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Dodge

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  1. Does the resolution of thee RSS-Texture matter if EVO is used for Earth? It does look EVO is only putting its texture on top of the RSS-Texture one, is this a little wasteful in RAM (It is using about 30GB of ram with 16K RSS-Texture and 32K EVO both in).
  2. Seeing errors: [LOG 14:43:49.276] Applying update RealFuels-Stock/Bluedog_DB/RF_BDB_Vega/@PART[bluedog_Vega_EngineMount]:FOR[RealFuels_StockEngines] to Bluedog_DB/Parts/Vega/bluedog_Vega_EngineMount.cfg/PART[bluedog_Vega_EngineMount] [ERR 14:43:49.276] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ [ERR 14:43:49.277] Error - Cannot parse variable search when inserting new key thrusterPower = #$/MODULE[ModuleRCSFX]/thrusterPower$ Dig a little bit deeper, the issue is that the EngineMount does not have RCS port, so it shouldn't have any thrust power adjustment.These adjustment should be on one of the Vega fuel tank. It seems to me that the RF_BEB_Vega.cfg directly from GitHub is actually fine, so I just directly copy RF_BEB_Vega.cfg to overwrite the released one and no more error. Isn't this going to be in the next release? I noticed that the correct changes were actually in even before the current release.
  3. Really love your mood, I am on 1.22, and it seems to be working flawlessly. One thing though, the drymass balance is horrible for cryogenic engines. They are basically useless now, worse than their liquid fuel counterparts. I think you were right to think about removing it as quoted below,I can have a PR to remove it, or at least to have it in extra as an option.
  4. Thanks a lot! I did a fresh install, it turns out to be a problem only when I open the editor after recovery, so I lied, I thought this has nothing to do with KCT since I saw the error during KSP load. Something must have changed. I asked for some help in ScrapYard, hopefully, there is solution forward. Really liked your mod nevertheless, sorry for the misinformation.
  5. Anybody else ran into the RealChute recovery? Using a fresh 1.12 KSP, and only put in RealChute, KCT, and scrapyard (with their dependencies). Error: [LOG 19:35:25.481] ------------------- initializing editor mode... ------------------ [LOG 19:35:25.481] editor started [LOG 19:35:25.486] GetSubclassesOfParentClass: Using cached results for AlarmTypeBase [LOG 19:35:25.487] Loading Depletion Nodes [LOG 19:35:25.487] DepNodeCount: 0 [LOG 19:35:25.487] Loading Biome Nodes [LOG 19:35:25.487] BiomeNodeCount: 0 [LOG 19:35:25.487] Loading Planet Nodes [LOG 19:35:25.487] PlanetNodeCount: 0 [LOG 19:35:25.490] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 19:35:25.490] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [WRN 19:35:25.560] UIList: RemoveItem didn't find any item to remove. [LOG 19:35:25.570] Untitled Space Craft loaded! [LOG 19:35:25.579] 9/5/2021 7:35:25 PM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [ERR 19:35:25.586] Module ProceduralChute threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at RealChute.ProceduralChute.OnStart (PartModule+StartState state) [0x005b0] in <aa2d15a844824520a0c77b7f968d6700>:0 at Part.ModulesOnStart () [0x00120] in <cd473063d3a2482f8d93d388d0c95035>:0 Here is how to reproduce the error: Start a new game Any part with a parachute (realchute) Fly and Recover to VAB using KCT Use KCT to edit the same ship just recovered I did asked for help in realchute side, but after testing this, this is quite not exclusive to realchute issue. So I come here for some help.
  6. I see, just to clarify a little: the issue happens regardless of KCT's existence or not, it is just that I think this is still related to KCT/Srapyard having issue recognizing the part. I wonder this could manifest in many other ways as well.
  7. Having the following error when using with Kerbal Construction Time and Scrapyard, after I recovered the ship I attempted to edit the ship from KCT UI, the parachute was not recognized and thus became a new part, checked the logs, the following error appeared: Related error: [ERR 13:40:53.508] Module ProceduralChute threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at RealChute.ProceduralChute.OnStart (PartModule+StartState state) [0x005b0] in <aa2d15a844824520a0c77b7f968d6700>:0 at Part.ModulesOnStart () [0x00120] in <cd473063d3a2482f8d93d388d0c95035>:0 Full log: KSP.log and Player.log I saw some MM patch for RealChute in KCT, so I assume the parachute should be properly "reset", but the issue seems to be caused by this ProceduralParachute.
  8. Did just that, directly downloaded the Github repo and used B9PartSwitch instead, everything is working, thank you!
  9. I am under the impression that BDB has compatibility config for RemoteTech that adds 3km omni antenna to all probes, but it doesn't seem to be working in the latest update with Kerbal 1.12.2. When launched, unless I put on an antenna (which makes some of the small probes looks ridiculous), the probe is still showing not connected, thus no control. Does anyone else run into this issue?
  10. Is there something wrong with the aerodynamic of the parts? There is no drag difference between having the cone and not (checked by flight recorder), so the drag is incredibly high (800m/s drag loss even with the nose cone). Also, the WAC corporal rocket does not have natural gravity turn as if it is not guided by airflow and its drag is way too high too. Edit: False alarm, stupid me, I put an antenna between two components and that just mess up the DragCube.
  11. Tested this with KSP 1.12.2, besides the firesplitter is too stale for 1.12, I am also seeing an issue that prevented me from loading the game (stuck at the loading screen), anybody else is running into this too? Relevant log from KSP log: [WRN 21:43:29.433] DragCubeSystem: Part 'ca.explorer.solar' has more than two IMultipleDragCube part modules. You should consider procedural drag cubes. [LOG 21:43:29.433] DragCubeSystem: Creating drag cubes for part 'ca.explorer.solar' [EXC 21:43:29.497] NullReferenceException: Object reference not set to an instance of an object ModuleDeployablePart.AssumeDragCubePosition (System.String name) (at <cd473063d3a2482f8d93d388d0c95035>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Relevant log from player log: DragCubeSystem: Creating drag cubes for part 'ca.explorer.solar' (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at ModuleDeployablePart.AssumeDragCubePosition (System.String name) [0x00088] in <cd473063d3a2482f8d93d388d0c95035>:0 at DragCubeSystem+<RenderDragCubes>d__34.MoveNext () [0x001de] in <cd473063d3a2482f8d93d388d0c95035>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <cd473063d3a2482f8d93d388d0c95035> Line: 0) KSP logs: https://drive.google.com/drive/folders/1HVVA1ugCIlOdrKlu_vpwCm2IrhRvfWYf?usp=sharing
  12. Does this replace KSP-Recall? Seems like KSP-recall does have some other things fixed?
  13. I have also the nullreference spam, this is happening when the 2nd ship (controlled by KOS) with a kerbal leaving outside of the physics simulation range (where KOS failed too), The main ship does not have a kerbal in it (1st stage). I used FMRS to load to recover the 1st stage. Here is the error: NullReferenceException: Object reference not set to an instance of an object at KerbalHealth.CLS.GetCLSSpace (ProtoCrewMember pcm, Vessel vessel) [0x0006c] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.Core.GetCrew (ProtoCrewMember pcm, System.Boolean entireVessel) [0x0001a] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.Logic.Test (ProtoCrewMember pcm) [0x0046a] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.ConditionalEffect.IsApplicable (KerbalHealth.KerbalHealthStatus khs) [0x0000c] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.Quirk+<>c__DisplayClass39_0.<GetApplicableEffects>b__0 (KerbalHealth.ConditionalEffect effect) [0x00000] in <cb383f709e694551953e0ca5b39185c7>:0 at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x00037] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () [0x0006f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at KerbalHealth.KerbalHealthStatus.CalculateQuirkEffects () [0x0007b] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthStatus.CalculateEffects () [0x00043] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthStatus.get_HealthEffects () [0x00008] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthStatus.GetVesselRadiation (Vessel v) [0x000d9] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthStatus.GetRadiation () [0x0006c] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthStatus.Update (System.Double interval) [0x00073] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthList.Update (System.Double interval) [0x0001b] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthScenario.UpdateKerbals (System.Boolean forced) [0x003d9] in <cb383f709e694551953e0ca5b39185c7>:0 at KerbalHealth.KerbalHealthScenario.FixedUpdate () [0x00013] in <cb383f709e694551953e0ca5b39185c7>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <cb383f709e694551953e0ca5b39185c7> Line: 0) Please see the full log here: https://drive.google.com/file/d/15WS_0bOAfPqfxbzpj_X3K_BkKN7Km0Sy/view?usp=sharing Edit: adding the log with debug_logging turned on: https://drive.google.com/file/d/1qJRoa38jNKNxvab8HauE-Sfa6Ew_dU5e/view?usp=sharing
  14. Is it possible to turn it down a bit? I prefer the natural color of the ground, the cast is covering too much of a area in my opinion.
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