from 0.2.2, which worked just fine) TextureReplacer 1.8.1 (upgraded from 1.7.4, which worked fine) UniversalStorage and US-KAS (upgraded from 0.9.0.whatever the previous version was, which had worked fine) [*]Other mods that I have installed previously: Kerbal Alarm Clock KSP Alternate Resource Panel Transfer Window Planner Time Control 13.2 Umbra Space Industries core 0.2.3, MKS/OKS 0.21.2, Exploration Pack 0.2.4, Karbonite 0.4.2, Karbonite Plus 0.2.2 ScanSat 8 Resource Overview Ship Manifest 3.3.2b Connected Living Spaces Haystack Continued ModuleRCSFX 3.1 PlanetShine 0.2.2 CITUtil and KERT (added by USI Exploration Pack) EnvironmentalVisualEnhacements 7-4 with Astronomer's Visual Pack V3 "Edge of Oblivion" Procedural Fairings 3.10 RLA Stockalike 12 StripSymmetry (1.4? I downloaded that one fairly recently...) Hooligan Labs Airships 3.0 MechJeb2 (2.4.0? I downloaded that one fairly recently...) Aviation Lights (3.6? I downloaded that one fairly recently...) Procedural Wings 0.9.1 Flag Decals 2.1 Kerbal Joint Reinforcement 2.4.4 SelectRoot Jul18 Vessel Viewer (0.6? I downloaded that one fairly recently...) ALCOR 0.9 RasterPropMonitor 0.18.3 FAR TweakableEverything 1.5 RCS Build Aid 0.5.2 Active Texture Management (3-8? I downloaded that one fairly recently...it would be nice if more mods included the version number in their directories) TAC Fuel Balancer Radial Engine Mounts 0.30 Kronal Vessel Viewer 0.0.4_0.25 Hullcam VDS 0.32 Vanguard Technologies 0.7.2 and EVA Parachutes 1.2 Chatterer 0.7.1 Editor Extensions 1.4 Firespitter 6.3.5 (KSP-AVC whines at me about it being compiled for 0.24.2, and I know there's an updated DLL floating around -- I'll see about updating it during all this debugging) Custom Asteroids 1.1.0 Docking Port Alignment Indicator 4.0 ORSX 0.1.2 Kerbal Attachment System (0.4.9? I downloaded that one fairly recently...) Infernal Robotics 0.19.2 TweakScale (1.44? I downloaded that one fairly recently...) PartCatalog 3.0 RC8 Blizzy's Toolbar 1.7.7 SurfaceLights...the version hasn't changed in a while, so who cares what the number is? ModuleManager 2.5.1 Ugh. I feel like I spent more time writing this post than I did playing KSP today! My next step is going to be to dump my mods into the time-out folder see if I can recreate the issue with no mods and a new save, and then start moving mods in from time-out until I can re-create it again (or until all of the mods are back and the issue doesn't return -- blasted Heisenbugs), but it may be some time before I am done with this. If anyone has insight as to what of the dozen mods in the upper list use the SSUICamera class, I'd be much obliged -- it's probably an issue with one of them. Thanks. EDIT: So, I just yanked out all of the mods except for the top dozen (and ModuleManager), and executed the same attempted landing at KSC. Everything worked hunky-dory (in fact, I landed at KSC instead of falling short because the stock drag model isn't nearly as sensitive as FAR) except for RealRoster -- I knew that the button wouldn't appear without the toolbar mod, but my crew roster didn't seem to be randomized at all, and a search of the output_log.txt (available here: http://www./view/du7l72cxq4x8khq/output_log_2.txt) showed that it was generating lots of NullReferenceExceptions (and I think it was the only thing generating NREs) like this one: NullReferenceException: Object reference not set to an instance of an object at RealRoster.RealRosterGUI.AddToolbarButton () [0x00000] in <filename unknown>:0 at RealRoster.RealRosterGUI.init () [0x00000] in <filename unknown>:0 at RealRoster.RealRoster.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) In contrast, in my heavily-modded save, RealRoster made only a couple of NREs, but it was the first one in the entire log. For my next test, I'm going to put blizzy's toolbar mod back, to see what happens -- maybe RealRoster keeps trying to make a button even when the required toolbar mod isn't present.
  7. For the sake of debugging -- could you put the version number of each in e.g. the license or a readme file? I'm trying to chase down a bug, and I'm pretty sure I'm up to date with this mod (and that it's not this mod's fault at all), but it would be nice to have a way to check. Thanks!
  8. Another bug -- while combing through output_log.txt (to look for the cause of a malfunction that probably isn't related to this mod), I found an error in the loading -- it seems the mod expects to have a "button_vessel_spaceobject.png", but it's not there, and it isn't in the version that I just downloaded from KerbalStuff. Was this maybe something that got lost between one version of the mod and the next?
  9. I see -- so it's sort of a "record and replay" function for resupply missions (or any kind of mission, I suppose, but resupply missions are the ones most likely to be repeated and get boring). Nifty! Thanks for the clarification.
  10. Is there a plan to assign a cost to resupply launches? The resupply mission itself could cost the spacecraft's value (perhaps plus a little overhead for buying convenience), and it would be really cool if there were a way to make Strategies involving commercial contracts -- "Investment in Commercial Space" could increase the overhead but give you a reputation boost for each contract you purchase (with more reputation the higher the overhead is, of course), for example. This could also interact in very interesting ways with mods like Kerbal Construction Time -- instead of spending time assembling and launching a resupply mission, and then having to recondition the pad afterwards before doing it all again for the big science mission, one could contract out the resupply missions and focus KSC's assembly and launch time on research missions (just like NASA is hoping to do now). Also, it's great that you made a way for modders to make their own resupply missions. This could be handy for e.g. people using ORSX, TAC-LS, and other such mods to ship water and life-support needs to colonies which are still starting up.
  11. In the map view or tracking station, if you mouse up to the top of the screen, you'll see a bar appear with different vessel types (probe, pod, lander, debris, etc.). You can show or hide various categories of flying objects that way, including flags.
  12. Well, beauty is in the eye of the beholder. I wouldn't mind so much if there weren't so many words with "ct" and "st" in them -- and since we're talking about symplectically integrating system state vector functions, they stand out. Anyway, it seems that the "st" ligature is searchable (I'd tried searching for a word with "ct" and couldn't find any, so I'd assumed that "st" was the same way), and it seems to be the more common kind, so I guess I can make do if you insist on keeping the darned things.
  13. A question about people's thoughts on the Extreme EVA device. The lander landed on Minmus, and Bill got out and decided to see if the rumor that the jetpack was enough to get into orbit were true. It was -- and in fact, he turned out to have enough fuel to land afterwards as well. Even though he waited three days to let the landing site pass back under his orbit, he still landed about 8 km from the lander and, having spent all of his fuel, he had to walk all the way back to the lander. He was a bit miffed to learn that his hike wasn't enough to get the Surface Navigation device, but 8 km was easier on his legs than 30 would have been. Did he earn his Extreme EVA device, or did he take off and land in the wrong order? (There was no attempt whatsoever to have the lander rendezvous with him in space, and if there was, the lander certainly didn't try to intercept him by making a low orbit that turned out to intersect with a cliff, and I most definitely didn't revert to an earlier quicksave after that, nor did I reload said quicksave after failing to slow Bill down enough on the landing, and this is absolutely not the reason that my Minmus ribbon will have a black stripe on it, no sir.) Also, a couple of suggestions for challenge wreaths: Duna: Achieve a "Duna Cycler" trajectory akin to the "Mars Cycler" concept advanced by Buzz Aldrin (among others). The spacecraft should get "passed" between Kerbin and Duna using gravity slingshots only -- that is, it should not close its orbit around either planet. It may still require a hefty amount of fuel -- a pure "Aldrin cycler" would scream by Earth at 15,000 mph and Mars at 22,000 mph, which would require a great big rocket to catch up to it and connect, but at least the crew wouldn't need to bring their own radiation shielding on each trip. Aldrin suggests in this Popular Mechanics article that we could also use a "semi-cycler" that would aerobrake at Mars to slow down enough so that a rocket from Mars wouldn't need to be so big to catch the ride home, but the semi-cycler would have to be topped off more frequently. Maybe this would be better implemented as an award on the Grand Tour shield, since a spacecraft can cycle between any two planets (or probably any number of planets, if you're willing to make a long enough cycle and/or burn enough fuel), perhaps as a band, loop, or arch linking the endpoints. [*]Laythe: I like the jet challenge from earlier in the thread, but maybe something related to landing and taking off again from/in a boat might work? It's certainly a fairly unique challenge, though I suppose doing an aquatic mission would be harder still on Eve.
  14. Anyway, I noticed in the "Interplanetary Networks" tutorial (https://remotetechnologiesgroup.github.io/RemoteTech/tutorials/long_range/) that you link to a Google Spreadsheet for calculating eclipse duration. Unfortunately, somewhere in the Google-to-LibreOffice transition, the system for splitting the dropdown strings into their separate components broke, so I fixed up the spreadsheet to work in LibreOffice. Feel free to link to it, and if the bandwidth drain on my account gets excessive -- unlikely, but I'll let you know -- I'll let you re-host it: https://github.com/Kerbas-ad-astra/Misc-KSP-files/raw/master/KSP%20Battery%20Calculator%20LibreOffice%20fix.ods Also, does the 75000 km omni-antenna at KSC participate in the "root range model" like every other antenna? I ask because it's not in the table given in the appendix of the "settings" documentation page. How? You probably won't be the last person to have this issue.
  15. Your introductory documents are excellent, but could you maybe recompile them so they don't get the curl connecting the "ct" and "st" ligatures? They're visually distracting, and they also disrupt text-searching within the document.
  16. KSP itself doesn't notice if e.g. one set of solar panels is shaded by another set when the vessel is active, so a vehicle's behavior won't change if you don't implement that feature into BackgroundProcessing. I've got a probe flying "sideways" to the Sun with solar panels deployed in an X-configuration -- even though the two panels closer to the Sun are clearly casting shadows on the panels further away, I'm still getting power from all of them.
  17. I've been working on using a KAS grapple and winch to anchor airships to the ground (I learned the hard way that KSP straight-up destroys them if I leave the scene while they're hanging in midair), but I'd rather stay a little higher than 80 m off the ground. TweakScale already will scale KAS winches, but I wanted it to also scale the length of the line, so I added this block to the ScaleExponents.cfg file: TWEAKSCALEEXPONENTS { name = KASModuleWinch maxLenght = 3 } Why 3 and not 1? The mass of the cable increases by the cube of the winch size; assuming the cable's diameter stays the same, that means its length must increase by the cube of winch size. This could also be replaced by maxlenght = 1, cableWidth = 1, if you want the cable to scale in all dimensions. I haven't had any trouble with the other factors, so I don't feel the need to scale them, but from a physical perspective, the damping factor and springiness of a chunk of material scales by its cross-sectional area (because they depend on material parameters like Young's modulus, which links deformation to force per unit area), so if you scale cableWidth by 1, then cableSpring and cableDamper should both scale by 2. EDIT: or maybe by 3, since the length is also increasing -- F = kx, so the force should scale with the length as well -- and this would also apply to the case where only length is being scaled. I haven't tried towing anything with a supremely-long cable, but using a super-long anchor line didn't seem to cause any problems, so it's probably fine to leave the force parameters unscaled. Also, some advice for using long winches: maybe attach some lights to the grappling point, so that it's easy to find (and thus release) the anchor, or bind it to an action group during assembly. I found that out the hard way during night testing...
  18. I have discovered a terrible, terrible bug. After deselecting all categories and clicking the button to filter by celestial body, it says "No matched vessels foud." Thanks for the mod -- it certainly beats fiddling with the bracket keys!
  19. This worked for me -- I was willing to try because the only vessels I had in flight on my main save were probes. I used Notepad++ to make the process less painful and less likely to fail horribly (Notepad++ is Windows-only, but I'm sure there are similarly-featured text editors for other operating systems). I selected all of my ships and opened them at the same time, and then used the Replace All in All Open Documents button in the find-and-replace dialog. As a sanity check, there should be twice as many replacements of EngineerChipFlight to EngineerChip as there are replacements of FlightEngineer to FlightEngineerModule, because each chip itself is named twice (once by the parent part, and once by the chip itself) while the module is only named once (within the actual chip). I then found all locations of BuildEngineer and deleted each of the BuildEngineer MODULE blocks. Notepad++'s bracket matching feature came in very handy here! Editing the save file (persistent.sfs) itself was the tricky part, because when I deleted one BuildEngineer module, all of the line numbers of the subsequent modules changed, so I couldn't just jump directly to them from the search results window as I did the first. In retrospect, I should have started from the bottom and worked my way up. I'm sure there's a way to automate this (Notepad++ has a feature for recording and executing macros, for one thing), but it didn't take more than a few minutes.
  20. I clarified my comment -- the ejector automatically gives chutes to Kerbals, but not to Kerbals who leave on normal EVA. EVALoading gives chutes to Kerbals who leave for any reason, but as a result, it doubles up the controls on Kerbals who get ejected (and only the second set does anything). By "same problem", do you mean that Kerbals landing with half-deployed chutes are destroying the solar system, or that the parachute buttons in the right-click menu are doubled on ejected Kerbals when you're using EVALoading?
  21. Tested it on 0.25 Windows 32-bit. It doesn't break the game, but the ABS pod seems to insist that it doesn't have enough power to run, even on a simple rover packed with enough RTGs to cover the power needs of everything twice over. Maybe the mechanism for requesting power has changed?
  22. Testing this in 0.25 Windows x86 with FAR and RealChutes, among other mods. Ejection worked, but I ended up with doubled chute commands and statuses in the right-click menu (but only the second of each pair seemed to matter -- I could click the first "fully deploy" button and I would see a fully deployed chute, but there would also be a half-deployed model and the descent rate would not change). I also found that if a Kerbal hit the ground and his chute was only semi-deployed, there was a chance he'll clip into the ground (I think -- maybe the launchpad only) and cause everything to vanish, turning the main screen black (except the gauges and such -- which show blank altitude, extremely high speed, and wild attitude oscillation), even when returning to the space center, and even when reverting or reloading the save. This happened a couple of times, but the last time, I closed and reloaded KSP entirely without rolling back the save file first, and I found him and the pieces of his rocket (a Kerbal X, "exploded" using Kronal Vessel Viewer, and still anchored to the ground when the ejection happened -- I thought I was testing the Hullcam VDS cameras and aborted instead) escaping from the solar system. I suspected that maybe EVALoading might be causing the parachute controls to be doubled (e.g. if the abort/ejection part was already automatically adding chutes), and maybe other instability as well, so I removed it. Without it, Kerbals who were ejected via the 'abort' sequence* only had a single set of parachute controls, which functioned exactly as I expected. I was not able to replicate the solar-system-breaking bug after removing EVALoading; that is, Kerbals under semi-deployed chutes went splat or bounced or ragdolled on the ground -- sometimes permanently so, though I've seen that particular bug in other places without Vanguard. While the double-chute issue returned when I put EVALoading back in (so I won't be using it again going forward), the solar-system-breaking bug did not, so maybe it's not this mod that matters, but the act of colliding with the ground itself that is still a little wonky. Funnily enough, I only discovered any of this in the first place because I was hunting for which of the mods I've recently installed is causing other crashes...this ground collision thing must be some kind of Heisenbug that only appears when I'm not trying to track it down. * I found during further testing (prompted by systemhendrix's comment below) that Kerbals who exited the vessel for EVA in the usual way did not get parachutes automatically when EVALoading was not installed. EVALoading did successfully give them a (single) parachute under these circumstances. tl;dr Using EVALoading is not necessary to give chutes to ejecting Kerbals (and may cause confusion for those manually deploying chutes of ejected Kerbals with the right-click menu) -- maybe Fel can add some kind of check so that it won't give a parachute to a Kerbal who already has one, or only if they weren't ejected by the 'abort' key -- and Kerbal impacts are probably more dangerous to the solar system than any wimpy asteroid ever was.
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