kcs123 Posted April 1, 2018 Share Posted April 1, 2018 6 hours ago, whale_2 said: I didn't know that, this might have to be addressed in WST for 1.3.1 (as long as it is yet used) - I disconnect everything before moving vessels up and down and reconnect after settling. I didn't noticed anything wrong while I was using landing legs from USI part pack and this mod in 1.3.1. Can't tell much about 1.4.x, I didn't have oportunity to play it much. Quote Link to comment Share on other sites More sharing options...
techgamer16 Posted April 4, 2018 Share Posted April 4, 2018 Thanks so much for this mod its brilliant cant thank you enough Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 6, 2018 Share Posted April 6, 2018 I guess I have to test the 0.9.0 dev and try it again with that scenario: Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 6, 2018 Author Share Posted April 6, 2018 (edited) 5 minutes ago, Gordon Dry said: I guess I have to test the 0.9.0 dev and try it again with that scenario: "Using the KS-X1 gears make the plane jump and self-destruct on "touch-down" If it happens on touch-down, not on scene loading, WorldStabilizer can't do much - it only active first handful of frames... Well, I mean touch-down during normal aircraft landing. Edited April 6, 2018 by whale_2 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 6, 2018 Share Posted April 6, 2018 @whale_2 actually I can't really say when exactly it happens, because during physics ease the plane floats above the runway, it bounces up then before it ever touched the runway... Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 6, 2018 Author Share Posted April 6, 2018 @Gordon Dry may be I just got the problem wrong. "Physics ease" means scene loading, "touch-down" may mean that you fly the aircraft for some time and come down for landing. Nevertheless you're welcome to try. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 6, 2018 Share Posted April 6, 2018 @whale_2 I put the phrase "touch-down" in quotes, should be ironic. I just edited that post and made clear that I mean it to be understood as "aka. physics ease" Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 6, 2018 Share Posted April 6, 2018 OMG it works with that same craft that did a back-flip jump without ... v0.9.0 beta on KSP 1.4.2 Quote Link to comment Share on other sites More sharing options...
kcs123 Posted April 6, 2018 Share Posted April 6, 2018 38 minutes ago, Gordon Dry said: OMG it works with that same craft that did a back-flip jump without ... v0.9.0 beta on KSP 1.4.2 Well, I told you and other in Airplane Plus thread that this mod could help, you should try it sooner Anyhow, I'm glad that it worked for you and that whale_2 made it in a first place. Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 8, 2018 Author Share Posted April 8, 2018 (edited) Official recompile for 1.4.2 is here --> 0.9.1 Also available on SpaceDock, Curse and CKAN. Edited April 10, 2018 by whale_2 Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted April 22, 2018 Share Posted April 22, 2018 I get an NRE when docking in space Spoiler [ERR 20:21:13.774] Exception handling event onVesselSwitching in class WorldStabilizer:System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object:get_name () at WorldStabilizer.WorldStabilizer.onVesselSwitching (.Vessel from, .Vessel to) [0x00000] in <filename unknown>:0 at EventData`2[Vessel,Vessel].Fire (.Vessel data0, .Vessel data1) [0x00000] in <filename unknown>:0 [EXC 20:21:13.775] NullReferenceException WorldStabilizer.WorldStabilizer.onVesselSwitching (.Vessel from, .Vessel to) EventData`2[Vessel,Vessel].Fire (.Vessel data0, .Vessel data1) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(Vessel, Vessel) FlightGlobals:setActiveVessel(Vessel, Boolean) FlightGlobals:ForceSetActiveVessel(Vessel) ModuleDockingNode:DockToVessel(ModuleDockingNode) ModuleDockingNode:<SetupFSM>m__14() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() ModuleDockingNode:Update() I'm on KSP 1.4.2 with World Stabilizer 0.9.1. As far as I can see, there are no more negative effects from the NRE, but is it even intended to run when docking in space? I thought it was targeting physics when landed... Quote Link to comment Share on other sites More sharing options...
RokkyRaccoon Posted April 23, 2018 Share Posted April 23, 2018 I seem to be having an issue with this mod, I'm not entirely sure that this mod is the culprit but it seems likely. I'm using OPT parts, I actually got this mod to resolve an issue with OPT, and it worked perfectly. My problem though is that now some crafts with OPT parts are getting stuck on spawn. I haven't been able to nail down a specific part that is being held in place but whenever I spawn the vehicle onto the runway it eases it down onto the runway, but the back end stays in the air just a bit. If I bring the gear up the nose will fall onto the ground but the tail is held in place, full throttle on engines and it stays perfectly still. Any help with this issue would be greatly appreciated. Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 23, 2018 Author Share Posted April 23, 2018 14 hours ago, Warezcrawler said: I get an NRE when docking in space .... As far as I can see, there are no more negative effects from the NRE, but is it even intended to run when docking in space? I thought it was targeting physics when landed... No, of course it is not intended. Indeed seems like non-critical issue, but I'll fix it soon nevertheless. 4 hours ago, RokkyRaccoon said: I seem to be having an issue with this mod, I'm not entirely sure that this mod is the culprit but it seems likely. I'm using OPT parts, I actually got this mod to resolve an issue with OPT, and it worked perfectly. My problem though is that now some crafts with OPT parts are getting stuck on spawn. I haven't been able to nail down a specific part that is being held in place but whenever I spawn the vehicle onto the runway it eases it down onto the runway, but the back end stays in the air just a bit. If I bring the gear up the nose will fall onto the ground but the tail is held in place, full throttle on engines and it stays perfectly still. Any help with this issue would be greatly appreciated. Could you please do the following: * Make sure you don't have the same issue without WorldStabilizer * If so, share the log file and the craft file. Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 23, 2018 Author Share Posted April 23, 2018 (edited) 18 hours ago, Warezcrawler said: I get an NRE when docking in space I'm on KSP 1.4.2 with World Stabilizer 0.9.1. As far as I can see, there are no more negative effects from the NRE, but is it even intended to run when docking in space? I thought it was targeting physics when landed... Hmm, can't reproduce this, seems like the docking alone is not enough... Anyway, I'll put some safeguarding into that place. Also, of you have the complete log, I'd like to look at it. Ok, found it. Fix to follow. Edited April 23, 2018 by whale_2 Quote Link to comment Share on other sites More sharing options...
RokkyRaccoon Posted April 23, 2018 Share Posted April 23, 2018 (edited) 10 hours ago, whale_2 said: Could you please do the following: * Make sure you don't have the same issue without WorldStabilizer * If so, share the log file and the craft file. Turns out the problem persisted after removing WorldStabilizer, sorry I really should have checked that first. Back to the drawing board it seems. Nevermind I found it, after a little research it seems like this is a known issue with FAR (I think?) that happens if you clip wings together. Edited April 23, 2018 by RokkyRaccoon Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 24, 2018 Author Share Posted April 24, 2018 @RokkyRaccoon, this happened to me once with Procedural Wings. Too small wings resulted in negative mass and this made FAR mad. It was fixed since then, but you may hit some similar problem. Quote Link to comment Share on other sites More sharing options...
Warezcrawler Posted April 29, 2018 Share Posted April 29, 2018 So what is the judgement. Do we still need world stabilizer in KSP 1.4.3? Or are the bugs fixed? Quote Link to comment Share on other sites More sharing options...
whale_2 Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) @Warezcrawler, in my opinion 1.4.0 was good enough, however other players reported there were some bugs that WorldStabilizer fixed. As of 1.4.3 - I have no idea, didn't try it yet - going to wait for reports to come. Edited April 30, 2018 by whale_2 Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted May 5, 2018 Share Posted May 5, 2018 Isthis mod available for 1.3.0? i have a problem with my PlanetaryBase thats going crazy when i load it, and i'm still at 1.3.0? Quote Link to comment Share on other sites More sharing options...
whale_2 Posted May 5, 2018 Author Share Posted May 5, 2018 11 minutes ago, SwissSpace93 said: Isthis mod available for 1.3.0? i have a problem with my PlanetaryBase thats going crazy when i load it, and i'm still at 1.3.0? I guess 1.3.1 version should work in 1.3.0 as well. If it doesn't - just let me know, I will rebuild it for 1.3.0 specifically. Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted May 5, 2018 Share Posted May 5, 2018 1 hour ago, whale_2 said: I guess 1.3.1 version should work in 1.3.0 as well. If it doesn't - just let me know, I will rebuild it for 1.3.0 specifically. Dont work the AVC says thats not compatible, and the Base still goes crazy when loading it. Quote Link to comment Share on other sites More sharing options...
whale_2 Posted May 5, 2018 Author Share Posted May 5, 2018 21 minutes ago, SwissSpace93 said: Dont work the AVC says thats not compatible, and the Base still goes crazy when loading it. You can ignore the AVC, but still please post the log file. Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted May 6, 2018 Share Posted May 6, 2018 15 hours ago, whale_2 said: You can ignore the AVC, but still please post the log file. When using the mod the Base gots lifted for a time, but after it goes crazy again i think the mod works. How i can upload the KSP.log in the Forum? How to use the insert existing attachement button? Link to KSP.log Quote Link to comment Share on other sites More sharing options...
whale_2 Posted May 6, 2018 Author Share Posted May 6, 2018 @SwissSpace93, this link is enough, I'll take a look at it. Quote Link to comment Share on other sites More sharing options...
SwissSpace93 Posted May 6, 2018 Share Posted May 6, 2018 It works now when i set StabilizationTicks to 1000 in the config, thats nice now i can use my Base without Kraken-Surprises. In a few Time warpings it happens that the Base is falling underground, but it comes back up with no damage. did you suggest me to change some other configs? Quote Link to comment Share on other sites More sharing options...
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