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Jebs_SY

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  1. Hello @linuxgurugamer, hope you are doing good! o/ After long time I've found some time to play a litte KSP again. Currently I am playing a RSS-RP1 (v1 legacy) career. The latest RP-1 v1 legacy version (in CKAN) is v1.13.2.2 from 08. June 2023. The newer RP-1 v2 installs are completely save game incompatible, so for now I am on the "old" RP-1 v1 version. However, when playing that with EEX after some Kerbal Construction Time "Simulations" and reverts to VABs the left mouse button is not working anymore on the rocket parts (it's still working on menus). Reloading the VAB and/or cleaning the input locks does not change anything. Only possibility to fix this I've found is to completely restart the game. I get the following two exceptions spammed: [EXC 15:57:15.903] NullReferenceException: Object reference not set to an instance of an object ExtendedInput.GetKeyDown (KeyCodeExtended key) (at <4b449f2841f84227adfaad3149c8fdba>:0) KeyBinding.GetKeyDown (System.Boolean ignoreInputLock) (at <4b449f2841f84227adfaad3149c8fdba>:0) EditorLogic.symInputUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) KerbalFSM.UpdateFSM () (at <4b449f2841f84227adfaad3149c8fdba>:0) EditorLogic.Update () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 15:57:15.918] NullReferenceException: Object reference not set to an instance of an object ExtendedInput.GetKeyDown (KeyCodeExtended key) (at <4b449f2841f84227adfaad3149c8fdba>:0) EditorExtensionsRedux.EditorExtensions.Update () (at <ea4a47689eb64c65b6bf1fa9ef2f97cf>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Unfortunately I need some multiple reverts until it occurs sometimes. So I don't have a deterministic way to reproduce it, unfortunately. I've read and study the issue you discussed with Nathan but I don't know if I have this issue because Nathans RP-1 fix maybe is only in the newer RP-1 v2 versions? Anyway, if the exceptions points easily to the cause, that's fine. If not, I think it's not needed to start a deep investigation because of my rare case here. I think I can survive without EEX for now or maybe test an older version. At some point I will start a new RP-1 v2 career. So really no need to waste a lot of time because this issue for me. Best wishes o/ Jebs_SY
  2. Hello @blackrack, async loading would be absolutely great, if this also solves the sound loop, but I can see, that you have enough other things to do. It seems, when I disable (a)"Integrate effects with EVE clouds", the lag is gone, but also the whole sky is black. Do you maybe have a starting direction for me, what I need to adopt, to get back a blue sky with (a) disabled? I tried to search for what I need to change, to make the sky blue again, but haven't found a good starting point, yet... BR Jebs_SY
  3. Hello everyone. When playing a RSS/RO/RP-1 game, I am having some lag and a sound loop when a planet (it's atmosphere?) is getting loaded/unloaded on the map screen and tracking station. So when zooming in onto a planet from far away. This is a little bit annoying when planing interplanetary nodes and often switch between planets. One always thinks the game is crashing. If you check the clip, you maybe understand what I mean. Help. This problem seems to be gone, when disabling "EVE cloud integration" in scatterer. However, then we are back to the black clouds. I am trying to find an other config option, which maybe lowers some quality and get rid of the lag/sound loop on atmosphere loading, but I didn't find one, yet. Does anyone maybe already has a solution to this problem or maybe has an idea, what I need to lower to minimize this lag? This is driving me crazy a little bit. BR Jebs_SY
  4. Hello @linuxgurugamer, I have a small feature idea (not meant as request). I am currently playing RSS RP1 which has a huge tech tree. And I wanted to list all engines that can be throttled. One thing to search for would be "min throttle", but in the MODULE description. It seems, neither the stock search nor quick search is searching through the text of a MODULE. Quickseach can find module names with _ as search marker... Search possibilities of Quicksearch are: It seems, this is the way, Quicksearch is accessing the module name, when doing the module name search. And if I understand this correctly, moduleinfo interface has also a "info" and a "primaryfield" Would it maybe be possible to add the search of the info/primaryfield also through Quickseach? Although I don't know if it would be better if this is added to the main search (where one just enters a word in the quick search box) or if one should use an extra prefix for the "module-info-search". Please don't see it as request, I think I have an idea, how busy you are and I am really grateful for what you are doing for us/the community. So it's not meant as request, but maybe you like the idea and are in the mood to implement it at some point. BR Jebs_SY
  5. Hello, in my 1.12.3 RSS/RP-1 install I still have the problem, that the adjusted altimeter position is getting lost on restart (or maybe even respawn)... The adjusted position (altimeterPosition = 0.369316608) is correctly stored in the AltimeterHorizontalPosition.cfg file. However, when I come into the flight scene, the position is centered again... (until I move the slider again). Does anyone else have this problem or is there maybe a workaround? BR Jebs_SY
  6. Hello @linuxgurugamer, in my RSS RP-1 (150 mods) install there are lines added at each start... I deleted the file and started 4 times (just to the main menu)... 1st start: file is created and makes logical sense, "calculated tank" lines are in between... 2nd start: block of ONLY "calculated tank" lines at the file end is added. The numbers are equal to the "calculated tank" lines in the middle of block #1, where they make sense 3rd start: block of ONLY "calculated tank" lines at the file end is added. 4th start: block of ONLY "calculated tank" lines at the file end is added. See this example (part (end) of log file, after 2nd run, not the complete log, though): I looked at the code, somehow these 2 lines seem to be executed/added to the main file at each startup... but I don't understand, why... wrong stringbuilder object?! I don't know... But I found the workaround to rename the KSP-PartVolume DLL after first run... I assume as long as I don't add parts that should be fine?! BR Jebs_SY
  7. Hello @linuxgurugamer, thank you for this mod. I have one question regarding the partVolumes-v3.cfg file. The last lines like: // Calculated tank volume: 2.7 // Calculated tankVol (max x min) volume: 11895.9 // Calculated tank volume: 2.2 // Calculated tankVol (max x min) volume: 41267.1 // Calculated tank volume: 2.2 // Calculated tankVol (max x min) volume: 5158.4 Is this "only" debug/logging information? If yes, could we get a debug toggle for this logging? Because if it is adding lines to this file each game start (looks to me that way), it invalidates the modulemanager cache on each next game start.. BR Jebs_SY
  8. Hello, is it possible to disable the zipping of logs at KSP startup? It seems it takes a while to compress 40MB ModuleManager.ConfigCache and the 25MB KSP.log file on each startup... Would be nice to be able to disable the zipping as long the zip isn't needed... but I didn't found an option in Kopernicus_Config.cfg. Edit: Nevermind... it seems the zip is generated in the end... so that's not one of the things delaying the startup. BR Jebs_SY
  9. Hello everyone, hello @dkavolis, can it be, that there is a problem with calculations related to procedural wings? When I attach a procedural wing with default diameters, OR when I make the end part of the wing very short / 0, because I want to attach a control surface, the wing seems not to be included in the calculations anymore and there is a warning in the log ( p1 and p0 are outside the limits). I assume there might be some numbers to big/small? Even very big procedural wings are not in the calculation, when the tail part of the wing becomes to short. But I want to make that short (or even 0), when I want to attach a procedural control surface to the end of the wing. Or do I have to keep the end of the wing and clip the control surface into the end part of the wing?!? I did a short video to show. Installation is Vanilla 1.12.3 with FAR and Procedural Wings installed with CKAN. OK, and LogDevConsole: Any way to fix / work around this issue? BR Jebs_SY
  10. Hello @JonnyOThan, thx for the great work! Just installed v 1.6.1 in a fresh KSP 1.12.3 and enabled the old MK1Podv1 and just installed KSA IVA Upgrades + dependencies via CKAN but the IVA is broken in the old MK1 pod, because the kebal somehow sits totally wrong in it (upright on the launchpad). But I think the new MK1 pod v2 is great, too. So there is maybe no sense in enabling the old MK1 pod v1... so not really important, I think, but I still wanted to report it at least. Maybe you directly know what causes it and it's an easy fix. If not, also not a problem. BR JebsSY
  11. Hello Lisias, I also don't have that much time currently, but from the first quick test it looks, like it has eliminated the log spam! BR Jebs_SY
  12. @Lisias I think the ablator resource also has a "storage tank" on part's that have ablator... hmm. RESOURCE { name = Ablator amount = 200 maxAmount = 200 } from HeatShield1.cfg. Could it help to set maxAmount to some value that's big enough? This is from a save: RESOURCE { name = RefundingForKSP111x amount = 1150.0000000000002 maxAmount = 0 flowState = False isTweakable = False hideFlow = False isVisible = False flowMode = None }
  13. Can it be, that this is about the storage capacity? I think he want's to calculate (for example) how much (in percent) is still available. So he iterates over the parts to count all the max storage capacity. So I think the problem could be, that the "refunding" resource has no part(module?) that can store/hold "refunding". It's kinda like having 10 electric charge available but 0 battery storage to hold it. How one then wants to calculate how many % battery charge one has still left? 10-ec out of 0-ec-storage-space? I could imagine that's the issue. I could be wrong, though.
  14. Hello @Lisias, can it be, that the "refunding" resource triggers this MAS check: (Utility.LogWarning(this, "Resource {0} has {1} PartResource modules, but no storage capacity.", resources.displayName, numPartResources); (Link) and then continuously spams the console with "[WRN 01:51:47.393] [MASVesselComputer] Resource Refunding has 12 PartResource modules, but no storage capacity." I dont know what's the best way to end that log spam. Ask @MOARdV, to stop logging that check, (or maybe make it to be toggled with a debug switch in the config file), while his check usually make sense, or ask @Lisias to add some (fake?) storage, which I assume will add additional problems... Currently it's adding almost 100 log entries per second.... BR Jebs_SY
  15. Hey @linuxgurugamer, send you greetings. o/ There's a small bug with stock EVA construction mode an JC. If you have "mod labels" of JC (f.e. "Squad") enabled and one places an item, the label stays there. Short video for demonstration: https://www.youtube.com/watch?v=oKjRgUfSGfk I think that's because it's now the space scene. One can temp fix it by hovering over an item in the list and move away from the list (see in end of the video). Hopefully just a small fix. Kind regards, Jebs_SY
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