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NathanKell

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Everything posted by NathanKell

  1. Yup, that sounds wacked. I don't know how any of the KK code works, except the build errors I fixed to get things running on 1.12, but I can try to take a look this weekend and see if anything turns up.
  2. Looking at the log, it looks like what's going on is Kopernicus is loading a crapton of maps, and that causes things to die (you can see this at the bottom, where it loads map after map and then keels over). Assuming things do work correctly if you use the same modlist but remove (only!) KK, then my hunch is that KK requires things to not be loaded on-demand (which is usually how Kopernicus saves memory when you send it a crapton of planets with hirez assets), which is probably pushing you over. How much memory does this machine have, and how much RAM was free before launching KSP?
  3. Released v1.8.3 for KSP 1.8+ with the fix for 1.12.
  4. Sweet! Thanks for testing, folks! I'll make the release this evening.
  5. Ok, so the version of Unity used by KSP 1.12 finally hard-deprecates GUIText, it looks like. I replaced it with the suggested replacement (UI.Text) and recompiled, and it seems to work. Can you please test this? If it's good I'll make a release. https://www.dropbox.com/s/z191mfy69u2w31f/KerbalKonstructs.dll?dl=1
  6. If you are playing in sandbox, enable "Enabled All Part Upgrades in Sandbox" in your difficulty settings. PF diameter limits are set via upgrades, and for some reason Squad defaults to leaving that option defaulted to off in difficulty settings, meaning your diameters are locked in sandbox.
  7. You have "1.11" or "1.12" or both checked as compatible versions in CKAN and ended up with a version of Real Chute that is incompatible with 1.10. The same might be true for other mods. Make sure you have no compatibility overrides set in CKAN and try a clean install again. @OnlyLightMatters
  8. Yep, though I'm sure HebaruSan will get you sorted out. My guess is that it's either due to a permissions thing (having KSP installed in Program Files, which has some weird permissions stuff, so try copying your KSP install out of there, pointing CKAN at the new location, and trying again), or due to somehow having a program running that is accessing that file (either KSP itself, or maybe Steam, or another CKAN instance, or I dunno what). I highly, highly recommend getting that sorted out and using the express install option.
  9. Apologies, I've been fairly busy the last few days. I've updated the OP to mention that if you are installing manually you should also grab Custom Prelaunch Checks, and I've also updated the Readme/frontpage on the git repo. However, I do not plan to include dependencies in release archives, as I would prefer for the release archives to just be the releases for this mod, rather than also including other mods as well. If for some reason CPLC is updated and KK is not, I don't want to be in the business of still having a release archive with an outdated mod in it (honestly, this is one reason I absolutely adore CKAN as a mod author, it means there aren't zip files floating around with outdated versions, or at least there are fewer of them. ) EDIT: in particular, I linked our Custom Prelaunch Checks repository's releases tab (i.e. the KSP-RO fork), rather than linking to the 1.8 version. It's reasonably likely we'll need to make edits going forward, so that's the live repo to grab it from. This is exactly what I mean about versioning, it's a right headache! For the similar reason re: busyness I haven't a chance to address the 1.12 issues; I had hoped I would have time this weekend but I'm doubtful I will. I'll be looking into it ASAP, and again apologies for the delay.
  10. If there are any other fixes already done, please don't hesitate to PR them.
  11. v13.3.0 * Fixed thrust axis (for ullage etc) to use KSP 1.2+ support for multiple thrust transforms. * Fully hide B9PS switcher in flight. * Fix some issues with tooltips. * Fix EntryCostModifiers not interacting correctly with PartUpgrades. * Use independent throttle, if active, when determining if an engine is throttled up. * No longer include dependent mods in the archive - CKAN installs them for you.
  12. Sounds like incompatible mods--I recall that's the usual fail case on 1.12, so I'm guessing you're on 1.12. Note that right now RSS is blocked on CKAN for 1.12 due to ModularFlightIntegrator not being available, so I'd suggest downgrading to 1.11 meanwhile.
  13. The issue is the C# object can be non-null but the underlying Unity object can be destroyed (i.e. freed in C++). Example: // For some gameobject foo MonoBehaviour comp = foo.AddComponent("ComponentType"); GameObject.Destroy(foo); bool isNull = comp == null; bool isNullCast = (object)comp == null; Now, isNull will be true, but isNullCast will be false. That's because you have a C# reference to the component, so GC doesn't clean it up, but Unity has freed the underlying (i.e. unmanaged C++) memory. This is the very reason for the speed increase from casting to object, namely that you shortcircuit Unity doing its extra work to see if the (Unity) object was destroyed. In some cases this can be safe enough, i.e. when you know that a component will either exist (and not be destroyed), or not exist at all; but if there is a chance of it having been destroyed, doing the casting is unsafe because you will not get the correct answer.
  14. While, again, I would hope it's possible to combine forces rather than having both the upstream master and the fork around, when I get a chance I will do so. To be clear these are not RO specific bugs, but due to things such as casting GameObjects to object (which is dangerous since DRE is in the habit of operating during reentries when parts, and thus GameObjects, are destroyed), double-counting thermal fluxes and applying negative damage, and the like.
  15. Then you maybe should ask in the thread for Raidernick's mods?
  16. Yeah, uh, your problem is right there in the first sentence: RP-1 doesn't support science mode. Play it in career mode and cheat yourself lots of funds if you want to play in science mode.
  17. Make sure you have updated to the latest Deadly Reentry (via CKAN). But yeah, there's a whole lot of stuff in your log that @kcs123ably dissected.
  18. Difficulty settings->enable all part upgrades in sandbox. That will fix it.
  19. Ugh. Sorry. Fixed. For some reason GitHub defaults to disabling that section.
  20. It's for general use, just like how Proc Parts and Proc Fairings are for general use, it's just we ended up maintaining them in the end. :] And yes, happy to look at whatever issues remain on KK. Please make an issue on the repo so we don't forget! That goes for you @ColdJas well, seems like you have a decent handle on the 1.12 issues.
  21. Ah it's great that you're stepping back into more active development @Starwaster! I based the (re-)continuation of DRE's original repo on your having not updated since 1.8, and bugs remaining extant; I'm (as are the whole KSP-RO team) more than happy to combine efforts going forward, one active DRE going forward is far better than two.
  22. In @Ger_space's absence, @AlphaAsh has given me (and the KSP-RO team) permission to continue Kerbal Konstructs and to redistribute the Kerbal Konstructs assets. Kerbal Konstructs New buildings and Launchsites This is the continuation of @Ger_space's work on @AlphaAsh's great mod, which provides the foundation to add new static objects to the worlds of KSP. This statics can also provide various functions like fuel tanks or office buildings, which provide an steady income or new Launchsites and Runways. Kerbal Konstructs provides the editor to create new bases and the tools to select new launchsites. It also provides a landing guide. Since Release 1.3 you can also edit the planets terrain, to create mountains, or flat areas where you want to place your bases. There is some Documentation in the wiki Screenshots: Installation: via CKAN. If you wish to install manually, download the latest release and also install the dependency Custom Prelaunch Checks. Source on GitHub License: Plugin is MIT, Assets are (most-)All Rights Reserved (see GitHub repository's front-page readme). This initial release not only provides compatibility with later versions of KSP, it also fixes a longstanding issue where KK broke modded (CustomBarnKit-using) careers. Special thanks to itsRyan/ryanc55 ( @iAMtheWALRUS) for fixing the issue!
  23. What Deadly Reentry does: (especially with KSP's new handling of thermodynamics) Deadly Reentry balances part thermal properties (max temp values of skin and internal as well as various conduction properties: skin-skin, skin-internal, emission, etc) If parts get too hot then they may catch fire. (or begin to melt; depends on if they are logically flammable or not). This begins to happen at around 85% of its max temp. Some parts have had their max temp increased to compensate. Basically, think of the 85% mark as being a soft failure point leading to hard failure. As of DRE 7.6.0, this is implemented on a per area skin damage system (X+-, Y+-, Z+-). As the exterior is damaged, the interior becomes more exposed to direct reentry or supersonic heating. (the interior usally has less resistance against heating) Parts and Kerbals that experience excessive G forces for excessive periods of time may fail/die. Install via CKAN or Download latest version Source on GitHub ialdabaoth (who is awesome) created Deadly Reentry 2, based on r4m0n's Deadly Reentry; this is a continuation. This continues Starwaster's continuation of NathanKell's work on Deadly Reentry Continued. License remains CC-BY-SA as modified by ialdabaoth. Also included: Module Manager. See Module Manager thread for details and license and source: http://forum.kerbalspaceprogram.com/threads/55219 Module Manager is required for DREC to work. INSTALL INSTRUCTIONS: If you currently have Deadly Reentry installed, go to KSP/GameData/DeadlyReentry and delete everything (files and folders). Also delete any old versions of ModuleManager (modulemanager.dll for example) in your KSP/GameData folder. Merge the included GameData folder with your KSP/GameData folder USAGE INSTRUCTIONS: Be careful how you reenter. Make sure your craft has a heatshield (the Mk1 pod has a built-in heatshield, as do stock spaceplanes; the Mk1-2 needs a heat shield from the Thermal tab). For a low Kerbin orbit reentry, try for a periapsis of about 10-20km over Kerbin.
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