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GERULA

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Posts posted by GERULA

  1. 14 minutes ago, rmaine said:

    Afraid I have no clue as to how to debug your problem, but I can report that I'm using both SSPER 2.04 and TAC-LS 0.18.0.0 in my current KSP 1.12.2 game with no hint of problems, so it must be something deeper than that. I do notice that you are using several other mods that I don't use, so there might be some interaction there.

    No other mods except SSPER  and ReStock plus their dependencies. Error starts when I right click on that sci lab in Mun or Kerbin orbit. Everithing else is fine in game


  2.  Hey there. Sorry about this, but i'm not good with english or whats the proper way to report a bug,  but after uninstalling-installing game, removing mods one by one,  ect, I found that at the moment there is a conflict with Nertea "Stockalike Station Parts Expansion Redux" mod and I really dont know where to post this, here or on Nertea thread. 

     

    1.TacLifeSupport_V0.17.0 + StationPartsExpansionRedux_2_0_3 = worked fine 4 me.

    but latests mods updated brings that  NullReferenceException error it in the moment I use right click to open that sci lab tab from Nertea mod I get that NRE error and it it starts to spam in the console

    2.TAC_Life_Support-v0.18.0.0 + Stockalike_Station_Parts_Expansion_Redux-2.0.4 =  NRE error

    3. TAC_Life_Support-v0.18.0.0 + StationPartsExpansionRedux_2_0_3 = NRE error again

    4. TacLifeSupport_V0.17.0 + Stockalike_Station_Parts_Expansion_Redux-2.0.4 = NRE error again

    StationPartsExpansionRedux_2_0_3 or Stockalike_Station_Parts_Expansion_Redux-2.0.4  without TAC life mod, works fine, but I want tac life support mod so i reverted both mods back, and no error at all.

    Reverted back both mods to previous versions TacLifeSupport_V0.17.0 + StationPartsExpansionRedux_2_0_3, and all its fine now.

    Spoiler

    Spoiler

    6mM1A11.jpg


    This is FROM my Log. Try to post the entire log  in a spoiler, but thread just died twice...and after I replaced mods,  log now is clear of error.

    Spoiler

    ************************************************************************

    Environment Info
    Win32NT 7FFFFFFFFFFFFFFF  Args: KSP_x64.exe 

    Mod DLLs found:
    Stock assembly: Assembly-CSharp v0.0.0.0
    ModuleManager v4.2.1.0
    B9PartSwitch v2.18.0.0 / vv2.18.0
    CCK v5.1.0.0 / v5.1.0.0 for KSP v1
    NFPropUtils v1.0.0.0
    BackgroundResources v1.12.0.0
    Restock v0.1.0.0
    HabUtils v1.0.0.0
    TacLifeSupport v0.18.0.0 / v0.18.0

    Folders and files in GameData:
    B9PartSwitch
    CommunityCategoryKit
    CommunityResourcePack
    NearFutureProps
    REPOSoftTech
    ReStock
    ReStockPlus
    Stock folder: Squad

    Stock folder: SquadExpansion

    StationPartsExpansionRedux
    ThunderAerospace
    ModuleManager.4.2.1.dll
    ModuleManager.ConfigCache
    ModuleManager.ConfigSHA
    ModuleManager.Physics
    ModuleManager.TechTree

    ************************************************************************

    ************************************************************************

    ************************************************************************
    [ERR 17:04:14.870] Exception handling event onPartActionUICreate in class ModuleScienceLab:System.NullReferenceException: Object reference not set to an instance of an object
      at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 
      at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 
      at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 

    [EXC 17:04:14.871] NullReferenceException: Object reference not set to an instance of an object
        ModuleScienceLab.updateModuleUI () (at <cd473063d3a2482f8d93d388d0c95035>:0)
        ModuleScienceLab.onPartActionUI (Part p) (at <cd473063d3a2482f8d93d388d0c95035>:0)
        EventData`1[T].Fire (T data) (at <cd473063d3a2482f8d93d388d0c95035>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:LogException(Exception)
        EventData`1:Fire(Part)
        UIPartActionWindow:CreatePartList(Boolean)
        UIPartActionWindow:UpdateWindow()
        UIPartActionController:UpdateActiveWindows()
        UIPartActionController:UpdateFlight()
        UIPartActionController:Update()


     

  3. 4 hours ago, JadeOfMaar said:

    @GERULA @HansAcker That's an issue in my mod, Airline Kuisine. ("Deep Sky" is one of my brands.) For whatever reason I did not see this coming but I know what to do to fix it. Open GameData/DeepSky/AirlineKuisine/dsak_B9PS.cfg (preferably in an advanced text editor like the lightweight Notepad++) and update line 365:

    Let me know if that works or not so I can do an update.

    Thx, it's working now, but not only until I did the same thing for another line from 341, cuz it gave me again the fatal error with "no tank type name "DS_CO2" exists, but after i did the same thing it's working great now. Thx for your super mods, OPT is one of my favorite.

     

    B9_TANK_TYPE:NEEDS[TacLifeSupport|Kerbalism]
    {
        name = DS_CO2
        tankMass = 0.0015
        tankCost = 1.5
        RESOURCE
        {
            name = CarbonDioxide
            unitsPerVolume = 100
            percentFilled = 0
        }
    }

  4.   

    59 minutes ago, HansAcker said:

    TacLS does not reference "DS_WasteWater" itself. My guess is that some other mod (possibly one that could be abbreviated as "DS") includes compatibility patches depending on TacLS and those patches either do something weird or you're missing additional dependencies.

    I'd search for "DS_WasteWater" in GameData and take it from there. Or maybe post a link to a log file.

    (copied from another thread ;)

    Thx for your help, I found where the problem came from.

    [LOG 11:31:03.517] Config(B9_TANK_TYPE:NEEDS[Kerbalism]) DeepSky/AirlineKuisine/dsak_B9PS/DS_WasteWater

  5. Hi all!

    First of all I'm not good with this game, modding and stuff, my english sucks, and i'm more like a total war fan, but from time to time I play this game too so, I just grabbed a bunch of mods for 1.10.1 and TAC Life Support who it gave me the "B9 part switch fatal error"  but after I removed the TAC Life Support mod, everything was okay. I just want to let you know guys, and if anyone know a solution to make it work with this mod.

    yaTwRxk.jpg

  6. Hi all!

    First of all I'm not good with this game, modding and stuff, my english sucks, and i'm more like a total war fan, but from time to time I play this game too so, I just grabbed a bunch of mods for 1.10.1 and few of them was for 1.9.1 like TAC Life Support who it gave me the "B9 part switch fatal error"  but after I removed the TAC Life Support mod, everything was okay. I just want to let you know guys, and if anyone know a solution to make it work with TAC Life Support mod.

    yaTwRxk.jpg

  7. On 2/16/2017 at 8:00 PM, alexustas said:

    To all users of my ERS add-on, which still have interest in it. I am glad to inform you that now I am actively working on an update of the ERS.


    has been done:

    • wheels has been fixed (using the stock module). Also, I will do a mm-config using 'KSPWheel' plug-in as an option.
    • ERSCabin IVA finalized.
    • CrewModule IVA has been created.
    • all models has been recompiled under Unity 5
    • overlay models for ERSCabin and CrewModule has been created.
    • ERSCabin's glazing has been modified, the thickness of the glass was significantly increased.

    Work to restore 'JSIPartUtilities' plug-in efficiency is under way , which is necessary for the normal operation of the ERS. @DennyTX was kind enough to agree to do this for me.
    So, I hope that soon I can start testing the updated add-on. If you have  interest to participate in the testing, let me know via PM.

    Album

     

    Please revitalize this great mod, who was the best rover mod in my opinion. Best looking, simplistic and very useful

  8. On 4/16/2018 at 3:01 PM, COL.R.Neville said:

    yeah i used gerula's cfg and it wont work in 1.4.2. made some changes to it and got it working but they explode when they touch the ground. turns out thats a ksp wide bug that they are supposedly fixing in 1.4.3 this week. it really needs to change to what gerula has since thats the correct format going forward. 

    wont explode if you have Deploy Shielded Enable

  9. i love this mod since the day I was born

    :D

    EDIT: omg I made LandingLegs to work again based on this "ASET_LandingLegs-TEST-13-02-2017"

    trytaHe.png

    wont sink anymore, can start retracted and they expand when need it, works perfect now..I think, but the moder should take a look on this and if anyone need it copy-past this inside ASETLandingLeg.cfg

     
    
    	PART
    {
    	
    // --- general parameters ---
        name = ASET_LL
        module = Part
        author = AlexUstas
    	// --- node definitions ---
    	node_attach = 0.0, 0.0, 0.0, 1.0, 0, 0, 2
    	// --- editor parameters ---
        TechRequired = advLanding
        entryCost = 4100
        cost = 450
        category = Ground
        subcategory = 0
        title = ASET Landing Leg
        manufacturer = A.S.E.T.
        description = 
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
        attachRules = 0,1,0,0,0
    	// --- standard part parameters ---
        mass = 0.10
        dragModelType = default
        maximum_drag = 0.2
        minimum_drag = 0.2
        angularDrag = 2
        crashTolerance = 15
        maxTemp = 1200 // = 2900
        breakingForce = 800
        breakingTorque = 800
        bulkheadProfiles = srf    
        tags = ground land leg support    
        
    EFFECTS
        {
            deploy
            {
                AUDIO
                {
                    channel = Ship
                    clip = Squad/Sounds/elev_start
                    volume = 0 0
                    volume = 1 0.5
                    pitch = 0.95
                }
                AUDIO_LOOP
                {
                    channel = Ship
                    clip = Squad/Sounds/elev_loop
                    volume = 0 0
                    volume = 1 0.5
                    pitch = 0.95
                }
            }
            deployed
            {
                AUDIO
                {
                    channel = Ship
                    clip = Squad/Sounds/elev_stop
                    volume = 0 0
                    volume = 1 0.5
                    pitch = 0.95
                }
            }
            retract
            {
                AUDIO
                {
                    channel = Ship
                    clip = Squad/Sounds/elev_start
                    volume = 0 0
                    volume = 1 0.5
                    pitch = 0.95
                }
                AUDIO_LOOP
                {
                    channel = Ship
                    clip = Squad/Sounds/elev_loop
                    volume = 0 0
                    volume = 1 0.5
                    pitch = 0.95
                }
            }
            retracted
            {
                AUDIO
                {
                    channel = Ship
                    clip = Squad/Sounds/elev_stop
                    volume = 0 0
                    volume = 1 0.5
                    pitch = 1.35
                }
            }
        }
    	    MODULE
        {
            name = ModuleWheelBase
            
            wheelColliderTransformName = wheelCollider        
            
            wheelType = LEG
    	        // setting this to true will override the radius and center parameters
            FitWheelColliderToMesh = False        
            radius = 0.1
            center = 0,0,0
            mass = 0.040
            autoFrictionAvailable = False
            clipObject = pistonCollider                
            TooltipTitle = Landing Leg
            TooltipPrimaryField = 
            
            groundHeightOffset = 1
        }
        
        MODULE
        {
            name = ModuleWheelSuspension
            baseModuleIndex = 0
            suspensionTransformName = Piston
            suspensionColliderName = pistonCollider
            
            suspensionDistance = 0.8
            suspensionOffset = -0.8
            
            targetPosition = 1.0            
            springRatio = 8
            damperRatio = 1.0
            boostRatio = 0.75
            
            extendDurationFactor = 1.0
            retractDuractionFactor = 1.0
        }
        
        MODULE
        {
            name = ModuleWheelDeployment
            baseModuleIndex = 0
            
            animationTrfName = KonquestLandingLeg
            animationStateName = KLLDeployAnim
            deployedPosition = 1
            deployTargetTransformName = TgtPos
            retractTransformName = Piston
            
            TsubSys = 0.8
            
            extendDurationFactor = 0.5
            retractDuractionFactor = 0.3
    	        fxDeploy = deploy
            fxRetract = retract
            fxDeployed = deployed
            fxRetracted = retracted
        }
        
        MODULE
        {
            name = ModuleWheelLock
            maxTorque = 500
        }
    	    MODULE
        {
            name = ModuleWheelDamage
            baseModuleIndex = 0
            
            stressTolerance = 99999999
            impactTolerance = 600
            deflectionMagnitude = 1
            deflectionSharpness = 2.0
            slipMagnitude = 0
            slipSharpness = 2.0
            explodeMultiplier = 1.0
        }
    	    MODULE
        {
            name = FXModuleLookAtConstraint
            CONSTRAINLOOKFX
            {
                targetName = locator23
                rotatorsName = locator22
            }
    	        CONSTRAINLOOKFX
            {
                targetName = locator22
                rotatorsName = locator23
            }
    	        CONSTRAINLOOKFX
            {
                targetName = locator17
                rotatorsName = locator19
            }
    	        CONSTRAINLOOKFX
            {
                targetName = locator19
                rotatorsName = locator17
            }
        }
    }
    	
    

     

     

  10. Sir, it is me again. I had solved the problem with a lucky hit from the first attempt of removing suspicious mods and just passing buy to give you the list with suspicious mods. I really dunno who is the guilty one but one of them it is.

    I keep folders with installed mods, removed mods, ect so it was easier for me to do this Sherlock Holmes job. Maybe will help you in future if other ppl will come with similar problem.

    thank you for your help and for your wonderful mod. Keep up the good work:rep:

    tF0Dz0k.png

  11. 1 hour ago, hraban said:

    In the test with the current dependencies necessary for CSA Contares CORE, except CLS, the described problem can not be reconstructed.

    Please check if all plugins / mods you use are really suitable for KSP version 1.4.1.

    you're right, tested clean and your mod works wonderful, sorry for bothering you witht his problem.

    now I have to find what mod cause this and prevent my kerbals to move from vessel to vessel with your mod.

    do you have any ,,suspects,, from this list ? 

    iFx1w58.png

     

  12. 12 hours ago, hraban said:

    Provided CLS is uninstalled, the transfer works in all parts, in and out, with occasional "status locked" messages. Seems to be an occasional dropout of the KSP engine. It usually works on the second try. Maybe it has to do with the number of colliders that were used in a part. With the C-KWANT these are three colliders, with a click on the cone or the 8-corner area occasionally leading to "status locked". Click on the cylindrical area always worked.

    tested again, clicked everywhere but nothing

    you can move kerbals from C-KWANT to any other modules, but you cant move them back at all, no matter what I do the game keep saying that that is the source part which is not and target switching locked,  

    and the vessel status is locked.

    K7ijooQ.png 

    on the other two parts U-CA and U-HA-9 you cant transfer them at all in any direction, because target switching locked uUylhtA.png

  13. 28 minutes ago, hraban said:

    Hello @GERULA,

    The described problem has not been noticed and will be checked in the next few days. If you are using the Mod Connected Living Space, the explanation may be a pending update of the MM patch file.
    Hopefully, apart from the mentioned sub-mods, you have also installed the absolutely necessary CSA Contares CORE with all dependencies.

    thx for your replay. o/

    indeed you're right, I was using Connected Living Space Mod and I saw on their forum that other ppl may have the same issue with different mods, but after I removed Connected Living Space, still nothing, between C-KWANT and KIR-M now you can move from C-KWANT to KIR-M but back you can not and it keep saying this tJWVsxU.png

    and now between U-HA-9 and U-CA Crew Module now it keep saying "status locked" but I don't see any button to unlock or open hatch, also between them I'm using SO-SPA decoupler

     

     

  14. On 2/14/2018 at 10:28 PM, Battou said:

    Hi! I seems to not be able to pass crew through docking ports.( For example if I connect Mk1-2 pod to Lander Can dirrectly, I can pass cre, but if I use two docking ports fasing each other - the other part highlighted blue, but when I press on it - nothing happens. Here is a screen of not working connection.

    I checked hatches, both opend.

    I have the same problem

  15. hey there
    I came to say that this is a wonderful mod but I encounter some problems and I dunno if it's me or this mod but

    i'm ussing CSA Contares NAM and CSA Contares RUS 

    1. between C-KWANT and KIR-M you cant transfer any kerbal no matter what

    and 2. same between U-CA Crew Module and U-HA-9 only if i decouple U-HA-9 you can get inside U-CA Crew Module from top witch is weird..

    need some help with this, pls

    WOuZvqY.png

  16. 1 hour ago, Jso said:

    If you can be more specific we can look into it. Your's is the first issue we've had reported for 1.4.x.

    i'm not that good with english as much i would like to so i could explain better, but I was playing a new science career in 1.4.1 and using this as a main mod and tried to build a tiny network relay with 5 sats, put them in a perfect orbit and ussing couple antennas of this mod, most of them was like OVER-1, KD-2, A-66, J15-D, MSC Dome, all of them communicate with Kerbin, but none of them communicate between them, there was no connection between them at all, so after I removed this mod and build my network relay using other mods dishes, everything was fine, It showed a connection between my new satellites

    now i really dunno what's going on

     

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