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Ikkaku

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  1. Just reporting back. With my install, after removing Science Relay (Oct 1st), I haven't had the freeze issue so far (I got the freeze error when using the right-click menu). I haven't gotten around to reviewing and testing the new release of Science Relay yet, but that will be my next thing to do.
  2. Hi, I am running somewhat similar mods as you and I occasionally get a freeze when trying to perform a science experiment too. Like you, I'm able to put the same vessel in a different game and it works, and I've been able to go back to past saves and I don't run into the same freeze doing the same science experiment on the same ship that results in the freeze. I haven't tracked it down yet but I've tried removing [x] Science and some of the science related part mods I had experienced the hang on. I've gotten the freeze on a Crew Report more recently. That is odd. I am currently testing my setup without ScienceRelay installed. That's one thing I am thinking, aside from Ship Manifest, that might kick in when I click the "do science" button. Or it might not be a mod at all. But to possibly trim culprits down, here are the mods that we share from your list.
  3. Waiting on v2.0 as well.. For any who are interested and can compile the code, the jittery kerbals seemed to be related to KSP not liking public const values for whatever reason. Swap them out for non-const variables (or I suppose readonly fields), and the tracking station-> kerbal octupii horror seems to disappear. I haven't tried kerbals on EVA in space yet. Just EVA'd on the launch pad. Picked that fix out of the FAR thread from a similar looking nullexception spam bug report where a.g. suggested a fix . Tried it out on asmi's code on a whim. If anyone else can compile the code .NET 4.0 to verify, please feel free. I set most of the constants to static readonly or simply basic variables to test. I'm still running .NET 3.5 Visual Studio (slowly downloading VS Express 2012)so I had to tweak the code a little to get it compile for me. I don't know exactly if it was related to the public constant handling bug in KSP or something else I did to "downgrade" to 3.5. I do suspect it is the public constants because my downgrade tweaks weren't anything particularly special.
  4. All right, no worries. It was worth a shot asking. I'm guessing the mods you had installed have changed slightly due to your 0.23.5 compatible re-install so asking of a list of what you had installed to see if I could reproduce it myself might be futile. Like a few others I haven't hit a bug with it , though my install is pretty heavily modded too. It's possible the other mods somehow worked around it on my install (I have a pseudo hack up of BTSM and RPL in mine, for example). I was just curious because asmii had put decent debug comments through key points in the code so you can more or less track where it might have broken down. I'm guessing the bail out death you were experiencing was consistent regardless of what ship/pod you were EVAing out of versus being a pseudo-random thing?
  5. Any debug logs or exceptions associated with the 'bailed out' death?
  6. @NeoMorph: Click on the ship name in the editor, an empty text window should scroll down from there where you can enter in the text.
  7. Atmosphere collection -- I'd think something with an animated bellows or accordian/ventilator pump. Maybe blowing up balloons that are chucked in the container (beats having a Kerbal trying to inhale the atmosphere and blow it into a container on EVA). Edit: Or a bicycle pump for EVA atmos?
  8. Reminds me of Spaceballs (the movie) and how they removed the atmosphere from a planet. Giant Molly-Maid mech with a vacuum cleaner.
  9. Curious, what was the solution? Was it as Dave7 mentioned?
  10. @Countrykris: Yes, pretty much. You just fiddle around with the values until you get the attachment that you like (wish there was an easier way to verify the node placement). Oh, that includes setting your attachment rules too, depending on what you want the part to do. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1
  11. @ DarthVader: Sorry. Was attempting to figure out what GregoryOwen had experienced with the Juno model. Er, how step-by-step? Like a Blender-Unity tutorial of sorts or just what steps were done to get it in (generally)? What I did (briefly, but I could expand on it): 1. Loaded the blend file into Blender (Juno). If it's a OBJ, Blender can load those up too. 2. In my case, with the Juno model, it was a blend file. So I just checked to make sure the UV maps were referencing the textures OK (found I had to re-reference the PNGs in a couple cases, primarily the main body of Juno while GregoryOwen said were invisible in KSP). 3. Made sure the Scene units were set to Metric, and the scale/rotation were set properly (select all objects, hit CTRL-A, scale/rotation option.. sets the scale/rotation to 1/0). 3. Exported the file as a .FBX (you could use a .DAE, but if you want to animations later on, .FBX is handy). 4. Opened up Unity, set up the Unity project as per the KSP/Wiki/Forum tutorials (set up the project, "install" the PartTool scripts, set up the empty GameObject and attach the PartTools scripts to it). 5. Imported the .FBX, making sure the import was set to Scale 1.0 rather than 0.01 (unless you like ant-sized parts). 6. Assigned the KSP shaders to the materials for each mesh that was imported, tweaked textures on the materials (or assigned textures to the materials where needed). Set the _root (cube) part to a default texture and set its Opacity to 0 (or you could outright delete it), otherwise KSP will render it. Not sure if all the NASA models have this root object or not. 6A. Added a collision mesh component, made it convex. In the Juno model, I just used the silver_foil mesh as the base. Didn't feel like creating a real collision mesh.) 7. Configured the PartTools components on the GameObject to point to where I wanted the .MU file exported to, and also set the texture settings to .MBM format (instead of smallest-TGA). Clicked on the button to kick off the .MU export. 8. Set up a generic part file, referencing the .MU file that was created, off in my play GameData directory. Launched KSP. -- @GregoryOwen: Yeah, I see what you mean about the textures being weird. I wasn't sure how the KSP bump and specular shaders handle textures that don't have an alpha channel (Does it default to "not transparent" or does it assume the lack of an alpha channel means "transparent"?). Either way, the goil and silver foil PNGs didn't have an alpha channel. I did two things to get the main body of the silver/gold to show up (though I'm still trying to figure out why the third texture on the silver_foil mesh [which should be mapping to the Juno_Texture for the external panels] isn't showing up.). One, I dropped on alpha channel on the foil PNGs thinking it had something to do with it. Didn't really. Two, I went through the meshes in Blender to see what images the UVmaps were referencing -- noticed the gold foil/black_krinkle/silver foil UVmaps weren't mapped to the gold/silver/some sort of black texture, but their normal maps instead. I'm not sure if that had anything to do with it, but I just re-referenced those UVmaps to the actual gold/silver PNGs (and created a quick black-matte PNG for the black_krinkle mesh could reference instead of its normal map). So.. it could just be a check of the UV maps and what image they are referencing.. or a combination of that and having an alpha channel on the foil PNG files. I haven't gone back to try "just" re-referencing the UVmaps to the texture PNG files vs. their normal maps (without the alpha channel on the gold/silver foil PNGs) to confirm if it's only that step that does the trick. I'm fairly new to Blender/Unity/KSP thing, though. So there is probably a reasonable explanation for it. I saw what you mean about the fixing up the shaders in Unity.
  12. Perhaps the faces/normals for the centre part were off?
  13. I believe .3DS meshes can be imported into Unity. So, in theory, load the file into Unity, set it up like any other part model (with collision mesh, etc.), export it as a .mu. Set up your part.cfg. Done. Though the Galileo 3Ds model I imported as a test had some tweaks needed to the mesh I think. So I would probably import into Blender first, fix up whatever mesh tweaks needed to be done, then export it as a .dae or .fbx, import that Unity, then follow the Unity part creation process. Nice find, by the way. I see they have a mix of file formats there.. 3DS, Blender, etc. (Polygon count on some of their models seem a bit high, though that's me)
  14. Possible the collider is scaled weird in the part. I had a couple old .DAE -based parts like that, and had to rescale the collider in Blender (and reset the scale of the model for good measure to keep it nice and consistent). Though, while I was able to select the part after that fix, I found I didn't get the default select glow either. Got the glow after loading it into Unity to create a .MU with an auto-generated collider instead of the native collider mesh from the .DAE. No idea why there would be a difference, though.
  15. I'd have to agree with this. Each has their own unique personalities, different views, and positives/negatives. Even the antagonists have their merits depending on the perspective you view them from.
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