RoverDude 9,217 Posted February 15, 2017 Author Share Posted February 15, 2017 Nope, sizing is correct. It refers to the cluster diameter. No idea on your nullref, need a lot more context. Quote Link to post Share on other sites
sp1989 353 Posted February 16, 2017 Share Posted February 16, 2017 2 hours ago, RoverDude said: Nope, sizing is correct. It refers to the cluster diameter. No idea on your nullref, need a lot more context. Im sorry what did you need? I posted my logs. I am running a MBP Late 2014. I am running the most recent version of KSP. All of the mods are up to date as far as I know. I have 8gb of ram. This is everything specific I know about my computer. Let me know if you need anything else. These are all of the Mods I am running. Quote Link to post Share on other sites
Merkov 280 Posted February 16, 2017 Share Posted February 16, 2017 @sp1989, I think he's looking for a description of what you're doing (i.e. context) when you get your nullrefs. When does it happen, what are the steps to recreate it, etc. Quote Link to post Share on other sites
Kobymaru 933 Posted February 16, 2017 Share Posted February 16, 2017 (edited) 10 hours ago, sp1989 said: Im sorry what did you need? I posted my logs. I am running a MBP Late 2014. I am running the most recent version of KSP. All of the mods are up to date as far as I know. I have 8gb of ram. This is everything specific I know about my computer. Let me know if you need anything else. These are all of the Mods I am running. This "here is my info, plz figure it out" approach might work for paid support by a company, and even some modders - but the majority of modders (and especially RoverDude) is strapped for time. If you have an issue, and you want it to be solved effectively, you need to: Make a backup of your save Make a backup of your mods Exactly note the steps that you need to do, in order to get the the NullRefs. Is it just one condition or is it multiple? (From your logs, it looks like 2 cases) Try to minimize the number of steps that you need to do to get the NullRef. Note the simplest reproduction steps Now remove Mods one by one, until the problem no longer occurs. Find the minimum amount of mods where the the problem still occurs (If you are reasonably sure that it's one particular mods fault, you can shortcut this by deleting all other mods leaving only that mod installed) Prepare a savefile that reproduces this issue and has no parts from mods other than the one that causes the problem Post the savefile, your minimal reproduction steps, the list of mods and your logs on the forum and/or on GitHub If this seems like a lot of work - that's because it is. It is work that a modder would have to do themselves, which would take time away from their modding (and we wanna keep our modders modding, don't we? ). The less work they have to do, and the easier it is to reproduce your issue, the more likely it is that it gets fixed soon. This is especially true for RoverDude's mods. Trust me on this one Edited February 16, 2017 by Kobymaru Quote Link to post Share on other sites
sp1989 353 Posted February 19, 2017 Share Posted February 19, 2017 (edited) Deleted Edited February 19, 2017 by sp1989 Quote Link to post Share on other sites
TDplay 59 Posted February 24, 2017 Share Posted February 24, 2017 The electric fans are underpowered, they can't even lift a payload of 2 Gigantors and a Probodobodyne Stayputnik. Maybe I'm doing it wrong, but to me, that's underpowered. Quote Link to post Share on other sites
RoverDude 9,217 Posted February 24, 2017 Author Share Posted February 24, 2017 You are likely doing it wrong. I've tested all of these out, and they lift payloads just fine. Show a picture of your craft. Quote Link to post Share on other sites
TDplay 59 Posted February 25, 2017 Share Posted February 25, 2017 (edited) 14 hours ago, RoverDude said: You are likely doing it wrong. It's quite likely I'm just not giving it enough EC. My craft (it's a test craft) consists of 2 Gigantor solar arrays, a Probodobodyne Stayputnik and, of course, a propfan. It is daytime, and it reads as getting 100% input. 14 hours ago, RoverDude said: Show a picture of your craft. If it'll upload... There we go! It's in this spoiler (so I don't clutter up the thread): Spoiler The Honeybadger cockpit isn't connected (note the decoupler) so all it's trying to lift is the solar panels and stayputnik. And itself. EDIT: Also, the sound effect crackles in my wireless headphones, likely due to my headphones' amplification. EDIT 2: When placing them, should I put the arrows pointing up or down? EDIT 3: Ok, so pointing large ducted fans down seems to lift quite a bit (and provide all the RCS I'll ever need!) Edited February 25, 2017 by TDplay Quote Link to post Share on other sites
PhilM 5 Posted February 25, 2017 Share Posted February 25, 2017 This is my first time playing with the honeybadger items and I'm running into the same issue as TDPlay with the VTOL Atmospheric Engines providing no lift. If I replace them with the LFO or ducted engines, they work fine. But I get no lift from the atmospheric engines. I do have a wide assortment of other mods installed, so I'll attempt to troubleshoot where the interaction might be. Quote Link to post Share on other sites
RoverDude 9,217 Posted February 25, 2017 Author Share Posted February 25, 2017 Same deal... show the craft in question. Quote Link to post Share on other sites
PhilM 5 Posted February 25, 2017 Share Posted February 25, 2017 Screenshot in the spoiler. I'm continuing to remove mods to see if I can locate the interaction. I've tried lightening the load, more power, and I did also try to flip them upside down just to make sure I wasn't using them wrong, but neither direction worked. Spoiler Quote Link to post Share on other sites
RoverDude 9,217 Posted February 25, 2017 Author Share Posted February 25, 2017 Show me your GameData folder as well. And... where are your batteries? Quote Link to post Share on other sites
PhilM 5 Posted February 25, 2017 Share Posted February 25, 2017 Dump From AVC: Spoiler KSP: 1.2.2 (Unix) - Unity: 5.4.0p4 - OS: Linux 4.2 Ubuntu 15.10 64bit 000_AT_Utils - 1.4.2USI Tools - 0.8.16 Community Category Kit - 1.2.2 Community Resource Pack - 0.6.6 ConfigurableContainers - 2.4.0.5 Firespitter - 7.5.1 GroundConstruction - 1.1.2.1 Kerbal Attachment System - 0.6.2 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2USI Core - 0.3.9 Asteroid Recycling Tech - 0.9.8USI Exploration Pack - 0.7.3 Freight Transport Tech - 0.6.7 Karbonite - 0.8.7 Konstruction - 0.1.11USI-LS - 0.5.23 MKS - 0.50.17 Malemute Rover - 0.2.7 NuclearRockets - 0.3.8 Sounding Rockets - 0.5.8USI Alcubierre Drive - 0.5.4 Dump from ls: Spoiler 000_AT_Utils Firespitter ModuleManager.ConfigCache 000_USITools GroundConstruction ModuleManager.ConfigSHA AsteroidDay KAS ModuleManager.Physics CommunityCategoryKit KIS ModuleManager.TechTree CommunityResourcePack KSP-AVC Squad ConfigurableContainers ModuleManager.2.7.5.dll UmbraSpaceIndustries The honeybadger control modules have 4k internal batteries each and the reactor keeps them topped off fine for spin-up and seeing that nothing lifts off. The original ship was much larger, but I pared it down to bare bones for testing (and as I removed mods). I think it might be time for a fresh install for me as I'm running out of mods to remove. Quote Link to post Share on other sites
RoverDude 9,217 Posted February 25, 2017 Author Share Posted February 25, 2017 Last obvious question.... are the rotors upside down Quote Link to post Share on other sites
PhilM 5 Posted February 25, 2017 Share Posted February 25, 2017 3 minutes ago, RoverDude said: Last obvious question.... are the rotors upside down That's a fair question and one I asked myself every time I tested. In the end, I tried both directions every time I tested just to be sure. Quote Link to post Share on other sites
TDplay 59 Posted February 26, 2017 Share Posted February 26, 2017 12 hours ago, RoverDude said: are the rotors upside down Which way is it meant to go, anyway? I, too, tried both ways, nothing happened. I also tried reversing the thrust, no effect. I keep wondering "are they just slamming me into the ground?" Quote Link to post Share on other sites
TDplay 59 Posted February 26, 2017 Share Posted February 26, 2017 (edited) Let's take a look... Spoiler MODULE { name = ModuleEnginesFX thrustVectorTransformName = ThrustTransform minThrust = 0 maxThrust = 250 heatProduction = 50 exhaustDamage = False ignitionThreshold = 0.1 useEngineResponseTime = True engineAccelerationSpeed = 1.00 engineDecelerationSpeed = 1.00 useVelocityCurve = True fxOffset = 0, 0, 0 PROPELLANT { name = ElectricCharge ratio = 15 DrawGauge = True } PROPELLANT { name = IntakeAtm ratio = 1 ignoreForIsp = True DrawGauge = True } atmosphereCurve { key = 0 150 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True machLimit = 0.75 machHeatMult = 6.0 velCurve { key = 0 1 0 -0.125804 key = 0.35 0.96 0 0 key = 1.05 1.2 0.5409369 0.5409369 key = 1.67 1.7 0 0 key = 2.15 1.1 -3.49991 -3.49991 key = 2.3 0.5 -3.164169 -3.164169 key = 2.5 0 0.004306508 0 } atmCurve { key = 0 0 0 0 key = 0.1 0.1 1.276916 1.276916 key = 0.297 0.35 1.304143 1.304143 key = 0.538 0.59 0.8485174 0.8485174 key = 1 1 0.8554117 0 } } This is your code for the Honeybadger VTOL Atmospheric engine's thrust module. It looks perfectly fine to me (I do basic modding myself). Sifting through the other modules in that .cfg file... Spoiler MODULE //---- top blades { name = FSplanePropellerSpinner propellerName = RotoTop rotationSpeed = -90 thrustRPM = -300 windmillRPM = 0.1 windmillMinAirspeed = 30 spinUpTime = 3.5 useRotorDiscSwap = 1 rotorDiscName = PropBlurTop rotorDiscFadeInStart = 0.95 rotorDiscSpeed = -25 blade1 = TopBlades } MODULE //---- bottom blades { name = FSplanePropellerSpinner propellerName = RotoBottom rotationSpeed = 88 thrustRPM = 300 windmillRPM = 0.1 windmillMinAirspeed = 30 spinUpTime = 3.5 useRotorDiscSwap = 1 rotorDiscName = PropBlurBot rotorDiscFadeInStart = 0.95 rotorDiscSpeed = 26 blade2 = BottomBlades } MODULE //---- Spinner Cap. needed to continue spinning after rotor discs swap in. { name = FSplanePropellerSpinner propellerName = PropCapBot rotationSpeed = 250 thrustRPM = 200 windmillRPM = 0.1 windmillMinAirspeed = 30 spinUpTime = 4 } MODULE //---- Spinner Cap. needed to continue spinning after rotor discs swap in. { name = FSplanePropellerSpinner propellerName = PropCapTop rotationSpeed = -250 thrustRPM = -200 windmillRPM = 0.1 windmillMinAirspeed = 30 spinUpTime = 4 } MODULE { name = ModuleResourceIntake resourceName = IntakeAtm checkForOxygen = False area = 0.01 intakeTransformName = Intake } RESOURCE { name = IntakeAtm amount = 4.5 maxAmount = 4.5 isTweakable = false hideFlow = true } sound_vent_medium = engage sound_jet_low = running sound_jet_deep = power sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleRCS thrusterTransformName = RCSThruster thrusterPower = 2.5 PROPELLANT { name = ElectricCharge ratio = 15 } PROPELLANT { name = IntakeAtm ratio = 1 } atmosphereCurve { key = 0 337.5 key = 1 450 } } MODULE { name = FSengineSounds engage = UmbraSpaceIndustries/FTT/Assets/KaPropFan_Start disengage = UmbraSpaceIndustries/FTT/Assets/KaPropFan_Stop flameout = UmbraSpaceIndustries/FTT/Assets/KaPropFan_Stop power = UmbraSpaceIndustries/FTT/Assets/KaPropFan_Running powerPitchBase = 1 thrustAddedToPitch = 0.8 powerFadeInSpeed = 0.0218 powerFadeInDelay = 15 powerLowerThreshold = 0.0 runningVolume = 1 powerVolume = 1.5 engageVolume = 1 disengageVolume = 1 flameoutVolume = 1.5 randomStartDelay = 1.0 //for playing engines slightly out of sync } fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout MODULE { name = FSswitchEngineThrustTransform defaultTTname = thrustTransform isReversed= false } I don't see how any of those could affect it. Sorry, I can't be of any help, RoverDude. Me and PhilM are probably doing something wrong, but we have no idea what. Ok, let's see in game... Spoiler When the game shows this (CoT at the SPH floor), I think it means there's no CoT (which in turn means no thrust). So there's the problem! Edited February 26, 2017 by TDplay Oops, clicked submit instead of insert other media Quote Link to post Share on other sites
RoverDude 9,217 Posted February 26, 2017 Author Share Posted February 26, 2017 Ok - that specific model is bugged. The other ducted fans look to be working, so leave the inline one be till the next update. Quote Link to post Share on other sites
TDplay 59 Posted February 26, 2017 Share Posted February 26, 2017 (edited) 6 minutes ago, RoverDude said: Ok - that specific model is bugged. The other ducted fans look to be working, so leave the inline one be till the next update. OK, thanks RoverDude! Other than that not working fan, excellent mod by the way! Edited February 26, 2017 by TDplay Quote Link to post Share on other sites
Nergal8617 114 Posted February 26, 2017 Share Posted February 26, 2017 I was starting to wonder if I was the only one having problems with that fan. Quote Link to post Share on other sites
PhilM 5 Posted February 26, 2017 Share Posted February 26, 2017 Thanks, I was beginning to wonder if I was crazy. I ripped the whole install apart, installed from scratch and still couldn't make it work. I was beginning to question my sanity on that one. Thanks for the great mods and the feedback. Quote Link to post Share on other sites
gabyalufix 14 Posted March 2, 2017 Share Posted March 2, 2017 Where can I find the "flat" 6-sided cargo boxes shown in the Imjur album? These ones: http://imgur.com/a/KmiLN I can't find them anywhere. Quote Link to post Share on other sites
Merkov 280 Posted March 2, 2017 Share Posted March 2, 2017 27 minutes ago, gabyalufix said: Where can I find the "flat" 6-sided cargo boxes shown in the Imjur album? These ones: http://imgur.com/a/KmiLN I can't find them anywhere. Those have been deprecated, I'm afraid. They were replaced by the Kontainers found in USI Core. Quote Link to post Share on other sites
gabyalufix 14 Posted March 2, 2017 Share Posted March 2, 2017 (edited) Ach. I was afraid as such. The USI-Core Kontainers don't fit as prettily. Any chance they might be found somewhere in a form compatible with 1.2? Edited March 2, 2017 by gabyalufix Quote Link to post Share on other sites
RoverDude 9,217 Posted March 2, 2017 Author Share Posted March 2, 2017 Not that I am aware of, but log a github issue and they may make a comeback Quote Link to post Share on other sites
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