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Lisias

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Everything posted by Lisias

  1. I built a deep space probe, to be launched by a Mün Shuttle Mission hitchhiking it to take advantage of a sparing cargo space. (shuttles going to Mün is dumb by itself but, hell, is way more fun!) So I launched the damned shuttle using a reusable booster, then inserted the shuttle into a transmünar trajectory where the external fuel tank was also a probe, able to come back to Kerbin, do a controlled reentry , splash down on chutes and be recovered. It took some days of playing until I get everything right to do it properly without cheating. Then I decoupled the probe after the transmünar injection burn, put it on a prograde attitude, hit the Ion Drive and gone for dinner. Nearly an hour later, I came back and to my horror I realised that I had attached the Ion Engine backwards! So by accelerating into a prograde orientation, I was essentially retrograding! But the burn looks normal, I was going towards a Kerbin escape trajectory… Then I realised that I also had attached the Remote Guidance Unity backwards too… So the blunder kinda worked nevertheless….
  2. I also found the Control Wheels annoying. When accelerating, the Control Wheels "pushes" the car's nose into the ground, and the rear wheels kinda lose traction - pretty annoying on high speed turnings. But without the Control Wheels, keeping the car's tires spinning on the right side of the ground is also harder. If anyone has a fancy controller, I would suggest tying the accelerator to it and avoid using the W/S control keys to avoid triggering the Control Wheel.
  3. Nope. Probably a new bug on KSP itself. They are unrelated to this problem. You is being bitten by multiple bugs, as it appears. Your KSP has a tick problem! Yep, it makes sense! I managed to fix the craft!!! I managed to fix the E.craft by removing parts and I got lucky, as the first 2 I removed solved the issue. Inspecting the parts themselves, I managed to fix the craft doing: From RadialDrill_4292763876, I removed lines 12633 and 12634: sym = RadialDrill_4292763416 sym = RadialDrill_4292778732 From RadialDrill_4292778732, I removed lines 12373 and 12374: sym = RadialDrill_4292763876 sym = RadialDrill_4292763416 (remove the lines from bottom to top, to keep the numbering consistent as you remove them) And now the craft loads! Was you using any Editor Add'On as Editor Extension Redux or similar? Otherwise, I think we found a (new) bug on KSP itself, it's messing up the symmetries somehow….
  4. That's the thingy… I'm puzzled and curious about this issue, and decided to at least to load your sample craft on my test bed to see what happens. Guess what? So whatever you are looking for, it's some on the past when it created the craft. You will not find it anymore on a sane installment. So I'm prone to believe it's not Scatterer neither - as I'm not using it on the test bed. It's what I think too, but I'm puzzled. Since loading the E.craft crashes the Save feature the same, I will start to remove things selectively from the file to see if I pinpoint the trouble maker on this file at least. — — POST EDIT — — HA!! Found it!!! It's something on one of the parts, RadialDrill_4292763876 !!! I started to remove parts from the craft one by one, from the bottom to up (form the file point of view) and as I removed the second to last part (this one), the craft started to load fine!! So I restore the file, removed only the RadialDrill_4292763876 and got the problem again. So I removed too the last part, RadialDrill_4292763876. Now the craft loads fine again! So both parts, RadialDrill_4292763876 and RadialDrill_4292763876 has something bad on it! Now I'm checking these parts guts to see what I find!
  5. Here's one more: PKMC - Post Kerbin Mining Corporation.
  6. I agree. The upgrade pipeline acts while loading things, not on saving. Your problem is on saving - from the results of your (excellent!!!) research, I'm concluding that something that was present once in the game is missing or mangled on the current one, and it's something that it's only checked while saving (or slightly before saving, perhaps some code that would consolidate the score - reputation, etc?).The original exception is System.ArgumentException: Requested value 'InSpaceHigh_' was not found So, and I' guessing now, what perhaps may be happening is that by parsing the ID id = [email protected]_PotatoRoid658638797, where the InSpaceHigh_ thingy is, we have 3 datums: asteroidSample, Sun and Potatoroid658638797 . And, obviously, the marker InSpaceHigh_. This would bring us a data structure like this (again, I'm pulling it out of my SAS, it may or may not be accurate): InSpaceHigh_ { scienceType = asteroidSample where = Sun source = Potatoroid658638797 } The message says that the InSpaceHigh_ thingy is missing, but Exceptions may be deceptive - sometimes we, programmers, just use the default message of the Exception instead of creating a more accurate one, and end up creating a misleading message. So there's a chance that the missing data could be any of the internal data from the structure. It's unlikely that the Sun is missing, otherwise the whole game would be bonks. So perhaps something get rid or renamed the asteroidSample science? Alternatively, perhaps something removed Potatoroid658638797 from the savegame, and then whatever were computing something before the save (perhaps the reputation) was caught with its pants down.
  7. Unfortunately, I think that some 3rd party is editing/mangling directly the Stock artefacts. Really, a really bad move - terrible decision making. Once you manage to detect the culprit, file a bug report. Assuming, of course, that your hard-drive is not dying?? Check the SMART status, just in case…. (I'm still traumatized by what Apple did to me recently…)
  8. Announce! TweakScale Companion for Visuals 0.1.0.2 BETA is on the wild. Adds support for Waterfall and works with TweakScale 2.4.5.x series and newer. Finally understanding two mishaps of mine while handling WaterfallFX on the Editor Scene. (Boy, I love this!) Download here or in the OP. — — TweakScale Companion LivingStyle 0.0.3.0 (RC) is on the Wild, featuring: Patches for scaling the (now deprecated for modern KSP but still available for older ones) Stockalike Station Parts Expansion. Download here or in the OP. — — TweakScale Companion for NF is no more, I'm rebranding it to TweakScale Companion for Post Kerbin Mining Corporation (PKMC), currently being beta tested by our Fellow Kerbonaut @adriangm44! Stay Tuner for more news!
  9. Humm… It happens on Vanilla? I will give it another look... — — POST EDIT — — LANGUAGE PACKS! What language are you using on KSP?
  10. indexing warnings are normal business. KSP is rebuilding its internal data structures for a craft that is missing a Module or something. Found something suspicious on loading KSP: [ERR 22:31:36.127] [ScienceSubject] - Error in converting Situation InSpaceHigh_System.ArgumentException: Requested value 'InSpaceHigh_' was not found. at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <9577ac7a62ef43 179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id, System.Boolean skipAsteroidsComets) [0x0019e] in <cd473063d3a2482f8d93d388d0c95035>:0 [ERR 22:31:36.127] [ScienceSubject] - Error in converting Situation InSpaceHigh_System.ArgumentException: Requested value 'InSpaceHigh_' was not found. at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id, System.Boolean skipAsteroidsComets) [0x0019e] in <cd473063d3a2482f8d93d388d0c95035>:0 On a pretty wild guess, you have a localization file missing somewhere perhaps? I don't know what InSpaceHigh_ is. neither if ScienceUtil is something from KSP or from a 3rd party, but it's good clues about where to find the problem once you find more information about these things. KATLIB is innocent on this one, as it's only a man-in-the-middle being caught on the sheet-storm : [LOG 23:50:04.138] E loaded! [EXC 23:50:04.155] NullReferenceException: Object reference not set to an instance of an object ShipConstruct.SaveShip () (at <cd473063d3a2482f8d93d388d0c95035>:0) ShipConstruction.CreateBackup (ShipConstruct ship) (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.SetBackup () (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.StartEditor (System.Boolean isRestart) (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.ShipToLoadSelected (ConfigNode node, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (ConfigNode n, KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog+<>c__DisplayClass153_0.<pipeSelectedItem>b__0 (ConfigNode n) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.ConfirmLoadCraft () (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.E xecuteEvents+EventFunction`1[T1] functor) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() What's interesting is that the Craft is being loaded fine. It's on saving the craft that things blows up, what suggests a problem on some infrastructure add'on, not on a PartModule. Since the word "Science" is involved, I suggest to inspect any Science add'ons you have installed. If none, check your KSP's integrity...
  11. Already Available here: https://github.com/net-lisias-ksp/TweakScaleCompanion
  12. I'm a gamer and I own a Mac - and until recently, I was able to play most fo the games I wanted. Granted, a MacMini is not able to play AAA games on the max settings (right now, I doubt it would play even on the min settings), but this machine now is pretty old - but I still can play all my favorite games using Wine - faster than when I had played them on my (at that time) gamer machine. MacMinis are pretty capable machines (at the time I bought mine, it toasted all the Windows machines I had available), and if you are wiling to burn some money, adding external GPUs is an option. But all of that is secondary - the main reason why Mac has fewer and fewer options on gaming is not hardware. It's the software - Apple is screwing up royally the eco system, betting they will score again the Stunt they did when they migrated from PowerPC to Intel. They are probably right, but it will have a toll though. Last time they did the stunt, the industry was not pushing Linux so hard as nowadays. (and yeah, I'm using my last Mac machine - I don't think I will ever buy another).
  13. From where did you think I took inspiration for this stunt? On the less than bright side, I had this video "saved" for a cross-posting with the report of a "mission" I'm doing, (you can't hide nice things on the Internet! ) — — POST EDIT — — Did you guys realise that there's a cockpit on the first stage, didn't you?
  14. you got it, but without coffee things are so sleepy... maybe @DDEcan bring us some?
  15. I'm coining one: TSC - TweakScale Companion
  16. Not this time. Talking about Max Headroom… Nope, it's the contrary - too much coffee!! When the caffeinne waved off, I took a temporary leave from this existencial plane globe… Perhaps @Admiral Fluffycould bring us some (decent) coffee? I'm tired of the Instant Coffee I'm taking...
  17. If you are on KSP 1.12.2, you should probably install the alternatives too - they are complementary, not mutually exclusive.
  18. Weird. Now the borking is happening on FarFutureTechologies: [WRN 10:08:44.049] The script 'FarFutureTechnologies.ModulePulseEngineAnimator' could not be instantiated! [EXC 10:08:44.054] NullReferenceException: Object reference not set to an instance of an object PartModuleList..ctor (Part part) (at <cd473063d3a2482f8d93d388d0c95035>:0) Part.Awake () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Object:Instantiate(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 10:08:44.056] NullReferenceException: Object reference not set to an instance of an object Part.Effect (System.String effectName, System.Single effectPower, System.Int32 transformIdx) (at <cd473063d3a2482f8d93d388d0c95035>:0) ModuleEnginesFX.OnAwake () (at <cd473063d3a2482f8d93d388d0c95035>:0) PartModule.Awake () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Object:Instantiate(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) It's the same problem - the module borking crashes the process, and later B9-PS borks because the part is bonkers. Now you will need to ask for help on the FarFutureTechonologies thread! It's probably a missing dependency, but I don't know this add'on to advise you the ones that are missing. The maintainer should know these from heart - give him the link from this post or copy&paste the code block above (together the link to the KSP.log, of course). This will help him to reply faster. Additionally, one of your screenshots says that ToolBar Controller is installed on the wrong place. This one is easy, you installed it on GameData/CommunityResourcepack/001_ToolbarController but the correct place is GameData/001_ToolbarController Drag'n'drop the folder 001_ToolbarController to GameData and you will nail this one. Cheers!
  19. Checking. Well, first the good news: Bob's Panic Button is fixed. You did the TS update to 2.4.5.8 too, good. But the MM WatchDog is still borking on you? I think you forgot to update the file 666_ModuleManagerWatchDog.dll from the TweskScale-2.4.5.8.zip file. Please copy it into the GameData folder, on the same place where is the 999_Scale_Redist.dll. It will not solve your problem, but will fix an annoyance on the KSP.log (and also help to keep your KSP safe, as the WatchDog monitors a few mishaps that can prevent your game from running fine later, while loading a SaveGame). I found some exceptions from Waterfall too, but apparently outside the window where they could cause problems to B9-PS. I think you forgot to download some configs for Waterfall, try this one. I didn't found configurations for Waterfall on your KSP, only the base plugin - I don't think it's working for you right now. Finally, SuperKerbal is still borking - I think you have no choice but to delete it - or, better, remove WildBlueIndustries/KerbalKISItems as SuperKerbal appears to be from it. SuperKerbal is throwing so much Exceptions on critical parts of the initialization that a lot of parts are not being correctly initialised, and I think B9-PS is borking because these parts are completely bonks. Let me know if this fixes your problems. Uh, dude… This is a known source of headaches. On the old days, it was found that scaling things over 400% left KSP prone to… "disasters" . Even crashes to desktop, I heard. To understand why this happens, I need to explain to you some gory details about how KSP physics works. The first gory detail is the float. A lot of thingies on the physics engine works with "single" floats (floating point numbers with simple precision, or 32 bits in size), but a lot of things nowadays are using double precision floats (64 bits) as default - everything is already 64 bits under the bonnet, anyway. At that time using 32 bits were wiser because our computers had 32 bits buses, but now with 64 bits buses it makes no sense to use 32 bits - unless you don't need the extra precision and are using specialised hardware to do the computations that are faster on 32 bits (as GPUs we use nowadays, they compute floats in 32 bits more than 12 times faster than they do on 64). Oukey, but what is the problem? Well, we have some borderline situations on using floats: if you divide anything by zero, you get a thingy called NaN (Not a Number) as the result, and injecting NaNs on the physics engine blow up things. This is the reason TweakScale doesn't allows you to downscale things below 3%, because scaling down small things to be even smaller risk the 64 bits computations to "underflow" when converting them to 32 bits before feeding the physics engine, ending up with a 0.0 on the 32 bits float that are injected into the physics engine and… BADA BOOM. But while scaling up, we would have overflows and other idiosyncrasies where the computation can return a +Inf or -Inf - yep, infinity. Now try to feed the physics engine with Infs and see things becoming completely bonks - imagine the weight of a part going to Inf, or perhaps the thrust of an engine - of even the torque… And once something on the chain of computations goes to NaN or Inf, these pesky thingies proliferate as rabbits to a point in which almost every result ends up being NaN or Inf on the other side of the pipeline. I think you may have figured out already what could be happening on your rig. Scaling things under 3% and over 400% is a trial and error activity: you will walk away with some parts, but not with others. On the bottom line, TweakScale ends up having some checkings about scalings below 3% or above 400% on the code - and I bet your problems with attachment nodes is due one of these checks (that surely had blew something in the past, before my tenure). Didn't knew about this one. Good to know!
  20. Yes, it confirmed my last diagnosis!! See this post. (hey, thanks for the fast reply! This is almost a online chat now!! )
  21. Humm.. Please send me your current KSP.log. I want to compare with your previous, I think we had found something… weird. I may had misdiagnosed your issue. I will check it again. — — POST EDIT — — Nope, there's something pretty weird on your rig. This is your patching log: [LOG 23:00:32.652] Config(@PART[spotLight1]) TweakScale/patches/Squad/Utility/@PART[spotLight1] [LOG 23:00:32.652] Config(@PART[spotLight2]) TweakScale/patches/Squad/Utility/@PART[spotLight2] [LOG 23:00:32.652] Config(@PART[spotLight1]:NEEDS[Squad,TweakScale]) TweakScale/patches/Squad/Utility.legacy/@PART[spotLight1]:NEEDS[Squad,TweakScale] [LOG 23:00:32.652] Config(@PART[spotLight2]:NEEDS[Squad,TweakScale]) TweakScale/patches/Squad/Utility.legacy/@PART[spotLight2]:NEEDS[Squad,TweakScale] Do you see how the patchings by Utility.legacy has the :NEEDS[Squad,TweakScale] while the patchings from Utility has not?? This means the your TweakScale/patches/Squad/Utility.cfg is from a older version of TweakScale. And this I could double confirm by inspecting my copy of TweakScale/patches/Squad/Utility.cfg where the patchings for spotLight1 and spotlight were replaced by the _v2 versions of it. SO… Perhaos I have borked the distribution? Well, nope. I just redownloaded and inspected the files I published on Github, Spacedock and Curseforge - and the TweakScale/patches/Squad/Utility.cfg is the one I expected to see. So, and again, my previous diagnose is kinda right: oldies lingering around on a new instalment. But since you say that you didn't installed any other TweakScale package, something else must had done it. So, inspecting carefully your KSP.log I found Interstellar installed too, and I know this one has TweakScale embedded on the package - think of Interstellar as a "self contained" distribution where the maintainer packs everything but the kitchen's sink on a mega-package that he carefully certified to be working. And.. Uhhh, that's a bingo! It is distributing the 2.4.4.5 release of TweakScale, with a patch that matches what I found. So what I think it was happened is that TweakScale 2.4.4.8 was installed, and then Interstellar was installed - and the embedded TweakScale version from it overwrote the 2.4.4.8 version! If you did installed them by hand, next time just remember to first install Interstellar first and then replace the older TweakScale with the new one. If you used some Installer as Curse Installer or CKAN, please file a bug report on them! Cheers!
  22. Hi! Found them: [LOG 23:10:20.977] [TweakScale] ERROR: **FATAL** Part spotLight1 (Illuminator Mk1) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 23:10:20.978] [TweakScale] ERROR: **FATAL** Part spotLight2 (Illuminator Mk2) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 23:10:20.992] [TweakScale] ERROR: **FATAL** Part cargoContainer (non RO - SEQ-9 Container Module) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 [LOG 23:10:20.992] [TweakScale] ERROR: **FATAL** Part smallCargoContainer (non RO - SEQ-3 Cargo Storage Unit) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0 There's some old file from a previous TweakScale installation lingering around, and it is playing havoc with the patching. Completely remove the TweakScale folder and install it again. In time, what was your previous TweakScale version before the update? Cheers!
  23. Need a rescue mission? NASA to the rescue! LESS - Lunar Escape System (what's the second S?):
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