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Jebs_SY

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Everything posted by Jebs_SY

  1. Not that I know of. But I have to admit, that I always reverted back to v0.265 cause of these exceptions. But it would be cool to be up-2-date again. It's just the thing that it's much harder to check the log for "bad" exceptions, when you have plenty "no issues" exceptions in the same log. Didn't you have these exceptions, each time you enter the tracking station? Are they hard to catch? o/
  2. First, thanks for the great mod. Is there a chance to maybe get these two exceptions (going into the TS and back to the SC) fixed, very much please? It makes me crazy to see these exceptions so often and I am waiting for a fix since V0.300 release. I have a highly modded install, cause of that I need to have the exceptions turned on, to notice when something goes wrong. But these log I made with a very small modded installation and with Scatterer in its own config. PS: This could be used to also sync back the version number of the binary with the version number of the release. Which confused some people. [LOG 13:29:12.115] [AsteroidSpawner]: New object found near Kerbin: Ast. HSJ-227! [LOG 13:29:12.177] [Scatterer] Celestial Body: Kerbin (CelestialBody) [LOG 13:29:12.178] [Scatterer] Found: Kerbin / Kerbin [LOG 13:29:12.178] [Scatterer] Celestial Body: Duna (CelestialBody) [LOG 13:29:12.179] [Scatterer] Found: Duna / Duna [LOG 13:29:12.179] [Scatterer] Celestial Body: Laythe (CelestialBody) [LOG 13:29:12.179] [Scatterer] Found: Laythe / Laythe [LOG 13:29:12.180] [Scatterer] Celestial Body: Jool (CelestialBody) [LOG 13:29:12.180] [Scatterer] Found: Jool / Jool [LOG 13:29:12.181] [Scatterer] Celestial Body: Eve (CelestialBody) [LOG 13:29:12.181] [Scatterer] Found: Eve / Eve [LOG 13:29:12.185] Found scaled sunlight [LOG 13:29:12.186] Found Sunlight [LOG 13:29:12.188] [Scatterer] mapping EVE clouds [LOG 13:29:12.191] [Scatterer] Eve assembly type not found [LOG 13:29:12.192] [Scatterer] Sunflare config found for Sun [LOG 13:29:12.317] [Scatterer] Added custom sun flare for Sun [LOG 13:29:12.322] [Scatterer] disableAmbientLight: Found scaled sunlight [LOG 13:29:12.323] [Scatterer] disableAmbientLight: Found sunlight [LOG 13:29:12.323] [Scatterer] Added eclipse caster Mun for Kerbin [LOG 13:29:12.324] [Scatterer] Added eclipse caster Minmus for Kerbin [LOG 13:29:12.326] [Scatterer] Atmosphere config found for: Kerbin [LOG 13:29:12.337] [Scatterer] Ocean config found for: Kerbin [LOG 13:29:12.545] [Scatterer] Effects loaded for Kerbin [LOG 13:29:12.871] [Scatterer] Error calling clouds2d.reassign() on planet: KerbinSystem.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.List`1[System.Object]].get_Item (System.String key) [0x00000] in <filename unknown>:0 at scatterer.SkyNode.UpdateNode () [0x00000] in <filename unknown>:0 [LOG 13:29:12.873] [UiApp] Awake: KSPedia [LOG 13:29:12.874] [ApplicationLauncher] OnSceneLoadedGUIReady: scene TRACKSTATION ShouldBeVisible() True ShouldBeOnTop() False iIsPositionedAtTop False [LOG 13:29:12.876] ScaleModList: listSize 164 maxListSize 1816 [LOG 13:29:12.877] [KnowledgeBase] OnAppLauncherReady 35054 [LOG 13:29:12.884] [UIApp] OnDestroy: ContractsApp [LOG 13:29:12.897] [MessageSystem] Reposition 0.02 35055 [EXC 13:29:12.902] NullReferenceException: Object reference not set to an instance of an object scatterer.SkyNode.UpdateStuff () scatterer.updateAtCameraRythm.OnPreCull () [LOG 13:29:12.907] [PlanetariumCamera]: Focus: Kerbin [LOG 13:29:12.947] [Scatterer] Sky switched to scaled mode [LOG 13:29:13.025] [UIApp] Adding KSPedia to Application Launcher [LOG 13:29:13.028] ScaleModList: listSize 164 maxListSize 1642 [LOG 13:29:15.913] Flight State Captured [LOG 13:29:15.919] Saving Achievements Tree... [LOG 13:29:15.924] [MessageSystem] Save Messages [LOG 13:29:15.938] Game State Saved to saves/default/persistent [LOG 13:29:28.045] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 13:29:43.220] [AsteroidSpawner]: New object found near Kerbin: Ast. VCF-167! [LOG 13:29:58.430] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 13:30:13.641] [AsteroidSpawner]: New object found near Kerbin: Ast. USG-098! [LOG 13:30:44.081] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 13:31:14.459] [AsteroidSpawner]: New object found near Kerbin: Ast. OUG-416! [LOG 13:31:29.679] [AsteroidSpawner]: New object found near Kerbin: Ast. QSE-676! [LOG 13:33:00.954] [AsteroidSpawner]: New object found near Kerbin: Ast. FZD-015! [LOG 13:34:17.029] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 13:35:32.837] Flight State Captured [LOG 13:35:32.842] Saving Achievements Tree... [LOG 13:35:32.846] [MessageSystem] Save Messages [LOG 13:35:32.858] Game State Saved to saves/default/persistent [LOG 13:35:32.863] [Tracking Station]: SetVessel(null) [LOG 13:35:32.865] [PlanetariumCamera]: Focus: Kerbin [LOG 13:35:32.887] [UIMasterController]: HideUI [LOG 13:35:32.944] [HighLogic]: =========================== Scene Change : From TRACKSTATION to SPACECENTER ===================== [EXC 13:35:32.945] NullReferenceException: Object reference not set to an instance of an object scatterer.Core.Update () [LOG 13:35:33.170] [Scatterer] saving Kerbin atmo config to: scatterer/config/Planets/Kerbin/atmo [LOG 13:35:33.172] [Scatterer] Saving settings to: scatterer/config/config.cfg [LOG 13:35:33.172] KbApp.OnDestroy Vessel Crew [LOG 13:35:33.173] [UIApp] OnDestroy: KSPedia
  3. If I see this correct, SVE installation now became easier, because it now installs the "default" versions of MM, EVE, Scatterer and then SVE configures them with MM patches. So the CKAN installation should be more easy, cause it just needs MM, EVE, Scatterer as dependency and then install the SVE and the SVE-Textures. But I don't know if that changes can be incorporated by the CKAN database without breaking the install possibilities for older versions of KSP/SVE. Hmm.
  4. I just recognized, that this is already an issue on github. I will append my description there. It's not urgent. And I made a short video, showing this problem.
  5. @linuxgurugamer I have a small "bug" report here. Before KSP 1.2 the camera focus was always on the center of mass (COM). With the advanced tweakables in KSP 1.2, there came the possibility to aim the camera on a specific part, for example the command pod with "Aim Camera" and then "Reset Camera" to switch back to the COM. Since KSP 1.2, Hullcam has the small issue, that when leaving a hullcam view (so changing back to the stock camera), it goes not to the usual camera (COM) but it focusses the root part of the vessel. One can see that when, for example, the command pod is the ships root part, you can right click it and see "Reset Camera", which means, it is focussed on this part at this moment. Also when you fully zoom in, you see that it is focussing on the root part. But it shoudn't be focussed on any part at all, when leaving hull cam. Or maybe only in the case, the stock-camera-focus was on that part when entering HullCam. I assume, the problem comes from the way Hullcam goes back to the stock-camera when leaving hull-camera. The view the mod switches to was OK for KSP before 1.2, but with KSP 1.2 this seems to be changed. If you find a little time, could you check, if you find the correct way to switch back to the KSP-stock-camera-view without an unwanted focus to the root part? A hint could be the mod "Camera focus changer" cause this mod switches correctly back to the KSP-stock-camera-view without an unwanted focus. So there it works like it should work. PS: The mod "Camera Tools" has the same problem like Hullcam, switching back to a root-part-focussed-stock-view instead of the unfocussed-COM-stock-view. But don't bother too much, if it's to hard to find, one can/have to live with that problem, I think. The workaround now after leaving a hullcam-view is to right click the root part and click "Reset Camera" to change the camera back to COM. However, when launching it is a little stress sometimes.
  6. If I am not wrong, the danger alerts options.cfg is not in a plugindata directory, so invalidating the MM cache.
  7. I just tried it, it's easy to reproduce this error. Just removed ALL mods (/folders except Squad) and installed Camera Tools 1.8.0 via CKAN (which also installs Module Manager) on KSP 1.2.2. With that "vanilla+CameraTools" install I was able to reproduce the "CT breaks music volume"-problem easily. It's still there. See this video.
  8. Working fine? You don't have this problem? As soon as I use camera tools, the sound is broken. The music volume raises/lowers when zooming in/out the ship. Until one restarts KSP. For me, at least. Is this a mod conflict, only I have?
  9. If I read this netkan file correctly (vref tag to AVC file in the github-release), you just need to raise the version number in the .version file in the release zip on github. The CKAN bot should find the new release, download it, check the .version file and automatically index the new version. You can also check the result here: http://status.ksp-ckan.org/ and here.
  10. Thx. The KSP settings. Damn, I so often forget to look there. Sorry and thx.
  11. @linuxgurugamer Would it be much work, to add an option, that the Wernher Checker window stays closed by default? So that it doesn't pop up when entering the VAB?
  12. Regarding non docking ports - no magnetic force: Anyone know, how to treat angle snap correctly? As I already reported, I had some issues, that the magnetic force doesn't kick in. I usually approach now with angle snap on, 0°. When coming into magnetic range, with DPAI says usually <1° offset angle, I usually have NO magnetic force. Now I hit "angle snap" twice, and in 99% of the case, the magnetic force kicks in, then. Unfortunately, after fiddling around with that a little bit, I come to a state, where they never dock again. Now I use 180+ mods, and yes, it could be a mod conflict. On the other hand, in the last days I saw on twitch OzzyInSpace was frustrated, by the construction ports not docking, and the same was true for sumodeluxe on twitch. That's a bummer, I am sure these guys would create really nice stuff with theses things. I think we should be able to lift this secret, sooner or later. Do you guys (other than the reports above) have no such problems with the construction port and angle snap? Or is anyone have some more experience / woraround knowledge regarding this issue? One example of the case where the magnetic force doesnt kick in. And another example where I have roll force before a dock, even when angle snap is off. I sometimes wonder if the button is inverse, or if the logic behind the button is not closely tied to the button state itself?!
  13. Just wanted to post the same.... Can it be that this error isnt completely gone yet? Triggered for me on many parts today...
  14. I can say that I often want to dock with angle snap, so I turn it on. I often (always?) didn't get magnetic aquire. Then I toggle "angle snap" fast 2 times and they aquire. Don't know. Is the button maybe inverse?
  15. @gamerscircle Check the table below the "The following table shows how they compare. Numbers are in units per hour." line here. I think it's "Agroponics" what you want/need. Cause the output is 15, while in the cultivator mode its only 1 or 2. See the info in that linked table. EDIT: Trying to paste it here: Agriculture Module Converter Supplies Out EC Machinery Water Fertilizer Mulch Dirt Substrate Tundra(3.75m) Agroponics 14.85 29,700 0.0283 0.00 1.350 13.50 0.00 0.00 Tundra(3.75m) Cultivator(D) 1.13 57,960 0.0283 28.35 0.113 0.00 28.35 0.00 Tundra(3.75m) Cultivator(S) 2.66 33,120 0.0283 26.64 0.267 0.00 0.00 26.64
  16. @allista BTW, there is no version or VREF defined in the netkan, or? Like f.e.: "$vref" : "#/ckan/ksp-avc", I don't know is a version / ksp_version is needed. Maybe it's worth a try to add the vref? But yeah, I know that CC works with the same semantics layout. Hmm.
  17. @allista I've created a "support request" in the CKAN thread for this issue. I can't see the problem, too. According the CKAN docs: "Any fields specified in the metanetkan will override any fields in the target netkan file." I observed, that you use spec_version 1.16 in the file at CKAN's side and spec_version 1.4 in the file on your side. IF I see this correct, the 1.16 will override the 1.4. Do you used any semantics that need a spec higher than 1.16? I didn't found one, but I am also new to this. EDIT: Moment, spec_version v1.4? We don't have CKAN version 1.4, yet, didn't we? Hmm. Should that be 1.14?
  18. Could someone please take a look at the new GroundConstruction-Core? On the Netkan status it brings a netkan-error "Module contains no files to install." So it doesn't appear on CKAN and cause of that GroundConstruction and USI-MKS is invisible. The main netkan refers to allistas github netkan which refers to the release on spacedock. I tried to find the cause/difference, but I don't see something wrong. Also checked the downloads/zips. Looks, good, too. It looks very similar to ConfigurableContainers-Core, which works: The main netkan refers to allistas github netkan which refers to the release on spacedock. I don't get where is the problem here. One direction I think about is, that spec_version 1.16 in the metanetkan overrides the spec_version 1.4 in the target netkan. According the CKAN docs: "Any fields specified in the metanetkan will override any fields in the target netkan file." On the other hand in allistas target netkan I don't see a file reference that would need a newer spec_version. But maybe I overlook something, here. EDIT: Moment, spec_version v1.4? We don't have CKAN version 1.4, yet, didn't we? On the other hand, ConfigurableContainers-Core also has 1.4 and works. Hmm.
  19. For that you can use the S.A.V.E mod, that can backup all games from the KSP main menu (also automatically). And/or the "Automated Screenshots and Saves" mod, which can backup the game all x minutes (good if you forget F5). (I am using both.) You can still have luck and find a backup directory in KSP\Saves\YourGameName from a backup made by Kerbal Alarm Clock vessel switching.
  20. Well, I stripped down my installation to: MKS_0.50.17.0 (manually reinstalled) USI-LS_0.5.23.0 (manually reinstalled) Fuel Tanks Plus Lithobrake Exploration Technologies Stockalike Station Parts Expansion +plus needed dependencies Still have the "undock the return ship (without own supplies) from the station and the "supplies" immidiately show expired instead of starving"-issue. Can be seen here in this video. EVAing the kerbal and going back inside fixed it, as I just found out. (Also in the video). But I used the old save game. If this can be the cause. BTW, I had no intention to say USI-LS is bad in any way. Even the opposite, I like and use almost all of your mods. I just think modded KSP has some glitches here and there and cause of that I personally don't like to use any life support on "dead" mode.
  21. I didn't mean the launch clamp conflict. More meant the "undock the return ship (without own supplies) from the station and the "supplies" immidiately show expired instead of starving" thing. Can't judge if it's a mod conflict or a rare bug. I only know there were more reports of this than mine. Also saw a streamer playing with TAC in high time warp some resources were "gone" for a second (they shouldn't) and the kerbels were gone/dead then. In the end I think KSP is not the perfect platform for Life Support on "hard/dead". Seen to much gone wrong, already.
  22. Well, my experience with that you can read in my post from monday, in this thread.
  23. OK, GC-Core is in the NETKAN list now, but http://status.ksp-ckan.org/ says "Last error: Module contains no files to install." I just don't have time to analyse further now.
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