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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18


ferram4

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Except that makes no sense. FARBasicDragModel doesn't exist anymore. There is no code for it. Unless the block includes typos and errors that break the entire config (which should have other issues) there is nothing in there that can be added / removed from the config to create / remove the problem.

Yes, I need the craft. I explained why about a dozen posts ago. No, I'm not going to spend hours trying to reproduce the same exact weird edge case that you're hitting by nothing but luck.

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Except that makes no sense. FARBasicDragModel doesn't exist anymore. There is no code for it. Unless the block includes typos and errors that break the entire config (which should have other issues) there is nothing in there that can be added / removed from the config to create / remove the problem.

Yes, I need the craft. I explained why about a dozen posts ago. No, I'm not going to spend hours trying to reproduce the same exact weird edge case that you're hitting by nothing but luck.

Ugh. In the process of creating a craft in a more controlled environment, I'm not able to reproduce it. So either it's been solved between when I last downloaded FAR's garbage_reduction and the changes you made a few hours ago, or it's a question of mod interaction, or there's something else in my GameData directory (bad patch or something) messing everything up. Oh well. At any rate, removing that from the CFG seems to fix it, so there's that! =) I give up.

EDIT: Found (maybe, I don't freaking know) something that could be related or not. In _FARPartModule.cfg, the patch removing FarBasicDragModel from parts that have it doesn't have curly braces:

!MODULE[FARBasicDragModel]

(needs {}, doesn't it?)

Edited by AccidentalDisassembly
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Hi All,

I've been away from KSP for a while and Im not sure what the status of various bugs is.

I have heard that the stock aero model still applies drag to parts that are sheltered by fairings and cargo bays - is this correct?

It would explain why my centre of drag is more forward than I expected on several of my recent crafts (fairly standard satellite deliveries, rocket+probe on top in a fairing).

I do have FAR installed - does FAR make it so drag is applied normally? Is my drag problem design related?

Thanks

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I have heard that the stock aero model still applies drag to parts that are sheltered by fairings and cargo bays - is this correct?

It is not. Cargo bays and fairings occlude parts from drag even in stock now.

I do have FAR installed - does FAR make it so drag is applied normally? Is my drag problem design related?

FAR has a much more sophisticated model that takes clipping into account for craft shape, plus it more accurately simulates transsonic drag and stall conditions, among other things.

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...etc....

Sweet! Best possible answer, cheers! :D

Another coupla questions -

Does FAR play a role in the generation of the aero/reentry graphic FX? (Im trying to fix it so that moving vehicles in-atmosphere are not permanently shrouded in cloud/flame, at the moment anything moving faster than a few tens of m/s has aero FX and reentry FX start kicking in moments after entering the very first fringe of atmosphere.)

Does FAR affect aerodynamic heating at all? I have heard that stock heating is still a little weird? Or has that been fixed too?

Thanks!

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@cantab: At this point, the only option left available to me is to disable explosions due to overheating. It's a stock bug, all the skin temperature settings have been set to use the stock code as a fallback if it reaches the point where FAR could exacerbate things, there is absolutely jack that I can do.

Take your bug report to SQUAD and ask them why they didn't bother to hotfix it. I'm not chasing after their bugs.

It's not strictly speaking FAR-related, but I wouldn't mind a mod that just switches the whole heating system off and preferably stops it wasting my CPU cycles. I got a lukewarm response when I posted in Add-on Affairs about it though.

Then maybe classic DRE could be ported to 1.0, since that actually behaved itself unlike Squad's nonsense.

/hopesanddreams

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I'm getting a ton of log spam from Goldstein when I try to load a craft file in 1.0.4 that I built in 0.90. Can't figure out what the game doesn't like about it though. It definitely has issues with things before it gets to the point where FAR spews all these NREs and tanks my FPS


NullReferenceException: Object reference not set to an instance of an object
at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () [0x00000] in <filename unknown>:0

at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [0x00000] in <filename unknown>:0

Full log and craft file

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I've been getting a strange phenomena for a while now where my rocket's Procedural Fairings will fail right about max Q during ascent. What makes this strange is that it does not happen the first time the rocket is flown - it only happens after the third of fourth revert to launch. At that point, the debug log throws a:

[LOG 09:28:07.568] Updating vessel voxel for ATLAS V - 551[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.967] Input is null


[ERR 09:28:07.968] Input is null


[ERR 09:28:07.968] Input is null

Prior to launch and then the craft will disintegrate during ascent. I am using following mods:

https://drive.google.com/open?id=0B4xXM1MIRsdcS2hBdUp0TDZSbFU

This is a truncated install limited to just the mods for RSS / RO and those required to build the rocket. All other mods I normally use are not present in this install to limit complexity.

And the following is the full log file:

https://drive.google.com/open?id=0B4xXM1MIRsdccUI1Vy1Yb21lbUE

Craft File:

https://drive.google.com/open?id=0B4xXM1MIRsdcb241Wmh3cFl1TjA

Reproduction:

Using MechJeb Ascent Module:

Set Final Alt: 500km

Set Final Inclination: 28.5 deg

Set Roll to Zero: True

Limit MaxAccel: 48 g's

Disable Limit AoA

Edit Ascent Path:

Gravity Turn Start Alt: 10km

Gravity Turn Start Vel: 55m/s

Gravity Turn End Alt: 140km

Gravity Turn Shape: 50%

Launch with these parameters and wait to achieve > 500 m/s. Revert and relaunch. Repeat until failure occurs (usually 3 - 4 times). Failure occurs ~400m/s

Debugging Done:

F3 report states that the Procedural Fairings failed due to Aerodynamic Stresses. I have disable Aerodynamic Failures in FAR and when the rocket achieves the described conditions above, instead of disintegrating, it will behave as though something knocked into it, shaking the camera and causing the rocket to roll around uncontrollably.

The above reference error appears after the reverts to launch and appears to be related to the problem, though I do not know what it means.

I am using Ubuntu 14.04LTS

Memory: 15.6GiB

Processor: Intel Core i7-4700HQ

Graphics: GeForce GTX860M

Graphics Driver: 349.16-0ubuntu0~xedgers14.04.1

OS Type: 64-bit

Thanks in advance for your help and let me know if I need to provide any additional data!

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I have attempted to reproduce your issue and cannot. Even with aerodynamic failures on, the rocket passes through MaxQ without any failures as you have described them. Only one case resulted in failure, one where the autopilot failed to maintain control and the rocket went sideways, which I must assume isn't your actual complaint as that occurred without any other failure states. 6 separate reverts all failed to recreate the issue.

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I assume that save/load clears whatever condition leads to the failure? ie, if you revert 4 times then save/load you then have to start the reverts all over from the beginning?

I'm not sure - in order to 'get rid' of the failure, I've always just exited the game and restarted. Quitting out the root menu would not suffice, but I've never tried doing a save/load.

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EDIT: Found (maybe, I don't freaking know) something that could be related or not. In _FARPartModule.cfg, the patch removing FarBasicDragModel from parts that have it doesn't have curly braces:

!MODULE[FARBasicDragModel]

(needs {}, doesn't it?)

Never saw a response about this and was curious myself.

I'm getting a ton of log spam from Goldstein when I try to load a craft file in 1.0.4 that I built in 0.90. Can't figure out what the game doesn't like about it though. It definitely has issues with things before it gets to the point where FAR spews all these NREs and tanks my FPS


NullReferenceException: Object reference not set to an instance of an object
at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () [0x00000] in <filename unknown>:0

at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [0x00000] in <filename unknown>:0

I am experiencing this exact issue using latest garbage reduction. I noticed that I actual was able to stop the NREs in the editor by placing a part for the catalog. The weirdest thing is that the newly placed part becomes the root part. and my plane, which is fully built and had a cockpit for it's root part, is in a weird state of being a complete craft but, but treated as if each part has no connection to any other parts, and if I try to grab any part it just come off as if there are no other parts attached. Basically it killed all my crafts as it wont let you reroot since it sees the craft as just individual parts with no connections. I will see if I can get some more info to actually help you ferram.

- - - Updated - - -

From just some minimal testing it seems the issue isn't any part/mod in particular, but maybe with crafts files created when using the master branch. As all my crafts I created back when using the master branch have the weird no root part issue when loading in using the garbage reduction branch. Hope that helps! I am going to try going back to the master branch and see if the issue persists.

- - - Updated - - -

Welp still getting it with the master branch so IDK now. :/

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...hmm, very strange. Difficult to diagnose, especially because it has a lot of mod parts that I don't know what they come from. Mind providing a minimal modlist for the craft?

Easily done. I use batch files to load only the parts I need for vessels I've built. So a quick strip of the parts from the file for the craft give us:


NothkeSerCom\SerCom1mT (6s Service Compartments)
AIES_Aerospace\Science\AIESAccelerometerFGA
AIES_Aerospace\Science\AIESThermometerMT1
AIES_Aerospace\Command\AIESnova
AIES_Aerospace\Science\AIESGravimeterretina
AIES_Aerospace\Electrical\AIESsolarPanelsuncat1
NearFutureElectrical\Parts\Capacitors\capacitor-rad-0625
MagicSmokeIndustries\Parts\Legacy\dockingwasher
NEBULA\handrail type1 (EVA Handrail Parts Pack)
NEBULA\handle
masTerTorch\KerbalDustExperiment
KWRocketry\Parts\Electrical\SmallRadialBatteries
KWRocketry\Parts\Fuel\KWRCSfuel
DMagicOrbitalScience\ProbeScience\MagBoom
DMagicOrbitalScience\ProbeScience\RPWS
FASA\Gemini2\FASA_Gemini_BigG\Gemini_Sci_Radmeter
FASA\Probes\FASA_Probe_Parts\Probe_Geiger
AlchemyTechnologies\Parts\Structural\trussAWTAPiece3x
NovaPunch2\Parts\SAS\NP_SAS_1_25m
LTech\Parts\Science\RadiationSensor
NovaPunch2\Parts\Engines\NP_LFE_1_25m_RMA3_OrbiterEngine
RLA_Stockalike\Parts\Control\mp_small_rcs
SCANsat\Parts\MULTI
SCANsat\Parts\SAR
HullCameraVDS\Parts\hc_scicam
SurfaceLights\Parts\SurfaceOmniLight
Squad\Parts\Science\sensorAccelerometer
Squad\Parts\Science\sensorThermometer
Squad\Parts\Science\sensorBarometer
Squad\Parts\Science\GooExperiment
Squad\Parts\Science\sensorGravimeter
Squad\Parts\FuelTank\fuelTankT100

Edited by Gaiiden
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Well I got a plane rebuilt with no issues in the editor, but as soon as I launch I get spammed with this NRE. No toher NREs are present and nothing else really relent in the log. I will get logs if needed though. It just was a long play time so log was bloated with other stuff. This is on Linux 64bit latest garbage reduction branch, latest AJE, latest Realfuels, Pparts, and BD adjustable landing gear are the biggest mods that maybe interacting afaik. Let me know if you want anything else. Thanks hope that helps!


NullReferenceException: Object reference not set to an instance of an object
at FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateEngineAndIntakeBasedParameters (Double vesselSpeed) [0x00000] in <filename unknown>:0
at FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () [0x00000] in <filename unknown>:0
at FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () [0x00000] in <filename unknown>:0

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I am no part modeler/maker so I couldn't tell you specifically :(. Maybe collision meshes/colliders those are some buzzwords I hear used. Honestly single part vessels like that have never worked to great with FAR AFAIK YMMV.

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Well, the dev is not active and the thread is pretty much dead.

I don't know if it's the DreamChaser issue, but Procedural Parts previously had a collider problem, causing bad voxelization:

The collider PP generates, does not include the "end caps". I'm working on it and hopefully can provide a fix soon.
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