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Whitecat106

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Posts posted by Whitecat106

  1. 1 hour ago, karamazovnew said:

    The latest version 1.3.0 seems to crash the game when I add parts in the VAB. Right clicking becomes impossible and the game freezes shortly after. Log gets filled with:

    
    [EXC 00:30:24.446] NullReferenceException: Object reference not set to an instance of an object
        System.Guid.BaseToString (Boolean h, Boolean p, Boolean b)
        System.Guid.ToString ()
        WhitecatIndustries.VesselData.UpdateActiveVesselData (.Vessel vessel)
        WhitecatIndustries.DecayManager.UpdateActiveVesselInformationPart (.Part part)
        EventData`1[Part].Fire (.Part data)
        UIPartActionWindow.CreatePartList (Boolean clearFirst)
        UIPartActionWindow.Setup (.Part part, DisplayType type, UI_Scene scene)
        UIPartActionController.CreatePartUI (.Part part, DisplayType type, UI_Scene scene)
        UIPartActionController.SelectPart (.Part part, Boolean allowMultiple)
        UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, Boolean allowMultiple)
        UIPartActionController+<MouseClickCoroutine>c__IteratorBB.MoveNext ()

     

    Interesting, working on a fix now!

    Fixed this one now @karamazovnew, download the latest version and it should be gone.

    Edit:

    Accidentally included an unstable eccentricity equation in 1.3.1, please make sure you install 1.3.2 from the SpaceDock! Sorry :confused:

     

    Edit 00:16

    Anyone else noticing lag?

    If anyone has any more bugs or issues please feel free to add an issue to the Github here

  2. 14 hours ago, icedown said:

    What is the best way to give a whole ship a little nudge, similar to a decoupler?  I want to use a little "magic" to give the vessel a nudge and not start it flipping. I've found RigidBody.AddForce and Vessel.ChangeWorldVelocity but I'm not sure which one I should use or if there is a better way. 

    Change world velocity for me has caused problems (producing a far larger force than required), so I would recommend RigidBody.AddForce ; although I have not yet used this personally.

    Edit:

    This post here shows some good information on how to add a force and adjust things, hope its useful!

     

  3. Hello everyone,

    Whitecat again! Another issue hindering my progress has popped up lately;

    I am saving values to a config node for example:

    ConfigNode newVessel = new ConfigNode("VESSEL")
    
    newVessel.AddValue("SMA", vessel.orbitDriver.orbit.semiMajorAxis);

    Upon saving the node to a file, a rounded version of the actual semiMajorAxis is saved, this happens regardless of adding   .ToString() or .ToString("F3") etc. For example, rounding to 6643460

    To check I printed the semi major axis in the debug log and the actual value was displayed;

    print(Vessel.orbitDriver.orbit.semiMajorAxis)

    With the actual value being 6643459.62314,

    Can anyone explain this and provide some work around?

    My Orbital Decay mod requires precise values and for some reason the ConfigNode system wants to round values. - This seems to be a recent issue, I cannot remember the same thing occurring  before KSP 1.0.4.

    Thanks,

    Whitecat106

  4. 10 hours ago, ThatOneBritishGuy... said:

    With the download you posted, the black screen no longer occurs at all.

    Woo! I will mention this issue in the development forum, looks like Planetarium time can never be trusted anymore! @Bleddyn try the download from the GitHub link I posted above, this should resolve the blackscreen bug.

    Just afew more things left to do for 1.3.0, trying to nail down this eccentricity problem; an eccentric orbit will circularize due to drag being greatest at its perihelion... but this is difficult to calculate - who knew ellipses where such a pain?

  5. 1 hour ago, ThatOneBritishGuy... said:

    Happens on runway for me. I'm using KK though, so that could potentially be amplifying the effect. I've been unable to successfully launch even once with the mod installed.

    Hmm maybe a KK issue? Im not sure, but I will investigate.

    Here is a tester link to 1.3.0, this is a pre release missing some more features, but if you could see if you're having the same issue @ThatOneBritishGuy... that would be a great help since your issue is the most regular (I have only had this blackscreen happen about 3 times ever).

    Github

    Whitecat106

     

    Edit: 21:47

    Any luck? :)

  6. 36 minutes ago, DrRansom said:

    Would it be possible to release the station-keeping mod without the atmospheric decay? This would help prevent low level drift from imprecisely placed orbits...

    I was planning on releasing a Remote Tech position fixer (practically the same thing) for keeping satellite networks in exactly the same position to remove the floating point errors that pop up with KSP, once I release 1.3.0 of this mod I will look into it!

  7. 40 minutes ago, Cheesecake said:

    Just randomly and only at the LaunchPad.

    I have been experimenting and I still cannot trigger it, I think it might be because of Planetarium.UniversalTime() not updating correctly when the Start() subroutine is called by Unity, - why this causes any issues I dont know but I have changed everything to HighLogic.CurrentGame.UniversalTime, hopefully this will fix the issue (in 1.3.0).

    The web contains little on the cause of this and just many reports of it, seems to be a unity issue with some KSP functions. I will launch and revert to VAB 50 times to try and trigger this, if it doesnt not trigger I will assume things are back to normal.

  8. Just now, Cheesecake said:

    Sorry, I have no log in the moment but I agree ThatOneBritishGuy...! The Blackscreen isn't fixed. Sometimes it happened again. I have the newest Version of OD, KSP 1.1.2 64bit.

    This error has always popped up eventually throughout any of my mods that use orbit drivers to alter things, but it has no regularity to it, I cannot replicate it at will what so ever it just seems to happen on launch every now and again. I will keep digging through the code and the web to see if there is anything I can do.

    Has this every happened regularly in the new version on or just randomly? Has it also happened at any other scene?

    Don't worry about the log, it is of little use only showing the lovely and descriptive unity issue of 'Viewing vector is 0' :(

    Thanks though!

  9. 11 hours ago, ThatOneBritishGuy... said:

    I hate to be the one to deliver this news, but the black screen bug has not been fixed, and despite the zip file name, the release notes still list the version as 1.2.0 on the space dock download.

    I did not update the change log in the release but it should be fixed, unless there is a mod incompatibility, could I get another ksp log and a mod list please? Sorry about this one, I just cant replicate it what so ever :(

    4 hours ago, Guest83 said:

    Love the idea, my only concern would be performance. Is there a noticable impact once you have dozens of satellites all around the system being simulated?

    Thanks, performance is maintained by having the option to turn of real time (planetarium) tracking (updating the orbits) so the orbits of satellites would only update on scene changes; this causes little to no apparent lag.

     

    14 hours ago, Julexus Quandem said:

    This is a brilliant idea for a mod, but I'm having a couple of issues with the current version.

    1) The Station-Keeping window doesn't appear to update when a craft is re-fueled. For example, I had a space station using monopropellant for station-keeping, I added more monopropellant to the station (via docking extra tanks and by resource transfer) and in both cases the station-keeping report for that space station still stated the same amount of time until the space station ran out of station-keeping resource.

    2) Physical time warp is acting just like normal high-speed time warp, even in situations where it normally wouldn't work. If the craft is throttled up it cuts the throttle and the craft goes onto rails even in atmosphere. 

    I am running a number of other mods, so there may be a clash going on with one of them. I will let you know if I find anything once I get the chance to investigate.

    Thanks,

    Issue 1: I had not considered refuelling! Silly me, I will add this to the list of things to check for for 1.3.0

    Issue 2: This is a bug I have missed; but I can see why it happens, I will adjust the code accordingly for the next update!

    - Edit - (14:25)

    - I have fixed both the above issues (pretty quick solutions) the fuel levels will now update on any vessel action (docking, undocking, breaking etc)

    - Nope you're right that black screen is still there, working on it now. Nevermind about the logs @ThatOneBritishGuy... , It appears randomly after the VAB, doing some experiments now to try and track it down, ive had this before with other mods of mine, its to do with orbit updating during that certain transition. 

     

  10. 1 hour ago, lude said:

    what is the 'gravitational' gradient? I mean, the effect would be stronger the closer to the body?

    Is there a formula I can use to to find out what minimum orbits i need to have for fuel saving orbits?

    I assume that at KEO stat orbit the gravitational pull from orbital decay is rather low? (as well as deflection by dust and stuff)

    At the moment this mod is based on atmospheric and Poynting–Robertson drag; the former acting on vessels in a low to medium orbit <1000 Km around atmospheric bodies bases on the tenuous nature of the outer atmosphere and the later acting broadly across all orbits based on the distance to the sun among other factors. 

    Actual gravitational perturbation has purposefully been ignored for compatibility of this mod with the future in development Principia mod by @eggrobin,  as for equations I shall be adding a link to my spreadsheet which contains graphs and methods of orbit calculations.

    Of course as it stands no calculations are made 'realistically' from engine isp and fuel efficiency, this is due to limitation with background vessel processing; issues I hope to resolve in 1.3.0, the release following the bugfix 1.2.0, with the addition of Protovessel resource management and engine dependency. 

  11. 9 hours ago, BrutalRIP said:

    you got it marked as x32 i was on x64 when it happened to me

    Ahh corrected that now, but I do have a question about this one, could you look in your version, before deletion, about the WhitecatIndustries/orbital decay/PluginData/VesselData.cfg?

    - I belive this file causes the black screens if it's information is accidentally deleted by the plugin, and the file is blank. I have been unable to replicate this since I think I have already fixed the issue with some read/write checks. 

     

    As for everything else, I made alot of progress yesterday, fixing everything but the blackscreen bug. Still to do I have:

    - Ensure the blackscreen 'locked viewing vector at 0' bug is gone

    - Fix eccentricity changes 

    - Add realistic active vessel decay

    - Fix vessel area calculations

    - Add multiple concurrent fuel support and possibly engine requirements. 

     

    Since this is a fix release I will prioritise the first, second and fourth items and leave the rest for the next version. 

    Thanks for your patience everyone and I hope to release a new fixed version within the next few days! 

    Whitecat106 :)

  12. 6 hours ago, TheAceOfHearts said:

    Hello, I love the pack. I keep having an issue where I get the Explorer and Vanguard missions right after V2, but I'm not getting anything Russian. Seeing as I'm going about playing chronologically, sputnik is fairly important in the history of space travel, I would say.

    Has this already been addressed?

    Thank you! Great work on everything!

    Hello there,

    This issue has been fixed in version 2.0.1 and 2.1.0, if you download the new version 2.1.0 everything should play through properly and Russian missions should start to appear!

    Whitecat106 :) 

  13. Hello everyone,

    As you know the SpaceDock link has been removed in order to fix some major issues with the mod.

    This is the Github link for the project and I would be very grateful to anyone who submits pull requests to the repository or who would like to add any thing!

    Orbital Decay Github

    Once the mod is in an operational condition I shall release a new and hopefully working version!

    Thanks for your patience,

    Whitecat106 :)

     

    Issue Tracker: 

    The following issues have been resolved in x64 / x86 / Both :

    - Sub Orbital Debris Deletion

    - On Launch Black Screen

    - Station Keeping Functionality (Menus and Propellant Selection)

    - Active vessel orbit setting (no more jumps from 250km to an early point in the orbit)

     

    The following issues are still present in x64 / x86 / Both :

    - On Launch Black Screen

    - Multiple resource switching

     

  14. Hello everyone, 

    I have temporarily removed the download link due to the errors above, I will be uploading the source onto github this afternoon for a full rebuild of the code to iron out all these issues, hopefully if anyone is willing to pitch in and add ammendments to the code we can work as a team to repair this mod!

    Thank you to everyone who has posted log files from here I hope to build the mod up again from scratch across the next few days. I know this a pretty hasty choice but even I am getting confused at my own code so it's time for a fresh build! 

    1 minute ago, Cheesecake said:

    @BrutalRIP

    I have exactly the same issue.

     

    @Whitecat106

    I'm playing in stock and i placed a Sat in a ~250x250km Orbit. Orbital Decay said that the Decay is ~80 Years. I set the multiplier to 10 and the Decay is 27 Years. Isn't this a little bit too much?

    The first issue is due to bugs in the code, (working on it). The second is due to the size and mass of your satellite; a heavier larger satellite would increase the rate of decay.

    I have removed the download and will begin working on a new version within the hour. Should only take a few days. I will keep my progress updated in a github repo once it is set up if anyone wants to help out will pull requests etc!

    Whitecat106 

     

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