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Krydax

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Posts posted by Krydax

  1. So the rescale mod includes "rescaleAntennas.cfg", which includes the following:

    @PART:FOR[SigDim2]:FINAL
    {
        @MODULE:HAS[#name[ModuleDataTransmitter]]
        {
               @antennaPower *= #$@SigmaDimensions/Rescale$
        }
    }

    I add the ":FINAL" to it, because it was ONLY applying to the probe cores, and none of the antennas. However, that did not seem to fix the problem. Antennas still are not multiplied by 3.2x range. Any ideas? I have commnet antennas consumptor, exntension, info, as well as scansat, and NFE exploration (to name the mods that affect antenna stuff)

  2. 26 minutes ago, Lisias said:

    I'm revisiting the topic, and concluded that your case is related to:

    https://github.com/net-lisias-ksp/KSP-Recall/issues/41

    https://github.com/KSP-RO/ProceduralParts/issues/315

    and unfortunately also on 

    https://web.archive.org/web/20230615130933/https://github.com/KSP-CKAN/NetKAN/pull/9076

    I removed AttachedOnEditor from Procedural Parts because, at least at that time, it apparently wasn't necessary and I was still wanting to prevent drama with CKAN (see my last link). This is the comment where I did it:

    https://github.com/net-lisias-ksp/KSP-Recall/issues/41#issuecomment-1102662484

    I thought this would be the wisest move to prevent friction about the respective authors.

    Obviously, on the urgency of getting rid of that unwanted attention, I surely missed testing some use cases and I'm betting yours is one of them.

    There's also the probability of the problem, now, is being induced by some 3rd parties that weren't present (or did exist at all) at that time - perhaps something new in the stack destabilised something in Editor, creating the problem. Or, alternatively, something that used to prevent the problem in the past is not being used anymore, allowing the problem to surface. Who knows? I'm surely don't! :) 

    Anyway, now I have some time to burn and I will toy with your jankycraft thing on my test bed. I will know precisely what's going on now.

    Stay tunned!

    Thanks for your work!

    There's also a NEW tweakscale fork in the works now. What a time to be alive! So many modders still keeping this amazing game alive! Can't wait until KSP2 actually has enough stability & features that it can be better in every way than KSP1!

     

  3. 18 minutes ago, Lisias said:

    I would settle with 3rd parties following KSP standards, instead of going their own way just because it's easier for them.

    TweakScale works fine out of the box with everything that uses KSP Standard, needs a Companion when there're new things being inserted to KSP - but have problems when they go rogue and break expectations and standards just because doing that didn't broke anything under their noses.

    There was a serious problem of Team work around here.

     

    1st, make a full backup of your rig - not to mention the savegames. This kind of experiment can go South badly - worst, go South after some time when you became confident that everything was going fine.

    That said, brute forcing AttachedOnEditor into Procedural Parts is easy. Write this patch on a file somewhere in the KSP's file hierarchy (I suggest GameData/__LOCAL/ProceduralPartsOnAttachedOnEditor.cfg for easy localising):

    @PART[*]:HAS[@MODULE[ProceduralPart]]:NEEDS[TweakScale]:FINAL
    {
            %MODULE[AttachedOnEditor]
            {
                    %active = True
            }
    }

    This should do the trick. Be aware that, perhaps, only some Procedural Parts would need the AttachedOnEditor injected on the Part, while others may misbehave by doing that - there must be a reason I withdrew AttachedOnEditor from the mainstream 2 years ago (and I wish I had took note of it on somewhere easily findable - I really don't remember the details).

    Let me know what you find. Cheers!

    I guess I'll be the guinea pig :D 

  4. 3 hours ago, Lisias said:

    KRAP. I can't edit comments now. (sigh).

    Anyway: 

    This is weird. Procedural Part is being specifically avoided while patching AttachedOnEditor, that it's the PartModule that prevents exactly the problem afflicting you.

    https://github.com/net-lisias-ksp/KSP-Recall/commit/5d3056e78b85d2ba6fa462002ead237010d01bfe

    This patch have about 2 years already.

    Initially I wondered if this is not something related to an old issue on Procedural Parts ( https://github.com/KSP-CKAN/NetKAN/pull/9076 ), but then I realised I withdrew AttachedOnEditor from PP one month before.

    I'm trying to remember why I removed AttachedOnEditor from Procedural Parts right now. On a superficial analysis, adding it back may fix your problem, but I need to remember why by Kraken's sake I removed it at first place.

    — — POST EDIT — — 

    And now I can edit posts again. 

      Reveal hidden contents

    hellboy_aw_crap_by_superkitty27_d7lybil-

     

    How would I, for experiments sake, add AttachedOnEditor back to the Procedural Parts?

  5. 14 minutes ago, Lisias said:

    KRAP. I can't edit comments now. (sigh).

    Anyway: 

    This is weird. Procedural Part is being specifically avoided while patching AttachedOnEditor, that it's the PartModule that prevents exactly the problem afflicting you.

    https://github.com/net-lisias-ksp/KSP-Recall/commit/5d3056e78b85d2ba6fa462002ead237010d01bfe

    This patch have about 2 years already.

    Initially I wondered if this is not something related to an old issue on Procedural Parts ( https://github.com/KSP-CKAN/NetKAN/pull/9076 ), but then I realised I withdrew AttachedOnEditor from PP one month before.

    I'm trying to remember why I removed AttachedOnEditor from Procedural Parts right now. On a superficial analysis, adding it back may fix your problem, but I need to remember why by Kraken's sake I removed it at first place.

    — — POST EDIT — — 

    And now I can edit posts again. 

      Reveal hidden contents

    hellboy_aw_crap_by_superkitty27_d7lybil-

     

    Haha.  Classic programming issue. Trying to understand 2-years-ago-you is like trying to decipher ancient greek texts.

    In any case, thank you for your work looking into a fix! If it does indeed fix it, just let me know how to add it back in. And who knows. Maybe it breaks something else, but it's not as annoying? Cause currently this issue is annoying enough that it's gonna cause me to not use PP tanks at all which is kinda defeating the whole point.
     

  6. I am very intrigued on trying out this tech tree. I'm curious if it's still a good experience if I don't use BDB? I do have all of Nertea's mods, as well as things like spaceY, restock+, dmagic orbital science, infernal robotics. 

    Also does this mod prune its own empty nodes (if it has them?)

    EDIT: Oh, i just realized this mod has BDB as a dependency. Nevermind! I'm not sure if I can handle BDB since I'm not really into the whole historical-missions/parts thing anyway.

  7. 22 minutes ago, Lisias said:

    That's interesting… Please restore your rig, reproduce the problem, quit KSP and send me somehow the KSP.log and the screwed craft file for analysis.

    Yay! I love when I find new and interesting bugs. Makes me feel special.... :)

    I did what you said. Open game, make the craft i explained above, launch, revert to vab, glitch is happened, quit KSP, and here you go!

    https://filebin.net/saih0x8b958ahsq3 <- KSP log

    https://filebin.net/8c4vekh75my7l6er <- Janky craft in question. Launch & revert to VAB as many times as you want to increasify the jank! =D

  8. Okay

    More testing complete. 
    By changing the engine on the bottom to uncheck "KSP-Recall::Attached on Edit", the engine properly "follows" the tank up into the service bay. So they both move together. (this is still bad though, cause the tank moves up into the service bay in the first place, because the service bay is tweaked to be smaller and the procedural part somehow double compensates when it loads in or something)

     

    That being the case, now I'm convinced that the issue is that the procedural tank does NOT have the "attached on edit" module. Is that meant to be the case? Or is it supposed to be lacking the attached on edit module?

     

  9. Just now, Lisias said:

    I think Forum still have that problem with attachments? Anyway, if you have a github account, shove the Log on a comment here:

    https://github.com/net-lisias-ksp/KSP-Recall/issues/41

    I don't think that's the same issue. In this case, a procedural part is not the root. I started with a probe core. 

    To add more info, I just reproduced it easily:

    1. Probe core (okto in this case)

    2. Service bay 1.25m, tweakscale it to .625

    3. add procedural fuel tank

    4. add terrior, tweakscale it down.

    5. launch craft

    6. revert and BOOM. Things moved and now stuff is janked.

    I just tried with a flt400 instead of a procedural fuel tank, and the issue did NOT occur. So that does narrow it down to being procedural part related.

  10. Just now, Lisias said:

    Wait!!

    Looks more like this: https://github.com/net-lisias-ksp/KSP-Recall/issues/41

    Please be sure this patch is being applied:

    https://github.com/net-lisias-ksp/KSP-Recall/blob/master/GameData/999_KSP-Recall/patches/101_ProceduralPartsAttachmentNodesFix.cfg

    Unfortunately, a proper fix on the Procedural Parts itself was denied, so we will need to deal with workarounds forever.

    https://github.com/KSP-RO/ProceduralParts/issues/315

    You are amazing. I will try this!

    Here's my ksp.log too if you're interested. I'll report back with results!

    1 minute ago, Lisias said:

    Wait!!

    Looks more like this: https://github.com/net-lisias-ksp/KSP-Recall/issues/41

    Please be sure this patch is being applied:

    https://github.com/net-lisias-ksp/KSP-Recall/blob/master/GameData/999_KSP-Recall/patches/101_ProceduralPartsAttachmentNodesFix.cfg

    Unfortunately, a proper fix on the Procedural Parts itself was denied, so we will need to deal with workarounds forever.

    https://github.com/KSP-RO/ProceduralParts/issues/315

    Ah. Just checked. I already have that file/patch. So I don't *think* that's the issue then?

  11. 1 minute ago, Lisias said:

    This looks similar to this old issue : https://github.com/TweakScale/TweakScale/issues/168

    Are you using B9PS?

    I'm firing up my test bed to check this possible regression… 

    Yes, I have b9 part switch. As well as firespitter. I also have smart parts, but the auto-stuff is disabled on them, so that *shouldn't* be messing with anything. I can try removing it and see if bug continues. 

  12. 21 hours ago, Lisias said:

    Hi, sorry for that. It's a known bug on TweakScale - https://github.com/TweakScale/TweakScale/issues/307 .

    The only known workaround at this time is to do not change Variants on scaled parts - set the part to the default scale, change the variant, and then scale it back to the desired one.

    The root cause of the problem is that I didn't fully understood what Editor does under the bonnet under certain circumstances. Apparently the Editor is breaking the Modules OOP encapsulation doing things outside the Part's life cycle, screwing with Modules that tries to follow the cannon Life Cycle.

    But it's a guess.

      Reveal hidden contents

    Adding insult to the injury, I quit trying to fix these on the 2.4 series, as only the 2.5 have some refactoring that are allowing me to implement/fix things with better chances of not breaking something else - right now, on 2.4, things are kinda on a fickly equilibrium where changes can trigger a crapstorm. But the 2.5 series will be problematic to deploy, because (due unrelated issues to this problem) I'm currently unable to add new add'ons to CKAN and, so,  I will not be able to publish KSPe as a separated support library - and the 2.5 series don't use that KSPe.Light stunt anymore.

    There's a chance that the 2.5 Series will be published only on Curseforge, as any attempt to update SpaceDock (where CKAN gets the new releases) will break the user's installations.

     

    uhoh. New issue. Now when i revert to vab, things are disconnecting when I have tweakscaled parts. In this case, upon reverting to vab, a 1.5long0.625diameter procedural fuel tank moved "up" into a tweakscaled 1.25 -> 0.625 service bay (and a tweakscaled 1.25 -> 0.625 terrier on the bottom of the fuel tank is now "floating" underneath). So it's like the fuel tank moved but nothing else did.  https://imgur.com/a/uFDZ2Lq

    If tweakscale is going to break stuff every single time I revert/load a craft, then that may be too much of a thing for me to work around unfortunately. With any luck, there's something I can change, or I'm doing something wrong to cause this? If so I'm not sure what it is though.

  13. 7 minutes ago, Lisias said:

    Hi, sorry for that. It's a known bug on TweakScale - https://github.com/TweakScale/TweakScale/issues/307 .

    The only known workaround at this time is to do not change Variants on scaled parts - set the part to the default scale, change the variant, and then scale it back to the desired one.

    The root cause of the problem is that I didn't fully understood what Editor does under the bonnet under certain circumstances. Apparently the Editor is breaking the Modules OOP encapsulation doing things outside the Part's life cycle, screwing with Modules that tries to follow the cannon Life Cycle.

    But it's a guess.

      Hide contents

    Adding insult to the injury, I quit trying to fix these on the 2.4 series, as only the 2.5 have some refactoring that are allowing me to implement/fix things with better chances of not breaking something else - right now, on 2.4, things are kinda on a fickly equilibrium where changes can trigger a crapstorm. But the 2.5 series will be problematic to deploy, because (due unrelated issues to this problem) I'm currently unable to add new add'ons to CKAN and, so,  I will not be able to publish KSPe as a separated support library - and the 2.5 series don't use that KSPe.Light stunt anymore.

    There's a chance that the 2.5 Series will be published only on Curseforge, as any attempt to update SpaceDock (where CKAN gets the new releases) will break the user's installations.

     

    Aha. Thank you for confirming! At least it's known. Guess I'll just deal with it for now :) Thanks for all your hard work!

  14. I am encountering an odd bug. I add a stayputnik, I add a flea SRB below it. I scale down the flea. By simply changing the "variant" to orange or whatever, the whole SRB moves up. Each time I change the variant, the SRB moves up again. 

    I'm not entirely certain if it's tweakscale, b9 part switch, or KSP recall, but I just started a new save and am running into this issue whenever trying to change variants of tweakscaled parts. I'm certain it has something to do with the part wanting to "stay attached", but it's like two mods are trying to do the same thing and so the part gets moved twice as much as it should (or something, idk).

    Any ideas? Is this a known thing? I have an entire mod soup, but it's the same type of mod soup I've used before and not seen this issue, so I presume it's one of the three mods I mentioned earlier having some odd interaction.

    I have Tweakscale 2.4.7.4 installed, as well as tweakscale companion (the uberpaket).

  15. 4 hours ago, linuxgurugamer said:

    I_do_have a Patreon, if you are feeling generous :D

     

    Haha nice :) I'll definitely look into it! If anyone has "earned" donations... you're one of them. The work you do for the modding community has always amazed me. You're like the glue that holds everything together. I'm hopeful that the KSP2 modding community will have more vibrancy and popularity and thus more modders like you, so you won't need to carry such a heavy load.

  16. 5 hours ago, linuxgurugamer said:

    Your problem is JNSQ.  Delete the Kronometer from JNSQ, it's broken in 1.12

    See this post for a patch:

     

    Holy cow you are a saint among men! :)

    Not only did that work, but now I also have the added benefit of station keeping, precise manuever, and docking port alignment indicator now all working (they weren't before)!!!!! Thank you thank you!

  17. On 8/11/2021 at 2:59 PM, linuxgurugamer said:

    I did, but when I saw the log file, I realized the problem.  

    Unfortunately... It didn't work. I manually deleted toolbar controller folder from gamedata, along with deleting all the toolbarcontroller downloads in the CKAN cache (in user/appdata/local), and used the reinstall button on toolbar controller in ckan (since it still thought it was installed), it went and downloaded the newest version and installed it. And I'm still getting unresponsive main menu buttons.

    KSP log:

    https://www.dropbox.com/s/cbl673yc4zvvdis/KSP.log?dl=0

    Player Log:

    https://www.dropbox.com/s/xv64ce714zm47zh/Player.log?dl=0

     

    Sorry to be such a hassle! Thank you for your wizard interpretation of these log files... It's 99.9% gibberish to me!

     

  18. 5 hours ago, linuxgurugamer said:

    Just so you know, the problem is an extra DLL file, caused by the previous update.  It's still there in the directory.  When you do a reinstall without manually deleting the directory, it's left behind.  By deleting the directory and  then doing the reinstall, only the correct one will be there

    Ohhh okay. Thanks for that clarification. There is a reinstall button in CKAN which I assumed is what you were getting at. I'll try that out later when I'm at my computer and report back :)

  19. 33 minutes ago, linuxgurugamer said:

    Reinstall both toolbar, & zerominiavc, and if it still ahppens, then a Player.log, please

    Okay I rightclick + reinstalled zero mini avc, toolbar, toolbar controller, and ksp avc, just for good measure.  Still got the same issues. Menu buttons do nothing. Have to force quit the game cause the quit button doesn't even work haha.

    Player.log

    https://www.dropbox.com/s/mbelb9cv9tqi7rs/Player.log?dl=0

    ksp.log

    https://www.dropbox.com/s/p81lsxdlniqklqb/KSP.log?dl=0

    Thanks!

  20. I'm having the same issue that Xt007 was (I think) where the main menu is completely unresponsive. I also don't have the huge popup anymore that shows how all my mods aren't designed to work with 1.12.2 :D But the game was working fine as of a few days back (not sure, maybe 5-7 days since I played last? Can't remember), but fired it up tonight and the main menu buttons just don't do anything. Tried clearing input locks via alt+f12 and no dice.

    All mods installed via CKAN with maaaaybe one or two exceptions. (and I forced a reinstall of toolbar controller via ckan as well). And all mods are fully updated

    Log file:

    https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0

    avc log:

    https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0

    Thanks in advance for any and all help and wisdom!

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