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Ratzap

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Everything posted by Ratzap

  1. A ran into a mass error with a very small class A recently. I have the probe claw, docked onto the asteroid and hit analyse. Mechjeb start showing a negative mass (it was 4.8t rock + probe) and this is from the KSP.log [LOG 15:36:44.578] Found roid. Analyzing [LOG 15:36:44.579] Mass before:2.886098 [LOG 15:36:44.579] Water density:0.001797775 [LOG 15:36:44.580] Mass after:1.088324 [LOG 15:36:50.797] Found roid. Analyzing [LOG 15:36:50.798] Mass before:1.088324 [LOG 15:36:50.798] Water density:0.001797775 [LOG 15:36:50.798] Mass after:-0.7094507 [LOG 15:36:53.165] Found roid. Analyzing [LOG 15:36:53.166] Mass before:-0.7094507 [LOG 15:36:53.166] Water density:0.001797775 [LOG 15:36:53.167] Mass after:-2.507225 [ERR 15:36:53.176] Body::setMass: mass is -0.709451, should be positive! [ERR 15:36:53.193] Body::setMass: mass is -0.709451, should be positive! [ERR 15:36:53.210] Body::setMass: mass is -0.709451, should be positive! No stack trace in the KSP_data log, just the same messages as here. Swapping back to space center then to the rock again fixes it, the mass is back to 4.8t. I tried with some other asteroids and they also show mass changes every time you hit analyse, I just hadn't noticed before because they didn't go negative. Also having a great deal of trouble getting the command bunker to dock onto an asteroid. It's armed (the animation happened and I see the menu point change from arm to disarm) and hitting square onto the face at 0.2 to 0.4m/s but it just bounces off. I've tried swapping back to the space center and returning but it just will not grab on. The log file only has [ERR 21:22:07.316] NpScene::createJoint: desc.isValid() fails! [ERR 21:22:07.316] NpScene::createJoint: desc.isValid() fails! no stack traces or anything more descriptive. I ended up just throwing the bunker away. The next item down the stack docked first time without problems using the 2.5m claw.
  2. @civilwargeeky - Now that's just plain odd, I'll check it out thanks. @bdito - Glad you like it. The VAB panel should show a drain timer but if you don't filter things like engines and clamps you'll have so much generation you won't notice.
  3. Exactly this. Squad call it 'science sandbox mode' and you get there by creating a new game, pick science instead of career.
  4. I noticed something just now building a launcher. If I take the radial chute, make it the next size and apply settings, it doesn't keep them. Increasing the symmetry or cloning the changed ones also does not keep the size settings. The case size stays bigger but I have to go to groups, click on each one individually and apply settings. Is this a bug or working as intended?
  5. The probe sized claw is from the Klockheed_Martian_Asteroid pack which is in the download location for this thread. This section of it's part.cfg adds the analyze command MODULE { name = km_Analyzer } Klockheed martian - this is the KM thread right? Using that analyze does what the logs I posted show - it affects the mass of the asteroid temporarily.
  6. I've been looking into treeloader for the RPL mod and there seem to be some deep seated problems. Specifically, interaction with the contract system - when a contract is completed or every X seconds the system tries to generate a new random contract. If it picks a part test contract, it goes and tries to pick a part then looks up the tech node for the part. For stock this isn't a problem because every part exists and has an assigned tech tree node. Trees built with tree edit often have gaps, empty nodes, parts which are not assigned to any node, parts assigned to nodes but which are optional and don't actually exist. All of those make the contract picker dump a stack trace and die. Assigning parts with no node to a default dumping ground solves one problem but you'd also need to solve the other one where parts aren't loaded but are in the tree. If Squad had written the contract code to be a bit more robust (for example catch the exception and automatically retry with a different pick) we wouldn't have the problem but hey, spilt milk etc. I got a treeloader working for science sandbox mode but the contract problems are not going to be easy to fix or work around I fear.
  7. Updated the release package with the DLL I currently use and toolbar minus the donation thing.
  8. A ran into a mass error with a very small class A today. I have the probe claw, docked onto the asteroid and hit analyse. Mechjeb start showing a negative mass (it was 4.8t rock + probe) and this is from the KSP.log [LOG 15:36:44.578] Found roid. Analyzing [LOG 15:36:44.579] Mass before:2.886098 [LOG 15:36:44.579] Water density:0.001797775 [LOG 15:36:44.580] Mass after:1.088324 [LOG 15:36:50.797] Found roid. Analyzing [LOG 15:36:50.798] Mass before:1.088324 [LOG 15:36:50.798] Water density:0.001797775 [LOG 15:36:50.798] Mass after:-0.7094507 [LOG 15:36:53.165] Found roid. Analyzing [LOG 15:36:53.166] Mass before:-0.7094507 [LOG 15:36:53.166] Water density:0.001797775 [LOG 15:36:53.167] Mass after:-2.507225 [ERR 15:36:53.176] Body::setMass: mass is -0.709451, should be positive! [ERR 15:36:53.193] Body::setMass: mass is -0.709451, should be positive! [ERR 15:36:53.210] Body::setMass: mass is -0.709451, should be positive! No stack trace in the KSP_data log, just the same messages as here. Swapping back to space center then to the rock again fixes it, the mass is back to 4.8t
  9. No, the reason will be it using a custom module for those parts. Something else to look at later.
  10. Treeloader is currently not very sane. I may have something for you to test soon but hold your jets for now please.
  11. I was having a look at the source for a different problem and it seems the source linked to is for 1.0 rather than the current version of the DLL.
  12. No, that would indeed be great but it would need to be implemented by Squad. The way charge (and other resources) works is by parts stating how much they can hold max and how much they are currently holding. Public methods that let other mods know if the part is active and how much charge is it generating or using are not mandatory. What KSP does enforce is to call a method for each part that makes or uses a resource saying how much it wants or creates and KSP keeps track internally. So you would have to override that core function and make every part use yours instead to let you set priorities. Personally I'm hoping squad revamps the charge system at some point to make it more comprehensive and coherent. Till then we muddle on with what we can do.
  13. You have some pretty ancient stuff in there looking at the time stamps. I have no time to muck around till the weekend. Griffin,are you on about the WAC or bumper probe? That was working as far as I could check without KSP crashing.
  14. I'll be interested to hear how you get on. I created an RPL19e from the github repo and all the latest versions of the RSS stuff but the game engine goes nuts when I stage from 2 to 1 and KSP crashes. If you get it working, let me know the mods and versions you're using. The current treeloader tree has some duplicated parts but it's functional.
  15. It's a joint effort mate, I'm just the UK timezone face and we're just doing it till MN is able to take it back.
  16. Is there a way to make a nice fancy tree with the editor and include the tree.cfg with the mod package instead of having to rely on network availability? I like the way the tree shapes can be changed around but having to push changes via someone's host makes the mod dependant on third parties / potential delays.
  17. We hit a snag and I've PM'd the others if they know the problem but essentially things are better than I'd hoped. The idea is to pop out something that works like 19e in 0.24.2 so people can play while we go to town on the next version.
  18. Yes, the actual files would be better than reverse decompiled from the DLL and NathanKell has put them in the repo. Your 'distributed backup' plan worked then pjf has some changes he wanted to get in then I think step 1 has to be get a working RPL release for people to chew on. After that the treeloader to MM overhaul can start.
  19. Since using the newer versions with toolbar support I've had problems in the VAB. The SR icon in there does nothing, I get NREs in the KSP.log and can't load, launch or exit after a while. I removed stagerecovery and the problems have disappeared in the VAB at least.
  20. That has been asked before. Until I can find a way to query KSP itself how big a body is, it's orbital parameters etc it's not going to happen. I asked the RSS people but didn't get an answer. I found one of the mods adding drain: Biomatic. The default adds an MM config to all pods and probes (I removed that from my save, if I want the feature I'll add the part). Edit: Try this DLL, it's the latest stable I'm using. https://dl.dropboxusercontent.com/u/71576136/Fusebox.dll
  21. I got the RPL-master, made a new project and got it compiling. Was there an issues list somewhere or desired features?
  22. Don't hold your breath It'll come but like many of us, I fit this stuff into my evenings. But I'll ping once I have things ready to go.
  23. I was looking at getting Fusebox to know about Karbonite now it's been released but there are no public methods in the modules to call in order to find out if the part is active and how much charge it is consuming. Would you mind putting such methods in for a future release? I see the generator module has some with promising names but there's no part. What I mean is so I can do something like if (KarPresent) .... case "USI_ResourceConverter": if (part.isActive()) { am_use += part.rate;
  24. You people are running the last DLL I posted a page ago right? I'll try and find time to check these things and change the curse package but I only test against a GameData with stock plus the mods I support. Interference from everything else people wack into their installs is not my problem
  25. I played around some more with the bouncy claw asteroid and I found that once the effect kicks in, it stays - meaning the persistent.sfs is corrupted such that it will always bounce. I removed RealChute, released the mover ship, redocked it and the physics bugs were gone. I installed a fresh RealChute and it stayed ok. There were some log messages about KAS struts breaking at 1x10^9 force too which would suggest that the mover ships gyrations were extremely violent indeed. I'm wondering if it's a mass thing, I've never had this happen with a small rocket (like under 100t) and asteroid masses seem to be calculated procedurally when you first dock with them.
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