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Grond

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Posts posted by Grond

  1. There seems to be a bug which causes the game to lag immensely with this mod, for whatever reason. This seems to be some discrepancy with Dynamic Battery Storage. The log gets spammed with this error, and the game starts running at 2fps.

    Quote

    [EXC 03:44:38.181] ArgumentException: An item with the same key has already been added. Key: 4763.624
    Parameter name: key
        System.Collections.Generic.SortedList`2[TKey,TValue].Add (TKey key, TValue value) (at <ef151b6abb5d474cb2c1cb8906a8b5a4>:0)
        Atmosphere.DeferredVolumetricCloudsRenderer.EnableForThisFrame (UnityEngine.MeshRenderer mr, UnityEngine.Material mat) (at <f4ebddcb2f0b4cd7807b74c8ecba5505>:0)
        Atmosphere.DeferredVolumetricCloudsRenderer.EnableForThisFrame (UnityEngine.Camera cam, UnityEngine.MeshRenderer mr, UnityEngine.Material mat) (at <f4ebddcb2f0b4cd7807b74c8ecba5505>:0)
        Atmosphere.DeferredRendererNotifier.OnWillRenderObject () (at <f4ebddcb2f0b4cd7807b74c8ecba5505>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [LOG 03:44:38.213] [Dynamic Battery Storage]: [ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName
    [EXC 03:44:38.214] NullReferenceException: Object reference not set to an instance of an object
        DynamicBatteryStorage.ModuleCryoTankPowerHandler.GetFuelTypes () (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.ModuleCryoTankPowerHandler.Initialize (PartModule pm) (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.VesselElectricalData.SetupDataHandler (PartModule pm) (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.VesselData.RefreshData (System.Boolean fromScratch, System.Collections.Generic.List`1[T] vesselParts) (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.VesselData..ctor (System.Collections.Generic.List`1[T] vesselParts) (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.VesselElectricalData..ctor (System.Collections.Generic.List`1[T] vesselParts) (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.VesselDataManager.RefreshVesselData () (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        DynamicBatteryStorage.VesselDataManager.FixedUpdate () (at <ce8c094d51db45938ad65ca113e0ce60>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [LOG 03:44:38.251] [Dynamic Battery Storage]: [ModuleCryoTankPowerHandler]: Critical configuration error: Multiple ModuleCryoTank nodes found with identical or no moduleName

     

  2. 2 hours ago, Gotmachine said:

    I might be wrong, actually. Does the GU home switch work by replacing the Kerbol system with a custom one ? In which case you are right, distance has nothing to do with it, and the issue is caused by something Kopernicus is doing (or not doing).
    Which would make at lot of sense. The whole issue seems to be caused by the Unity collision ignore matrix becoming somehow messed up.

    Yes the GU homeswitch replaces the Kerbol system (retextures it rather)

  3. 11 hours ago, R-T-B said:

    It's highly inconsistent with when and where it decides to present itself, but it does seem related somehow to distance.  I've never seen it on normal-distance bodies (like stock kerbal distances).

    It's been a bug since past version 1.7.3 of KSP, AFAIK.

    After more testing, it seems that it's a bug somehow related to GU. I decided to test the distance theory, so I did GU homeswitch, and tested it in the new home system. Still happened, only difference was that now the kerbals would get pushed out more often (probably because the physics engine has a better time correcting itself at lower distances). But it seems to not be distance related when it comes to GU :(

  4. 23 hours ago, Cloakedwand72 said:

    Does this mod have any trouble decoupling like the default inflatable shield or is this fixed in this mod?

    I think it should be fine, the reason the default inflatable shield doesn't decouple properly is because it has a little truss structure around the mount, so the colliders get stuck. This has very simple collision meshes so it should be fine.

  5. 49 minutes ago, Gordon Dry said:

    Why did you hide the thread and remove the latest update on Spacedock?

    It seems that the .dds texture conversion completely broke the normals, sorry for the inconvenience, but I didn't expect it to get hidden after editing the changelog. But yeah the latest update got removed because it broke the normals (don't worry it didn't add anything, just changed the texture format)

  6. 7 minutes ago, Gordon Dry said:

    Congrats.

    What came to my mind first: these parts need proper support for Kerbalism, to be real shields. This could be a project for WIP Kerbalism v4.

    That would be awesome! I made them purely as aesthetic parts, but it would really be great to have them working as shields for Kerbalism!

  7.  

    Grond's Micrometeorite Shield Mod

     

    A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships.

    Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna.

     

    Download: SpaceDock

    It is also available on CKAN!

    Dependencies:

    Community Tech Tree

    Recommended:

    Near Future Construction (heavily recommend)

    Near Future Propulsion

    Near Future Electrical (this one as well)

    Far Future Technologies

    Restock

    Restock+

     

    Spoiler

    EuecUUC.jpeg

    -10 meter shield

    su1OFZz.jpeg

    Spoiler

    vSRIxl5.jpeg

    -50 meter shield

    dBWdUS8.jpeg

    Changelog:

    • 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible;
    • 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science;

     

    Licensing:

    All code and cfgs are distributed under the MIT License

    All art assets (textures, models, animations) are distributed under an All Rights Reserved License.

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