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Jebs_SY

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Everything posted by Jebs_SY

  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
  16. @DocNappers Wow, amazing fast and already even picked up by CKAN. Thank you very much.
  17. Hello Doc, nice, thank you. I'm also not that deep into that topic. I think for almost all other audio sources it makes sense, that they become more quiet, when one zooms away from the object. Just the in game background music should not change it's volume. EDIT: Regarding the PluginData directory: "... mod that use cfg for config saving should put them into a PluginData subdirectory where they are not loaded by the game." https://github.com/sarbian/ModuleManager/issues/43#issuecomment-170361911 It makes sense to put setting CFGs of plugins into this directory, because they are not loaded by the game itself nor modulemanager invalidates the cache when something in it changes. Parts and such stuff may not be put in there. Nowadays the MM cache is re-build very fast... so it's not such a big issue anymore, if it got invalidated for no reason. (It must be invalidated on the other hand, if a PART CFG changes.) Still, when it's not a part CFG, but a settings CFG (which is not needed by the main game), it's still good to put it in the right directory.
  18. Hello DocNappers, any chance to have this small bug fixed? Today it's line 1533. (originalAudioSourceDoppler = audioSources.dopplerLevel;) where one needs the "if (audioSources.name.Equals("MusicLogic")) break;" Basically, after using Camera Tools the ingame music fades out when zooming away from the vehicle. ( https://www.youtube.com/watch?v=7e8oxurzUvY ) Wow, this bug is old...
  19. Regarding the questions for a discount... I like to see it the following way: We can be happy, that a company takes on the part of developing a KSP2 for us. A company needs to earn money. The "more" we pay, the more stuff/features they develop for us. So our spent money (usually) gives us games/stuff/features back. I have absolutely no problem to pay $60 for a KSP2. I also like to see/purchase DLCs like MH and BG for a very fair price. Imagine you play 61 hours of KSP2... that's below $1 / hour fun. Imagine you play 610 hours of KSP2... that's below $0.1 / hour fun. imagine you play more than 1000 hours of KSP2... well... you get the point... For some games you pay $60, and play them to the end in like 10 hours. I hope one can get the point... we finance the (continuous) development for this game/franchise. Also because of that I purchased KSP1 two times on my own and 2 or 3 times as a gift for others. As long we get a fair value I am very happy to take my part in supporting this. So as long as one has the luxury to not need to watch for every dollar/euro, let's support development. I know, some people also need to watch for every dollar, I don't mean this situation. There I can understand the question for a discount... For all others, let back this! The only one thing I wouldn't accept is some kind of regular needed in game payment like micro transactions for purchasing rocket parts for a launch. But I don't think someone would really try that way... at least I hope... BR Jebs_SY
  20. Hello, could some please check "All Y'all" there is a version conflict "11.6.4" is never than "0.11.17.1". Does that need to be fixed at CKAN side or mod version side? Maybe also ping @linuxgurugamer ? BR JebsSY
  21. Hello, I would like to put a similar feature request here: I would love to see an offset-mode, so that multiple KAL-Controllers inputs can steer the same motor. Imagine a Quad-Copter where 3 axis steer the RPM of 4 motors... There one needs multiple KAL-Controllers steer the same motor. One for yaw, one for pitch, one for roll. But for that we would need a possibility do accumulate input requests of multiple KAL-Controller into one target. If there would be an "offset-mode", where the editor line in the middle does nothing, on bottom line it multiples the current value by 0.0 and on the top line it would multiply it by 2. So 0% bottom, 100% middle, 200% top. Then one could dial in the rotor main RPM for example at 150rpm and the input of "multiple KAL-Controllers in offset mode" will be multiplied with that main value. Then one could do a real quad-copter, where all axis are only done by different RPM on the 4 motors. The toggle-switch for direct vs offset could be perfectly added in the Action Groups where we already have the normal/inverse and incremental/absolut toggle switch. I could imagine that's easy implemented. One new toggle and if it's activate just multiply that editor-value with other occurring input values instead of using it as absolute input. PS: Can it be, that TRIM input on an axis is ignored by the KAL-1000? If yes, is that intentional? BR Jebs_SY
  22. Is there something special regarding the VOR/ILS senders? For my GPP installation I did an MM Patch to remove the Kerbal Stations and add the Gael Stations, but I can't pick them up, yet... EDIT: Nevermind, edited MAS Config, flying in a RPM Cockpit... well... o.O BR JebsSY
  23. @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
  24. 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
  25. @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.
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