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About Morse

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  1. You don't need to bundle the models themselves to use them in your mod. They are already in the game. That being said, you should probably pay attention to the re-stock mod and take some extra steps to make your mod compatible with it.
  2. Hi @HyperFun. I see a lot of files inside your mod, for which you are not the author. While you can use the content from other mods inside your compilation, you should list all the mods and all the authors from which you took. Also, you must be sure that your license is compatible. You can't just slap "do whatever you want" (which is basically CC-0) to other people's work. Some files that you use are from squad. First of all, you are not allowed to use them in your mod. Second of all, you don't need to. If you want to modify the default configuration you should use module manager for that. Speaking of which, I see that your mod depends on MM, Kopernicus, TweakScale, BDArmory and probably lots of other mods. You should list all them in the OP, if you want people to be able to use your mod. Also, your mod adds a lot more than what you have listed. Even if you want to make some things "secret", you should still list them. You could use spoiler container for that.
  3. In Unity game in most of the cases all the game logic is stored in the Assembly-CSharp.dll file. It has nothing to do with debug. For debug you need to attach to the running process to observe it step-by-step. This is just looking at the sources. And I wouldn't recommend looking at KSP sources for educational purposes. They are terrible.
  4. Used for a bit @Devoblue's version of mod for 1.8. Right after some crash got a bunch of those: [EXC 18:00:16.606] NullReferenceException FerramAerospaceResearch.FARAeroComponents.FARVesselAero.SimulateAeroProperties (UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, UnityEngine.Vector3 velocityWorldVector, System.Double altitude) (at <6338ca968c7c4c8a971a01d858e759df>:0) FerramAerospaceResearch.FARAPI.CalculateVesselAeroForces (Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, UnityEngine.Vector3 velocityWorldVector, System.Double altitude) (at <6338ca968c7c4c8a971a01d858e759df>:0) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) Trajectories.FARModel.ComputeForces_Model (Vector3d airVelocity, System.Double altitude) (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.VesselAerodynamicModel.ComputeForces (System.Double altitude, Vector3d airVelocity, Vector3d vup, System.Double angleOfAttack) (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.VesselAerodynamicModel.GetForces (CelestialBody body, Vector3d bodySpacePosition, Vector3d airVelocity, System.Double angleOfAttack) (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.Trajectory+<>c__DisplayClass51_0.<AddPatch>b__0 (Vector3d position, Vector3d velocity) (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.Trajectory.RK4Step (Trajectories.Trajectory+SimulationState state, System.Func`3[T1,T2,TResult] accelerationFunc, System.Double dt, Vector3d& accel) (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.Trajectory+<AddPatch>d__51.MoveNext () (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__42.MoveNext () (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.Trajectory.ComputeTrajectory (Vessel vessel, Trajectories.DescentProfile profile) (at <d900c2c6cc8646f093c1ac4037e93254>:0) Trajectories.Trajectory.Update () (at <d900c2c6cc8646f093c1ac4037e93254>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Not sure if it is FAR fault or trajectories'
  5. Ignoring by name would be cludgy. The ModuleControlSurface that is included with this engine has some very specific set of parameters ctrlSurfaceArea = 0 ignorePitch = true ignoreYaw = true ignoreRoll = true I guess either ctrlSurfaceArea = 0 or the fact that all the controls are ignored will be enough to understand that this is not the part you are looking for . You could safely ignore those.
  6. There are some problems yet with SyncModuleControlSurface aside from update scripts. Right now, I noticed that some engines from Mk2 expansion mod do not work properly. There is this VTOL engine that uses ModuleControlSurface to turn itself into vertical position using the "deploy" action. And it doesn't work properly. The deployment happens fast, much faster than it should be, and the retraction happens instantly. I looked at the code of the vanilla ModuleControlSurface.CtrlSurfaceUpdate, and I see that it differs substantially from what you have. What was the original purpose of this module? Is it still needed? I tried disabling the GimbalRearranger, and it still worked (and fixed the issue with the VTOL deployment). Maybe it was meant to fix the KSP problems that are long gone? Also, why do you use the custom module loader. Isn't it the purpose of the module manager?
  7. Yes, I'll have to deal with that. But nobody even noticed that for several years, so I guess it's not that big of a problem.
  8. No. But there are almost no changes since 1.5.2, you can use that.
  9. Nothing unusual there. But anyway, I just published a new version. At least it shouldn't crash anymore.
  10. Can't say anything about world stabilizer, never used it. But it looks like it does a ton of things. If your only problem is like mine: just the runway drop, then I would recommend my mod. It's super simple, and will never interfere with anything. Other than that, I can't even say if the mod is still relevant or not. I never played without it.
  11. @AlexSheFF My guess would be that some mod created a button with no functions attached. That's weird. Can you give me the list of your mods? Or more specifically, the list of mods that create buttons. Or even more specifically, is there a particular button that does nothing when you press it?
  12. Do you have FAR or Atmosphere Autopilot installed? There is a bug in KSP upgrade scripts which upgrade custom modules incorrectly.
  13. I have one issue and one sorta question about this mod. The issue is the deployment of the "J Edgar" VTOL (M2X_HeavyVTOL): the animation plays only during the deployment. The retraction happens instantly. And the question is about the use of the TextureReplacerReplaced. It seems to me that TRR is abandoned now, while the original TextureReplacer is very much alive. There are no releases for 1.8 yet, but it does have some commits with 1.8 preparations in it. And while we're on the topic, one window seems to be missed:
  14. Just somewhere in GameData folder, like every other mod. But it indeed won't magically fix everything, just the NPEs in case you're upgrading your save or craft files from 1.7
  15. I already wrote this in AtmosphereAutopilot thread, but here is the small mod which may help with the problem: The file contains both sources and a compiled dll. It changes the upgrade scripts to fix the KSP bug reported here. I didn't test it fully though, since my 1.8 install is totally broken even without this bug. But at least it doesn't introduce any errors of its own