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About Jebs_SY

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  1. Jebs_SY

    [1.4.x] Smart Parts Continued

    @linuxgurugamer Hey LGG, there seem to be a problem with the com-net detector. When putting this on to a new vehicle in a clean 1.61 install and default sandbox and then spawning this vehicle, it throws an argument out of range exception and destroys the staging menu (left) in the flight scene. I also had some problems with the timer. It was throwing an error/exception (not sure which) and was not working. However I can't reproduce this 100%. Maybe it was related. If you check the com-net detector issue one day, maybe put them all on a vehicle and spawn it. I like the possibilities of these parts. I needed to do some orbital captures where I lost radio communication and the Smart Parts should help to stop the engine on communication loss or even trigger a "engine on" on timer and a "engine off" on orbital speed. Looking forward to use them. Would it maybe be possible to make switches like "singe part / current stage / entire ship" on the EC an the fuel level detector changeable in flight? EDIT: Ah, the other problem is NullRef Spam when one attaches a EC detector to a tank, which has no EC and set the detector to "single part". This is in stager.cs in method "OnFixedUpdate". Seems that one might be fixed via: if (singlePart == monitoredParts.single && observedPart != null) => if (singlePart == monitoredParts.single && observedPart != null && observedPart.Resources[monitoredResource] != null) EDIT2: The first problem with the comnet detector seems to be when it is spawned while set to "stage". If you spawn it set to an AG and later set it to "stage" then one does not seem to have a problem. I assume the "stage trigger mechanism" screws something up while loading the scene. Puh. Yes, its definitely an initialization problem. When set to stage while spawning it triggers and stages every single stage in the vehicle. If you spawn on AG1 and switch to STAGE when spawned, one has no problem. Best Regards JebsSY
  2. Hello @IgorZ I have two exceptions here, from KSPDEV... But as Nayah- says, he has the same problem even without KIS, so this seems not to be a KIS issue. And I think @whitespacekilla is spot on with his analysis. So it seems we need to wait for a KSP fix and maybe not delete launchpads until then... BR JebsSY
  3. @katateochi Thx for the nice mod. One question, would it be possible to move the settings.cfg into a subfolder called PluginData (CraftManager\PluginData\settings.cfg), so that ModuleManager ignores it and does not invalidate the MM-cache when the files changes? This helps to avoid unneeded MM patch cycles when restarting KSP which can make a difference of 1-2 minutes on highly modded installations.
  4. Jebs_SY

    [1.5.1+] EVA Enhancements Continued

    Hey LGG, I am getting some continuous LOG spam when on EVA and the RCS is on... it is spamming this line.... I think it needs something like a "if key pressed"-... can that be? BR JebsSY
  5. Jebs_SY

    [1.5.*] MemGraph Updated with Stutter Reduction

    @LGG: Just FYI, the version in the ingame window title says I assume that just got forgotten to update. BTW, thx for the maintenance!
  6. That's the question. I still wouldn't bet on that. I read here multiple times about the problem with the non working menu, I doubt everyone has a KIS item lying around. At least the described way is an easy way to reproduce the problem. But maybe it is still useful, to ping @IgorZ regarding this issue like shown in the video... @IgorZ We (I) have a problem, that the game bugs our when (1) putting a KIS item on the ground and (2) using a planet pack that deletes the stock launchpads while having (3) making history installed. Maybe just check my last post and take a quick look at this video. Maybe this is also interesting for @Thomas P. ? I mean in the end it's an exception in the evaluation of the launchpads while saving the game in some special situation (f.e. a KIS item is lying around). Now is the question if the KIS item is anyhow special or maybe should kopernicus catch that case or is it a totally different solution. As last note, this only happens with Making History installed. And a fix is deleting the "removeLaunchSites = ..." from the GPP configs... but still maybe this case should somewhere catched... BR JebsSY o/
  7. @Galileo I've found a way to easy reproduce the launchsite exception, which prevents load and save and main menu... Just use KSP 1.4.5 with MH and install GPP 1631 + KIS 1.14 (f.e. via CKAN)... then put a KIS Item onto the launchpad and try to save... bugged... Seems like a KIS Item need to be lying around for the bug... I made a video: Hope this helps to debug... I am out of ideas, currently. EDIT: Wow, removing the line "removeLaunchSites = Desert_Launch_Site, Desert_Airfield, Desert_GroundObjects, Woomerang_GroundObjects" out of Geal_A.cfg indeed fixes / works around this problem! \o/ Thx @OhioBob BR JebsSY Log is:
  8. Jebs_SY

    [1.4.3] Gameslinx's Planet Overhaul v3.4.0

    @Gameslinx @Galileo @Cooly568 Just wanted to say, count me in, having the same problem (LaunchSiteIndex - Argument Out Of Range ) but with GPP.... I removed dated quicksaves and kerbal konstructs, still after some specific actions the game is borked... can't save anymore, can't return to space center and so on... Made a demo video: Its a relatively fresh game - science mode, but with around 100 mods. I wonder what messes around with the launch site list.... With Coolys information here it seems to be related to the Making History Expansion. Do we have a workaround here? BR JebsSY 180603T122955.069 [INFO] [ModularFI.ModularFlightIntegrator.print] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator RPMVesselComputer CommNetVessel BetterBurnTimeData 180603T122955.672 [INFO] [FlightIntegrator.Setup] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part SEP.Box on vessel Cardboard Box 180603T122955.676 [INFO] [KSPDev.LogUtils.DebugEx.Log] Part [Part:SEP.Box (id=F1439423103)] is in state IDLE 180603T122958.647 [EXCEPTION] [System.Collections.Generic.List`1[LaunchSite].get_Item] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[LaunchSite].get_Item (Int32 index) at Vessel.get_LandedInStockLaunchSite () at FlightState..ctor () at Game.Updated (GameScenes startSceneOverride) at Game.Updated () at QuickSaveLoad.doSave (System.String filename, System.String screenMsg) at QuickSaveLoad.quickSave (Boolean saveAs) at QuickSaveLoad.Update () 180603T123002.364 [EXCEPTION] [System.Collections.Generic.List`1[LaunchSite].get_Item] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[LaunchSite].get_Item (Int32 index) at Vessel.get_LandedInStockLaunchSite () at FlightState..ctor () at Game.Updated (GameScenes startSceneOverride) at Game.Updated () at QuickSaveLoad.doSave (System.String filename, System.String screenMsg) at QuickSaveLoad.quickSave (Boolean saveAs) at QuickSaveLoad.Update () 180603T123008.482 [INFO] [Kopernicus.DiscoverableObjects.UpdateAsteroid] [Kopernicus] No new objects this time. (Probablility is 15%) 180603T123008.482 [INFO] [Kopernicus.DiscoverableObjects.SpawnAsteroid] [Kopernicus] No new objects this time. (Probablility is 35%) 180603T123008.482 [INFO] [Kopernicus.DiscoverableObjects.UpdateAsteroid] [Kopernicus] No new objects this time. (Probablility is 35%) 180603T123008.483 [INFO] [Kopernicus.DiscoverableObjects.UpdateAsteroid] [Kopernicus] No new objects this time. (Probablility is 15%) 180603T123011.064 [INFO] [KSPUpgradePipeline.Process] [KSPUpgradePipeline]: Twitch (1.4.3) is up to date. 180603T123011.089 [INFO] [KSPScenarioType.GetAllScenarioTypesInAssemblies] [ScenarioTypes]: List Created 28 scenario types loaded from 169 loaded assemblies. 180603T123011.089 [INFO] [KSP.UI.Screens.MessageSystem.LoadMessages] [MessageSystem] Load Messages
  9. The background mode of this tool does not work for me. So don't use the background mode. I use the attached batch. And it only helps, when KSP IS NOT YET in the windows cache... as soon as you started KSP once before, it IS already in the cache. I have a loop to load it back into the cache cause when recording video with OBS it seems that writing the video to the HD, it slowly flushes KSP out of the windows cache. The loop in the batch reloads it back into the cache (while it is still in the cache) ... so more like updating the "last accessed" value of the files to make sure they stay in the cache. 32GB RAM here. If I then need to restart the game it loads up with like <2% HDD LED activity. Almost no activity at all. Cause of the windows cache it is also important, that users that making measurement here, at least load the game once fully and close it, before making any measurements. If not they are totally not comparable. Then they would compare non-caches with windows cached. BR JebsSY
  10. But @makkz, do you know what I wonder? When do we get an update for 1.4?! (scnr) :-)
  11. @jrodriguez Never done that, yet and have few time to fiddle into new things, at the moment. And what I always wonder, does one really fork a repo to add a 2 line change pull request? Seems like a lot of overhead. It's really only the one added line in the first thing and the added /PluginData/ in the second.
  12. @jrodriguez Thx for the new release. May I suggest 2 small changes? In camtools.cs in front of line 954 one could add: if ("MusicLogic")) break; Which fixes the problem, that after using CT the music volume changes when zooming (view distance to the vessel). And in CTPersistantField.cs line 8 to: public static string settingsURL = "GameData/CameraTools/PluginData/settings.cfg"; And move the settings to PluginData. This special named folder is known by modulemanager and having the settings there makes modulemanger NOT invalidate the cache each time camera tools changes its settings. This gives a faster startup for highly modded installs.
  13. @stupid_chris Could it be, that real chutes sometimes do not take their configuration with them? I almost lost a EVE lander because it suddenly had the chutes on default settings vs carbon chutes at max size. But I am not totally sure if I maybe really accidently forgot to configure them, that time. I will do some testing, if I find some spare time. Things that could be problematic are for example (a) copy a chute in editor (b) taking it from a subassembly (c) remount it in flight to another vessel with kis (d) selecting multiple (non symmetric) chutes in the editor with action groups extended and tweak the parameters (e) unmount it with KIS and put it into KIS inventory. That it's not possible to keep the configuration on (e) I can imagine. But in the other cases it would be great if the chute can keep it's configuration.
  14. 50GB? I use 200 mods and my KSP starts up with 9GB with normal texture size... over the session it grows up to like 20GB on my KSP 1.4.2 installl... but 50GB?! What have you installed?
  15. Jebs_SY

    [1.3] - Modular Kolonization System (MKS)

    @Bombard Please include such wall of text at least in SPOILER tags... You need to change the number on "currentLoadout = 4" on the DRILLS (attention, other modules can also have converters, I think)... to find out the number you need, go in a new save, spawn a drill with the desired configuration, and then search for the number. Sidenote: CURRENTLY this list COULD match for drills, no guarantee, tho... and this numbering can change with a new version... 0 = Dirt 1 = Gypsum 2 = Minerals 3 = Substrate 4 = MetallicOre 5 = Water 6 = Hydrates 7 = Uraninite 8 = RareMetals 9 = ExoticMinerals 10 = Silicates 11 = Rock 12 = Ore 13 = Karbonite 14 = Karborundum