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Tsuki

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  1. Ok I think I found the source of my problems i was using "-force-d3d11-no-singlethreaded". Without it it seems to be working fine. Or at least I was not able to reproduce it again in 2 tries. However while trying to get a clean log of this problem, I stumbled on another problem, I built something, than when I wanted to move the stake I accidentaly droped it and it exploded, I placed another stake and at that point the UI gliched and log started to spam errors. Here is the ksp.log and output_log: logs EDIT: managed to reproduce the problem with finalize build and sinking into the ground: logs EDIT2: with some more investigation, I found I can reliably reproduce the first problem (and avoid it). Whenever I enter VAB and than go back to vessel the error will show up, but if I go to the vessel directly after starting KSP it will work ok. So if I want to play normally I have to restart KSP each time I use VAB. So my gues is it is not EL fault, but something else, I will investigate more (try to remove some other mods).
  2. This are the two NREs i get when I create the vessel. Any ideas? EXC 06:58:38.757] NullReferenceException UnityEngine.Transform.TransformDirection (Vector3 direction) ActiveJoint.getControlOrt (Vector3 refAxis, PartSpaceMode mode) ActiveJoint.applyCoordsUpdate () ActiveJoint.onPartPack (.Part p) EventData`1[Part].Fire (.Part data) Part.Pack () Vessel.GoOnRails () FlightGlobals.setActiveVessel (.Vessel v, Boolean force) FlightGlobals.SetActiveVessel (.Vessel v) ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) ExLP.ExBuildControl.BuildAndLaunchCraft () ExLP.ExBuildWindow.FinalizeButton () ExLP.ExBuildWindow.WindowGUI (Int32 windowID) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [LOG 06:58:38.775] Tac.LifeSupportModule[FFDB329C][2721.17]: OnStart: PreLaunch, Landed [EXC 06:58:38.776] NullReferenceException: Object reference not set to an instance of an object ExLP.ExWorkshop.Update () and is it related to vessel spawining inside the ground? And another problem, after building the base the GUI does not uptade and the button "Finalize build" remains there so there is no way form me starting an new one and I can keep placing the built vessel
  3. I got an exploding issue. When i try to finalize the build (using stakes) it places the thing correctly, but after few moments it teleports below ground and explodes. Any ideas? And yes it looks like there are some NPEs
  4. Would you be so kind to maybe provide your servo script? I did some kOS programming long ago, and I really want to start fiddle with the kOS+IR and an example of the a servo scrip would help greatly.
  5. Yap I did that, but a different texture would be nice and I suck at this So an officiall kas container would be nice
  6. Would it be possible to make KAS containers "storable" on the rover? science crates are all good and fine, but having a kas container on a field assembled rover would be awesome.
  7. Question about aerodynamic failures, I like the feature however how do i go about to make wings more robust? Struts do not seam to help much, and i cannot pull much more than few Gs, i mean some RL planes can pull way more than 10Gs before breaking.
  8. Did i read right on the last update... about FARAPI!? now I really might try to implement that glide slope prediction..... Time to start learning more about the math of aerodynamics, @ferram4 got any good starting point literature?
  9. I know it was discussed before but it sill one of my biggest problems with FAR is spot landing. I did get fairly good results with practicing and repeating specific reentry procedures and I find it very satisfactory to land un-powered craft on the landing strip by only doing one single reentry burn in orbit. But... it would be great to have some computational assist I did some thinking (however I am very inexperienced in the actual math involved) and wouldn't it be possible to calculate a landing spot/elipse using current AoA and the crafts drag/lift coefficients, reentry angle and speed. The calculation should update often, to display the landing location as it would be if all those variables stayed the same as they were at the moment of the calculation. It would help a great deal in knowing how are your inputs changing the spot of landing. Maybe such calculations are to expensive to do every frame, but maybe a lower update cycle would provide just enough time to calculate it and still being useful. EDIT: for more clearance, what i am suggesting is some kind of: where will an unrpowered glider land if it keeps the current AoA if it is less than stall AoA. for angles above stall aoa, we could consider it an invalid solution, or just simplify the prediction to use some kind of average drag the craft is producing at the moment. So some kind of glide slope indication.
  10. Suggestion: a way to implement an UDP listner, so it will be possible to send commands to kOS from outside. (or enlighten me please if there is a workaround to achieve the same, like reading external files ormsth) I am asking this to be able to write a custom/extended control scheme independent from the KSP one. So i am able to implement flybywire, complex commands executed by a press of a switch/key, etc. EDIT: i noticed a plugin can register custom function calls with kOS so i might go and do such extension myself.
  11. Altho i might install the rescaled kerbin in near future, it would be nice to have just rescaled heat shock wave(or does the heatMultiplier already do that?), as the whole kerbin rescaled means also bigger lifters, which atm I am not really comfortable with (ksp does not handle them well). I know I can make it manageable with some other mods but since this is a separate mod, it would be nice to be able to tweak that.
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