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Sporkmonger

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Everything posted by Sporkmonger

  1. LOL, I ended up learning a bunch of LINQ in the process of figuring out what was going on, so some good came of it.
  2. Figured it out. Apparently I still had a stray copy of InfernalRoboticsRework_0_24_Fix.cfg left sitting around and that was what was breaking things.
  3. Sweet. Really looking forward to the new release. Been looking into the problem I've been having on my own. Two things I see: First, the rework parts have a WEAKSCALEEXPONENTS block and not a TWEAKSCALEEXPONENTS block. Not sure if that's a typo, but sure looks like it. However, "fixing" the typo does not actually resolve the bug. Same behavior as before. But commenting out the entire TweakScale block does fix the bug. So it's definitely TweakScale related. I'll keep digging and see if I can pinpoint what's going on. e.g.: This works. // --- TweakScale Parameters --- //MODULE //{ // name = TweakScale // type = Rework_Standard // // TWEAKSCALEEXPONENTS // { // mass = 0.025, 0.05, 0.1 // } //}
  4. OK, here's the full thing. https://gist.github.com/sporkmonger/b01da445ef5572edfed9 Fair warning, kinda unreasonably large due to mod glut. You'll need to DL the whole thing because the error actually happens well past line number 20k.
  5. Ironically, upon further testing, the bug only seems to happen in the presence of the Rework parts. The original parts when installed alone by themselves don't seem to (initially) exhibit the issue. Once you've attempted to add a Rework part the problem manifests in both. I think this is because the initial bug may be breaking the GUI. Mouse-hovering over the GUI after the bug is triggered causes weird GUI flashing. Also, if you try to add the part and instead of trying to attach a second time (causing a crash) you discard the part, the game stops being able to scene change. Here's the bit from the output log: stage count is: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) deleting part TelescopeFullAScaleable(Clone) (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,TweakScale.ScaleExponents].Add (System.String key, TweakScale.ScaleExponents value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String,ScaleExponents] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0 at TweakScale.ScaleExponents.CreateExponentsForModule (.ConfigNode node, System.Collections.Generic.Dictionary`2 parent) [0x00000] in <filename unknown>:0 at TweakScale.ScaleConfig..ctor (.ConfigNode config) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Joint Pivotron - Basic (90 degrees): Choosing up axis for FAR drag model. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Part: Joint Pivotron - Basic (90 degrees) Transforms: 3 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Joint Pivotron - Basic (90 degrees): Geometry model created; Size: [0.600000023841858, 0.780000030994415, 0.500000059604645], LD [0.5, 0.5, 0], UD [0.519999980926514, 0.5, 0] Surface area: 1.23747338373717 Fineness Ratio: 1.41818176695138 TaperRatio: 1.01999998092651 Cross Sectional Area: 0.235619486469938 Cross Sectional Tapered Area: 0.00793251381037092 Major-minor axis ratio: 1.19999990463258 Centroid: [0, 0.00259915157638552, 0] (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Joint Pivotron - Basic (90 degrees): Choosing up axis for FAR drag model. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Part: Joint Pivotron - Basic (90 degrees) Transforms: 3 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) IR.Pivotron.Basic(Clone) added to ship - part count: 6 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage count is: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,TweakScale.ScaleExponents].Add (System.String key, TweakScale.ScaleExponents value) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String,ScaleExponents] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String] (IEnumerable`1 source, System.Func`2 keySelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[ScaleExponents,String] (IEnumerable`1 source, System.Func`2 keySelector) [0x00000] in <filename unknown>:0 at TweakScale.ScaleExponents.CreateExponentsForModule (.ConfigNode node, System.Collections.Generic.Dictionary`2 parent) [0x00000] in <filename unknown>:0 at TweakScale.ScaleConfig..ctor (.ConfigNode config) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Setup () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.GetModuleCost () [0x00000] in <filename unknown>:0 at Part.GetModuleCosts () [0x00000] in <filename unknown>:0 at ShipConstruct.SaveShip () [0x00000] in <filename unknown>:0 at ShipConstruction.CreateBackup (.ShipConstruct ship) [0x00000] in <filename unknown>:0 at EditorLogic.SetBackup () [0x00000] in <filename unknown>:0 at EditorLogic.UpdatePartMode () [0x00000] in <filename unknown>:0 at EditorLogic.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) [IR GUI] AddingLock-IRGUILockOfEditor (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [IR GUI] Removing-IRGUILockOfEditor (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) deleting part IR.Pivotron.Basic(Clone) The 5000 NullReferenceExceptions seem to be coming from Ferram, so it might be that Ferram has to be installed for the problem to manifest this way? Not sure, just a guess. Here's the Ferram exceptions that co-occur: (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_CALL_TransformDirection (UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.TransformDirection (Vector3 direction) [0x00000] in <filename unknown>:0 at ferram4.FARBasicDragModel.AttachNodeCdAdjust () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at ferram4.FARPartModule.ForceOnVesselPartsChange () [0x00000] in <filename unknown>:0 at ferram4.FARGlobalControlEditorObject.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponent (System.Type) at UnityEngine.Component.GetComponent[FARWingAerodynamicModel] () [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.Update () [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.OnGUI () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Edit: Just dropped Ferram and retested. Problem still occurs. With Ferram gone, this happens instead: (Filename: Line: 404) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:Find (string) at UnityEngine.Transform.FindChild (System.String name) [0x00000] in <filename unknown>:0 at Part.FindModelComponents[Renderer] () [0x00000] in <filename unknown>:0 at Part.highlight (Color highlightColor) [0x00000] in <filename unknown>:0 at Part.SetHighlight (Boolean active) [0x00000] in <filename unknown>:0 at MuMech.MuMechGUI.EditorWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
  6. Lately, when I've tried adding IR parts to crafts, I get the green highlight and when I click, I hear the part attached sound. But instead of actually attaching, the part rotates 90 degrees and stays where my mouse cursor is. If I try to attach again, the game crashes. Here's a log snip: [LOG 23:26:12.671] IR.Extendatron.Stackable(Clone) added to ship - part count: 5 [LOG 23:26:12.673] stage count is: 2 [LOG 23:26:12.674] Removing undo list (5, 5) [EXC 23:26:12.679] ArgumentException: An element with the same key already exists in the dictionary. [LOG 23:26:12.690] [IR GUI] Loading: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins/../Textures/icon_drag.png [LOG 23:26:12.691] [IR GUI] Loading: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins/../Textures/icon_dragHandle.png [LOG 23:26:12.692] [IR GUI] Loading: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins/../Textures/icon_dragInsert.png [LOG 23:26:12.693] [IR GUI] Loading: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Plugins/../Textures/icon_background.png [LOG 23:26:14.454] deleting part IR.Extendatron.Stackable(Clone) [EXC 23:26:14.467] NullReferenceException [EXC 23:26:14.471] NullReferenceException [EXC 23:26:14.473] NullReferenceException [EXC 23:26:14.483] NullReferenceException [EXC 23:26:14.488] NullReferenceException [EXC 23:26:14.490] NullReferenceException [EXC 23:26:14.500] NullReferenceException [EXC 23:26:14.504] NullReferenceException [EXC 23:26:14.506] NullReferenceException [EXC 23:26:14.517] NullReferenceException [EXC 23:26:14.521] NullReferenceException [EXC 23:26:14.523] NullReferenceException [EXC 23:26:14.533] NullReferenceException [EXC 23:26:14.538] NullReferenceException
  7. Not sure if this is the best place to report it, but I'm getting this in my logs from ResourceConverter: PartLoader: Compiling Part 'US_TAC/Parts/US_Wedge_P30_Sabatier/part/US_Wedge_Sabatier' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at ModuleResourceConverter..ctor () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at ModuleResourceConverter..ctor () [0x00000] in <filename unknown>:0 UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(Object) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) PartLoader: Compiling Part 'US_TAC/Parts/US_Wedge_P40_WRS/part/US_Wedge_WRS' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at ModuleResourceConverter..ctor () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at ModuleResourceConverter..ctor () [0x00000] in <filename unknown>:0 UnityEngine.Object:Internal_CloneSingle(Object) UnityEngine.Object:Instantiate(Object) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() (Filename: Line: -1) PartLoader: Compiling Part 'US_TAC/Parts/US_Wedge_R120_Carbon/part/US_Wedge_Carbon' (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  8. Awesome. Yeah, anything that makes mining more interesting than just bonus dV.
  9. I've been thinking about this mod a bunch lately because I really want to do more stuff with asteroids, but the whole concept of hollowing out an asteroid strikes me as just a little too far-fetched. I definitely want asteroids to be mineable, and it'd be cool if mining operations had an effect on asteroid mass. But I've been thinking lately that maybe it might be more interesting if there was a mineable resource that wasn't about fuel. Perhaps maybe more of a mineable power source or even a catalyst resource? Certainly platinum is fairly abundant on asteroids and has been a recent area of inquiry in the real world. I'd love to see Klatinum used as a katalyst in some kind of reaction.
  10. @PART[FTT_Cargo_375_01] { @TechRequired = heavyRocketry } @PART[FTT_CargoBay_375_01] { @TechRequired = actuators } @PART[FTT_Command_375_01] { @TechRequired = largeControl } @PART[FTT_Control_375_01] { @TechRequired = largeControl } @PART[FTT_Engine_375_01] { @TechRequired = heavyRocketry } @PART[FTT_Engine_375_02] { @TechRequired = heavyAerodynamics } @PART[FTT_Service_375_01] { @TechRequired = specializedElectrics } @PART[FTT_Structural_375_01] { @TechRequired = composites } @PART[FTT_Structural_375_02] { @TechRequired = heavyRocketry } @PART[FTT_Structural_375_03] { @TechRequired = specializedConstruction } @PART[FTT_Structural_375_04] { @TechRequired = specializedConstruction } Can I propose this as a first pass on where the parts should go in the stock tech tree?
  11. RoverDude, your stuff in the last few weeks has been totally awesome. Kudos!
  12. Is it just me or do all the engines in this mod release smoke sideways when they're not moving? It looks fine when the rocket is in motion because the particles get trailed, but it looks a bit silly if you have the rockets still on the launch pad and all the smoke is flying off to one side for no apparent reason.
  13. Probably something everyone has already noticed and/or reported, but 'countdown' is spelled incorrectly. Also the AG9 flameout detector has the wrong description, should say action group 9, not 8. Flameout detectors also have the wrong diameter for mounting above both the default jet engines and the B9 jets; rescaleFactor should probably be 0.795, not 0.75.
  14. I completely agree. This is one of the things I've been most concerned about w/ Mods + Career mode. I tend to play with a ton of mods and I really don't want a crazy tech tree as a result. That said, I already mod most of my mods anyway, so I assume I can just set it up the way I want without too much trouble as it is. The interstellar mod is the one that I suspect will always give me the most trouble with tweaking because it does science a little bit differently.
  15. I'd be happy contributing in my free time if you're interested in another coder.
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