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[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]


Shadowmage

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16 hours ago, RaiderMan said:

question..is it possible to load custom 'flags' into sstu? I'm in a bit of an off humor mood and wanna put a joker style smiley face on the side of my vulcan aces/centaur.

You can import flags into the stock game, and use those for your mission flag.  SSTU simply uses these mission flags, the same as the stock parts.

If you are looking to add flags to parts that don't normally have them -- no, that is not something SSTU can do, but there are other mods that offer such functionality (sorry, don't know any on the top of my head).

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Running ksp 1.6.1, rss and rssve. I have installed SSTU part mod, and it all looks well....until...i turn on the lights and / or extend some (not all) solar panels. The moment i hit the lights, i see the graphics flicker twice, my sunflare dissapears and i get 2 error messages in console. It needs to be noted that switching to tracking station and then loading the ship again does seem to reset the problem and my flare is back.  It happens with all the command modules, it also happens when i decouple a command pod from its service bay and when extending some (not all) solar panels.  Granted my main save is 149 mod save, so i tried recreating it in a clean 1.6.1 install with RSS, RSSVE and the usual visuals and it happened there too. I Took screenshots, and added the log file.  Link

 

EDIT : To make sure it was a conflict SSTU-Scatterer, i made a clean 1.6.1 install and only added scatterer and sstu to it, same result.  Log file : Link

And its the same for dx9 and dx11.

Edited by Wackenhut
update
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Hi, I'm having some issues while using SSTU (10.46.158) and USI-LS together on KSP 1.6.1.

I also use a lot of other mods so the issue may not come from SSTU nor USI-LS.
GameData directory :

Spoiler

000_AT_Utils
000_ClickThroughBlocker
000_FilterExtensions
000_FilterExtensions_Configs
000_TexturesUnlimited
000_USITools
B9_Aerospace
B9_Aerospace_HX
B9AnimationModules
B9PartSwitch
BetterTimeWarp
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ContractConfigurator
ContractPacks
CrewRandR
CTTP
CustomAsteroids
CustomBarnKit
DiRT
DistantObject
DynamicBatteryStorage
EasyVesselSwitch
EL
ExtraplanetaryLaunchpads
Firespitter
ForScience
GroundConstruction
HideEmptyTechTreeNodes
InterstellarFuelSwitch
InterstellarHybridRocketry
JSI
KAS
KerbalConstructionTime
KerbalFoundries
KerbalJointReinforcement
KerbalReusabilityExpansion
KerbetrotterLtd
KermangeddonIndustries
KIS
Knes
Kopernicus
KSPWheel
LETech
MagiCore
MechJeb2
MechJeb2 Embedded by Dennis6492
Mk3Expansion
ModularFlightIntegrator
NearFutureConstruction
NearFutureElectrical
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
NEBULA
Nereid
OPM
OPT_Legacy
OPT_Reconfig
PatchManager
PhotonSail
PlanetaryBaseInc
PoodsSkyboxes
ProceduralDynamics
ProceduralFairings
ProceduralParts
REPOSoftTech
SCANsat
ScienceRelay
SmokeScreen
SpaceY-Lifters
Squad
SSTU
StageRecovery
StationPartsExpansionRedux
Strategia
TarsierSpaceTech
TheWorldBeyond
TriCrossSection
TriggerTech
TweakScale
UmbraSpaceIndustries
USI-Kontainers
USI-LS
WarpPlugin
[x] Science!

 


None of the Hab have life support and habitation modules.
Other mods like StationPartExpansionRedux uses different Part Modules and work fine except a few text display errors that don't hinder gameplay.
 

Spoiler

// SSTU 
@PART[SSTU-ST-COS-HAB-M]:FOR[SSTU]:NEEDS[USILifeSupport]
{
	... // SSTU Volume stuff
	MODULE
	{
		name = ModuleLifeSupport
	}
	MODULE
	{
		name = ModuleHabitation
		BaseKerbalMonths = 6
		BaseHabMultiplier = 1
		CrewCapacity = 3
	}	
	MODULE
	{
		name = ModuleLifeSupportRecycler
		CrewCapacity = 4
		RecyclePercent = 0.9
		ConverterName = Life Support
		tag = Life Support
		StartActionName = Start Life Support
		StopActionName = Stop Life Support

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1
		}
	}
}

// SSPXR
@PART[sspx-habitation-125-1]:NEEDS[USILifeSupport]
{
	MODULE
	{
		name = USI_SwapController
	}
	MODULE
	{
		name = USI_SwappableBay
		bayName = Bay 1
		moduleIndex = 0
	}
	MODULE
	{
		name = USI_Converter
		UseSpecialistBonus = false
	}
	MODULE 
	{
		name = USILS_HabitationSwapOption
		ConverterName = #LOC_SSPXR_Switcher_ModuleHabitation_ConverterName // #LOC_SSPXR_Switcher_ModuleHabitation_ConverterName = Habitat
		StartActionName = #LOC_SSPXR_Switcher_ModuleHabitation_StartActionName // #LOC_SSPXR_Switcher_ModuleHabitation_StartActionName = Start Habitat
		StopActionName = #LOC_SSPXR_Switcher_ModuleHabitation_StopActionName // #LOC_SSPXR_Switcher_ModuleHabitation_StopActionName = Stop Habitat		

		BaseKerbalMonths = 5
		CrewCapacity = 2
		BaseHabMultiplier = 0

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.125
		}
	}
}

 

 

After looking through LSP.log I found this :
 

Spoiler

[LOG 16:30:50.536] PartLoader: Compiling Part 'SSTU/Parts/StationCore/ST-CFG/ST-CFG-A/SSTU-ST-CFG-A'
[ERR 16:30:50.590] Cannot find a PartModule of typename 'ExWorkshop'

[ERR 16:30:50.590] Cannot find a PartModule of typename 'ModuleLifeSupport'

[ERR 16:30:50.590] Cannot find a PartModule of typename 'ModuleHabitation'

[ERR 16:30:50.590] Cannot find a PartModule of typename 'ModuleLifeSupportRecycler'

 

Full KSP.log

I'd say modules are invalid, but I remember patching ExWorkshop to ELWorkshop so there must be a cache somewhere

I'll make a clean install with only SSTU and MKS to see if things work, and if not will try swapping the modules for something else.

Is it a known issue ?

EDIT : After making a clean install with MKS / USI-LS / SSTU
Same problem ModuleLifeSupport and ModuleHabitation  don't exist

Edited by Waether
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4 hours ago, DriftedCougar said:

go to the flags folder in the squad folder in gamedata, thre you can copy flags in. (and remove them for no reason)

thank you! I'll post the finished rocket photo here soon as I get a joker smiley face slapped on her side.

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4 hours ago, Wackenhut said:

Running ksp 1.6.1, rss and rssve.

I do not support RSS/RO/Etc.  Only basic stock installs.

With that being said -- your issue appears to be something in scatterer is crashing out when SSTU renders drag-cubes.

[EXC 01:48:01.537] NullReferenceException: Object reference not set to an instance of an object
	scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy ()
	UnityEngine.Object:DestroyImmediate(Object)
	FlightCamera:Awake()
	UnityEngine.Object:Instantiate(Part, Vector3, Quaternion)
	DragCubeSystem:RenderProceduralDragCube(Part)
	SSTUTools.SSTUStockInterop:updatePartDragCube(Part)
	SSTUTools.SSTUStockInterop:FixedUpdate()

This is something that is new in scatterer.  Was not a problem in previous versions;  would suggest you report the problem there.

(basically, SSTU can do nothing about needing to render drag cubes; it has to.  But scatterer should not be crashing when a drag cube is rendered)

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1 minute ago, Shadowmage said:

I do not support RSS/RO/Etc.  Only basic stock installs.

With that being said -- your issue appears to be something in scatterer is crashing out when SSTU renders drag-cubes.


[EXC 01:48:01.537] NullReferenceException: Object reference not set to an instance of an object
	scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy ()
	UnityEngine.Object:DestroyImmediate(Object)
	FlightCamera:Awake()
	UnityEngine.Object:Instantiate(Part, Vector3, Quaternion)
	DragCubeSystem:RenderProceduralDragCube(Part)
	SSTUTools.SSTUStockInterop:updatePartDragCube(Part)
	SSTUTools.SSTUStockInterop:FixedUpdate()

This is something that is new in scatterer.  Was not a problem in previous versions;  would suggest you report the problem there.

(basically, SSTU can do nothing about needing to render drag cubes; it has to.  But scatterer should not be crashing when a drag cube is rendered)

 

Edited my post, tried it on a clean Scatterer-sstu only install, same result. Thanks for the reply :) off to the scatterer page i go :p

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Just saw that my question was an open issue on SSTU Github, sorry for reporting it here.
I made a quick fix by replacing some module part, not perfect but will do while waiting for an updated mod integration.

BTW, Thank you for this mod I can't play without it anymore.

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and this time the vulcan centaur 462 is fighting me...I'm trying to get the interstage node on the rl10a-4 motor mount to toggle..if I understand it correctly, when done right..there should be a third green node ball, free floating below the engine bell?

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1 hour ago, RaiderMan said:

and this time the vulcan centaur 462 is fighting me...I'm trying to get the interstage node on the rl10a-4 motor mount to toggle..if I understand it correctly, when done right..there should be a third green node ball, free floating below the engine bell?

No, the new node will be -INSIDE- the engine mount, at the place where the mount tapers from standard stack-diameter to whatever non-standard diameter (the same place as the top of the fairing is when fairings are enabled on the mount).

  1. You have to use one of the mount options on the engine.
  2. It has to be a mount that has a fairing/interstage node defined
  3. You have to click 'toggle interstage node' on the engine to enable the node
  4. The node is INSIDE of the mount, usually not visible.  It does work though.

Could you show a screenshot of the craft, specifically with the right-click menu for the engine open?

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..this all started because I need the fairing to be at least one and a half times its current height...and I've already tried tapering the tank and then monkeying with the decoupler to make it work, and it just refuses to go where it needs to.

I'm thinking its not a problem with the parts pack, but more a problem of me not doing something right.

48088174272_14ca69932d_t.jpgvulcan centaur 462 by XRaiderV1.7, on Flickr

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7 minutes ago, RaiderMan said:

..this all started because I need the fairing to be at least one and a half times its current height...and I've already tried tapering the tank and then monkeying with the decoupler to make it work, and it just refuses to go where it needs to.

I'm thinking its not a problem with the parts pack, but more a problem of me not doing something right.

48088174272_14ca69932d_t.jpgvulcan centaur 462 by XRaiderV1.7, on Flickr

In that image, the interstage node will be positioned here (red dot/cross):

fmOTAYU.png

It is intended to be used with the petal adapter or ISDC parts.  Which looks like exactly what you need in this case (e.g. if you just want a longer fairing / space below the engine bells).

Toggle the interstage node 'on' in the mount.  Grap a petal adapter.  Make it as long as you want (need to make it longer to use the top node, can shorten afterwards).  Attach the TOP node of the petal adapter to the hidden interstage node inside the engine mount.

Should end up looking like this:

PXmJyv2.png

 

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5 hours ago, Shadowmage said:

I do not support RSS/RO/Etc.  Only basic stock installs.

With that being said -- your issue appears to be something in scatterer is crashing out when SSTU renders drag-cubes.


[EXC 01:48:01.537] NullReferenceException: Object reference not set to an instance of an object
	scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy ()
	UnityEngine.Object:DestroyImmediate(Object)
	FlightCamera:Awake()
	UnityEngine.Object:Instantiate(Part, Vector3, Quaternion)
	DragCubeSystem:RenderProceduralDragCube(Part)
	SSTUTools.SSTUStockInterop:updatePartDragCube(Part)
	SSTUTools.SSTUStockInterop:FixedUpdate()

This is something that is new in scatterer.  Was not a problem in previous versions;  would suggest you report the problem there.

(basically, SSTU can do nothing about needing to render drag cubes; it has to.  But scatterer should not be crashing when a drag cube is rendered)

 

as i mentioned before, it also happens in pure stock with only scatterer and sstu. But now the plot thickens. Buddy told me there once was another issue like it and 'place a stock part somewhere on the sstu ship and make it root and see if it happens again". First i thought that was an absurd idea...but tried it anyhow, and i'm still picking up my jaw. Doing that solved the whole thing, no error, no warning, nothing. Just light on...light off, and no issue. Now, i have no idea what the permanent fix would be, but i would hate to see my one go to mod be plagued by this.

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30 minutes ago, Wackenhut said:

'place a stock part somewhere on the sstu ship and make it root and see if it happens again

Stock has some issues when the 'root part' uses dynamic drag cubes.  Not much I can do about that -- I'd file that bug on the stock issue tracker.  SSTU parts have to use dynamic drag cubes, period, and that includes if the player decides to use an SSTU part as root.

 

Again though -- is there an issue with JUST SSTU installed (no scatterer?).  If yes, please let me know, as the issue exists in SSTU.  If the problem only occurs with Scatterer, then it is Scatterer that is having problems, and again, I would suggest raising the issue there (I cannot solve problems in other mods).

Notably, if you look at the stack-trace, the SSTU code is executing just fine and completes its function calls without error.  No problems there.  The exception is occurring in Scatterer code.  "scatterer.ShadowRemoveFadeCommandBuffer.OnDestroy ()"

 

2 minutes ago, RaiderMan said:

the problem with the petal adapters is it KICKS whatever's mounted there free, and into a tumble, which is a bad thing.

Then use the ISDC?   IIRC it does not have colliders on it, except on the engines.

(The petal adapter has to do some funny stuff regarding colliders to make the part even work, which is likely the problem you are encountering;  you might try and disable the colliders on the petal adapter and see if that solves your particular issue)

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5 minutes ago, RaiderMan said:

ISDC?

Interstage Decoupler -- SSTU-ISDC, in the 'payload' part tab (if I remember correctly).

Basically a stand-alone interstage fairing, with built-in separation motors.  You may be able to scale/disable the motors if not desired.

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11 minutes ago, RaiderMan said:

now..given I want the fairing attached TO the first stage when it pulls away...I should enable top dc staging and disable bottom?

Sounds right.  Or just flip the entire part around, and use the 'invert engines' button in the right-click menu.  Either should work :)

Edit:  Yes -- that sounds correct.  Originally the part was intended like the IC on the Saturn rockets, where it stayed attached to the 'upper' stage and was used as ullage, and then was discarded before/as engines were lit.  So you would want the opposite staging setup to make the ISDC stick to the 'lower' stage.  Can still use the 'invert engines' option if you would like, so that the separation motors push the lower stage away from the upper.

Edited by Shadowmage
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