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MOPC

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Posts posted by MOPC

  1. 7 hours ago, vardicd said:

    Has anyone else noticed the short tail connectors A and B are pure white, lacking any color or texture? those two are the only 2 parts from the mod missing color or texture, everything else looks fine. Unless this is how they are supposed to look?

    3 hours ago, GoldForest said:

    Download a fresh mod zip file and delete the old one. Then copy the new one into your gamedata see if that helps

    This is a known bug mentioned few pages back, the path to the texture used by these connectors was changed in one of KSP updates. Change their texture path in GameData\AirplanePlus\Parts\Structure and Fuel\ShortBoom\part.cfg and \ShortBoom2\part.cfg to this to fix:

    	texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones
  2. Just now, Galileo said:

    that's why I released a new update.

    Oh, I didn't notice the new patch released ^_^ Should've just reloaded the page instead of asking dumb questions. Also editing my posts like crazy, it's really hard to get used to old-fashioned forum conversations pace after Discord.

    Thanks again for the help, and the mod itself of course <3

  3. 9 minutes ago, Galileo said:

    While I can replicate this, the lag only happens when the console is open. As soon as I open the console to view errors, I get terrible performance, and as soon as I close it, its fine. I do know what the issue is, but why is beyond me. For now I have removed the problem and we will make it better in our next release sometime in December.

    That sounds really weird - why would console state affect continuous errors in C(G?)PU operations, heh?.. Even weirder is that for me the log spam caused stutters even with closed console (and actually was a reason to open it for the first time :lol:


    Anyways, thanks for assistance with the issue. Hope you could get it figured out in next releases ^^

  4. 12 minutes ago, thunder175 said:

    @Galileo Just did as directed and still getting it.

    Yep, didn't help me either.

    I noticed in ksp.log, that the spam begins after packing launch clamps. Just a thought, may this spam be related to some LOD models being broken or incorrectly set up?

    Spoiler

    [LOG 17:01:39.350] [FAR v0.15.11.1] Updating vessel voxel for Magnet I
    [LOG 17:01:39.575] [FAR v0.15.11.1] Voxel Element CrossSection Area: 0.0076294765939638

    [LOG 17:01:39.669] [FAR v0.15.11.1] Std dev for smoothing: 3 voxel total vol: 166.602734829004 filled vol: 60.3256096736717

    [LOG 17:01:43.516] SCREENSHOT!!
    [LOG 17:02:06.798] Packing Magnet I Debris for orbit
    [LOG 17:02:06.823] Packing Magnet I Debris for orbit
    [LOG 17:02:43.211] Magnet I Debris Unloaded
    [LOG 17:02:43.213] Magnet I Debris Unloaded
    [ERR 17:02:43.284] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.284] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.284] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.284] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.284] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.284] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!

    [ERR 17:02:43.285] [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.

    [ERR 17:02:43.285] [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!

    [ERR 17:02:43.285] [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)

     

  5. 8 minutes ago, Galileo said:

    Going to need logs as this is something I haven't seen.

    New log from the aforementioned modded game, I extracted it as soon as these errors popped for the first time, so they are close to the end of this file. Game's still loading.

    btw, is it okay if with JNSQ 0.8 amount of MM applied patches dropped by thousand?

    That's the first appearance, I believe. After loading new JNSQ models?

    Spoiler

    Load(Model): HeatControl/Parts/Radiators/radiator-surface/radiator-surface-25-1
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    BoxColliders does not support negative scale or size.
    The effective box size has been forced positive and is likely to give unexpected collision geometry.
    If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Radiator/CurvedStaticRadiator25/ColliderD"
     
    (Filename:  Line: 0)

    BoxColliders does not support negative scale or size.
    The effective box size has been forced positive and is likely to give unexpected collision geometry.
    If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Radiator/CurvedStaticRadiator25/ColliderE"
     
    (Filename:  Line: 0)

    Load(Model): HeatControl/Parts/Radiators/radiator-surface/radiator-surface-375-1
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    BoxColliders does not support negative scale or size.
    The effective box size has been forced positive and is likely to give unexpected collision geometry.
    If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Radiator/CurvedStaticRadiator375/ColliderB"
     
    (Filename:  Line: 0)

    BoxColliders does not support negative scale or size.
    The effective box size has been forced positive and is likely to give unexpected collision geometry.
    If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "Radiator/CurvedStaticRadiator375/ColliderC"
     
    (Filename:  Line: 0)

    Load(Model): HeatControl/Parts/Support/heat-exchanger/heat-exchanger-125-1
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Load(Model): HeatControl/Parts/Support/heat-exchanger/heat-exchanger-25-1
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Load(Model): JNSQ/Meshes/Arch/Arch
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Load(Model): JNSQ/Meshes/Hangar/hangar
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Load(Model): JNSQ/Meshes/Jebs/JebsShop
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
     
    (Filename:  Line: 54)

    Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
     
    (Filename:  Line: 54)

    [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!
     
    (Filename: C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp Line: 1116)

    [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)
     
    (Filename: C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp Line: 253)

    Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
     
    (Filename:  Line: 54)

     

  6. Getting a huge performance drop with JNSQ 0.8, got this log on KSP 1.7.3 all DLCs, MM 4.0.3, latest Kopernicus and few visual mods, with terrain scatters enabled - https://www.mediafire.com/file/22hs76tounsxog0/output_log.txt/file

    I'm talking about this set of entries:

    Spoiler

    (Filename:  Line: 54)

    Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
     
    (Filename:  Line: 54)

    [Physics.PhysX] ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!
     
    (Filename: C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexHullBuilder.cpp Line: 1116)

    [Physics.PhysX] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe)
     
    (Filename: C:/buildslave/physx/build/Source/PhysXCooking/src/convex/ConvexMeshBuilder.cpp Line: 253)

    Failed to create Convex Mesh from source mesh "". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh.
     
    (Filename:  Line: 54)

    On this setup these only appeared in flight (I alt+f4'd afterwards, that's why the log suddenly ends), but on my heavily modded game I noticed them for the first time during loading, and then in-flight. Log spam continued all the way to space, so I think it's not related to old problem with Kopernicus and new terrain features.

  7. That's an insta-download from me! Can't wait to see all these new features :lol:

    Some more pics of my turtle-speed space program, if anyone interested:

    Spoiler

    Got 6 missions to Mun so far, completing Mun Probes program (provided by Strategia mod) and countless "science data from space around X" contracts.

    Trusty P-33 lifting something to LKO:
    5zOqku4.png

    The first successful mission, on final descent to Mun midlands:

    7nr9zeg.jpg

    After touchdown. Got some issues with high CoM...

    4hlmetk.png

    ...which resulted in 3rd and 4th landers getting new propulsion module, twice as wide. 3rd lander sitting in Mun lowlands:

    57jBzqR.jpg

    4th lander with transfer-insertion stage, on its way from Kerbin:

    f56oLPx.png

    Sadly the last lander lost connection to KSC on descent, leaving me with limited attitude and throttle control. All this resulted in high horizontal speed on touchdown, so lander tipped over its leg and never could connect to KSC again, until first Munar satellite (luckily having a relay antenna) passed over it. We managed to get most of instruments data until batteries ran out, so only 33 science points were lost. Still a partial success :unsure:

    Please tell me if that's an inappropriate place for all these pics, not really sure where to share them ~_~

    UPD: 

    Quote

    Icebergs for Kerbin.

    maaaaaan, for real? That's like the most unexpected and unique surface feature we got so far :D

    brb building Titanic replicas 

  8. This is just amazing, so many new launch sites! Should speed up Kerbin biomes exploration :)

    2 hours ago, JadeOfMaar said:

    Except when I put 3 bases close enough that they all loaded at once. That hurt.

    Doesn't KSP use LODs for buildings?


    I just reached Mun for the first time in JNSQ career, really happy about that. First landing attempt was an absolute failure, though, more than 200 m/s short on deltaV ^_^

    Spoiler

    N4U53gb.png

    etcFHSk.pngfmUN2w1.png

     

  9. On 9/10/2019 at 8:26 PM, bobisback said:

    what is the transformName

    It's the name of controlling surface part of the model, you can look for it in Blender. They seem to be pretty random, named as author wants :shrug:

    On 9/10/2019 at 8:26 PM, bobisback said:

    I am not sure what all these settings mean

    https://github.com/ferram4/Ferram-Aerospace-Research/wiki/Deriving-FAR-values-for-a-wing-using-Blender-2.7

     

  10. Y'all probably seen this thousands times, but I'm pretty happy to finally reach high space :D

    Spoiler

    3TfuMgT.pngunknown.png?width=360&height=255

    aRGqsdG.png

    On the way to apoapsis. Somewhere here is this satellite, tiny dot over the Kerbin of 2.7x scale, likely impossible to see on 1600x900 pic:

    rfmUThP.png

    UPD: Back to contracts and biomes - looks like weird situations stopped appearing in newly created contracts, so I'm pretty sure that the fix worked @JadeOfMaar

  11. 1 minute ago, JadeOfMaar said:

    The biomes themselves are jumbled up since the color for Arid Peaks is missing.

    Ohhh, I was about to ask about that yesterday but then decided to not to, after few bugless flights around biomes... Are there any other problems caused by missing biome, except these broken contracts? And, will simply adding Arid Peaks color to the map fix that?

  12. 1 minute ago, Starwaster said:

    If the sea biomes as mapped protrude onto land anywhere it would work.

    Naw, all landmasses on the biome map are surrounded by Shores biome strip, so that's not possible.
    Hmm, does vessel situation changes to Landed when it's on the sea bottom? I noticed some of my probes drown with FAR, but never looked at their situation

  13. 3 minutes ago, Zaccy200 said:

    Hi. I got a contract to take science experiments at the arid mountains biome but for the life of me cannot find them.

    They don't exist yet :P

    On 8/26/2019 at 5:01 AM, JadeOfMaar said:

    There shouldn't be any errors in the biome map except that the color for Arid Peaks is missing and that is the cause of any biome related issues in-game.

  14. Updated the config for Airplane Plus mod with latest wing parts, except those which were already added by @Wronk and @theonegalen. If you guys okay with that, I can merge three configs together for ease of use.

    Also added simple configs for APP flaps, but not yet sure if they work correctly - would be great if someone tests them.

    Link: https://pastebin.com/AdiUwgkB

     

    UPD: found and fixed a bug in the .cfg above, which caused NRE when using Basic Curve Winglet (warhawkwing). Thanks to @qromodynmc. Also merged with two aforementioned configs.

    Also tested the stock propellers, and looks like they don't work as I expected - flap/spoilers feature of FAR doesn't work the same way as Deploy for stock-configured rotor blades, sadly.

    Spoiler
    On 8/23/2019 at 1:06 AM, The-Grim-Sleeper said:

    inserting some random FAR properties is straightforward enough

    @The-Grim-Sleeper, here, I inserted "proper" values for stock rotor blades, following the FAR wiki guide: https://pastebin.com/nnrcyB8L. Not tested that yet, still to open them in career.

    Quote

    t turns out that just setting the Stock ModuleControlSurface properties to zero also removes the deploy options

    Maybe FAR will take over the deployment control if parts have configs, or perhaps we could assign deployment to thrust axis via Action Groups?

     

  15. Hi,

    First of all, huge thanks to the developers team for hard work on this mod. It is a beautiful, challenging, and perfectly balanced new breath of KSP for many players. Once again the modding community proven their ability to make games better and better even years after their release! Thank you all again, I hope to see more awesome stuff from you guys, maybe for KSP2 when it finally releases :P

    Yesterday I spent roughly and hour and 20 minutes to fly across the KSC peninsula to gain science and money from different biomes, but sadly lost 1 drop-probe out of 4 and missed with 2 more, landed them on Shores biome instead of different seas. Well, at least I completed contracts to get a plane to 10km and reach 220 m/s of speed, ha. Can't wait to get to what's waiting for me in space!

    Here are some screenshots if you're interested, sorry for 1600x900 - gotta save all those precious FPS until get better CPU: https://imgur.com/a/ssg8WT0.

    So, in short, tl;dr as many say - I brought KSP to roughly Elite:Dangerous levels of time-wasting :D

     

    Now to questions,

    Transfer Window Planner mod, which, as author said, should be compatible with all planet packs or rescales, filled my log with nullExceptions after I launched a craft and reverted back to SPH, no game crash occured though. Removing the mod fixed the issue. I can try reproducing it tomorrow and post the log (restarted the game already, so it got overwritten, sorry) if you want to further investigate the problem, but now I just want to know if that's a known bug with TWP or JNSQ?

    Secondly. I've been making a Kerbin map based on biomes map, and looks like the `Sub-ArcticSea` biome doesn't match the color specified in Kerbin.cfg. The config got the HEX as #494fbd, but colorpicking the area which I assume is this biome (the only sea left on my map and the closest to polar caps non-Arctic sea) gave me value of #4a50bd. Pic: https://imgur.com/a/RqvSrF4. Is that an error on map/in config or my mistake?

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