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Alewx
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Everything posted by Alewx
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[quote name='Speadge']perhaps something that is not related to the boundingbox? i.e. that just draws the buldings on the map - they need to have a height - and i bet that is not increased[/QUOTE] The visible mesh is completely independent from the camera.
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[quote name='Speadge']still think its stock when u reach the top of the building with your cam - so it seems to have somewhere still the data for "this building has this *** size" stored?![/QUOTE] construction and camera boundingboxes get increased, also maxHeight and maxDistance, so there should be no reason to reach the top that early.
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Ok in SPH I was able to recreate the issue. But with 1.0 or so they merged the editorscenes from two into one so that it is a bit tricky to find the right components. I tought I was save by editing SPH and VAB cameras at the same time. If anyone has an idea what it might be, just give me shout, this needs some digging.
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[quote name='smjjames']Wierd, I wonder why I get the bug and you don't? I haven't seen any exceptions or anything in particular to the bug, even turned on debugging in the settings and that didn't seem to reveal anything. At least as far as I know. Perhaps I'll give the output log for it on my stripped down branchoff KSP[/QUOTE] And the problem was with 3.4.5 and 3.4.6 the same? That is sooo strange, because if there is no exception that gives no clue. I just can not believe that the camera handling is different for the OS, that would make so sense.
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[video=youtube;Ly6UW5Tp5Ys]https://www.youtube.com/watch?v=Ly6UW5Tp5Ys&feature=youtu.be[/video] Ok here is how my Stock KSP, Hangar Extender 3.4.6 is looking with rotating camera.
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[quote name='smjjames']Yeah, it's actually a stock behavior I believe. Also, I use Windows 8.1 64x.[/QUOTE] Hmm hmm strange, but hmm 64bit should not make any difference, I use that as well but with win7.
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[quote name='smjjames']I reproduced it in a pure stock install, though perhaps I should try with a fresh download actually. Could you do a video of what you're seeing? Edit: Tried it with a fresh download and still there, also had a wierd bug where I pressed * and while the SPH enlarged, the ambient lights (not the ones on the walls) turned off. [code] NullReferenceException at (wrapper managed-to-native) UnityEngine.Light:get_type () at FShangarExtender.FSeditorExtender+<toggleScaling>d__6.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnu merator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerat or) FShangarExtender.FSeditorExtender:Update() [/code] It only seems to happen once after you put it into gamedata and never again. Edit: Maybe if I show you the previous behavior that I wanted vs what it is now. I'm using v3.1 (which still functions) to show the previous behavior. Edit2: The camera behavior that I wanted is in 3.3 as well. Maybe I'll see when it started doing the behavior. Edit3: The problem starts with your version 3.4, at least thats the first publically released build. [url]https://www.youtube.com/watch?v=y26VkBjL52s&feature=youtu.be[/url][/QUOTE] Nice exception looks like I didn't chatch the ready signal correct to prevent too early scaling. Do you run a Linux System? I can try to get a video up, but not tonight. If I really saw it correct in your video the 3.1 version had the same bug, but only at normal scale?
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Ok did it by the letter and didn't get the same issue, what other mods do you have in that install?
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
It is a problem in the part itself, it is not the plugin that is causing the startup problem. If possible delete the partfile and reweld it. If that still does not work, give me a list of the included mods of the weldment and provide the partfile pre and postwelding. -
Hmm my reproduction tries were not really successful. Can you give me a guidance to reproduce this issue by the letter?
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Pls, add Mk3 cargo bays without doors.
Alewx replied to Vegatoxi's topic in KSP1 Suggestions & Development Discussion
Interstellar Fuel Switch It gives you the option. -
Pls, add Mk3 cargo bays without doors.
Alewx replied to Vegatoxi's topic in KSP1 Suggestions & Development Discussion
You could simply remove the fuel from the tank and then have a structural part of the same size. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Hmm should work. My Filterextension is not completely up to date, but can not believe it was changed dramatically. -
Ah damn, then my bug fix might have caused this issue. I will get a fix up tomorrow.
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Newest Version? Exited and reentered the editor?
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Hmm yeah sometimes it is depending on the rootpart of the weldment. But I will look at the partpack and see what I can do. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
My first guess would be it is because the parts are internally rotated and using model modules, but if you tell me from which pack they are I can look closer at it. -
Does it work?
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That is pretty sad. Fair seas Max.
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Oh man that is a question, have no idea. 1.0.4 should work without any problems almost exactly the same as 1.0.5, 1.0.2 might work flawless, but 1.0 no clue if it will survive.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Update to UbioWeld Continued 2.2.2 Recompile for KSP 1.0.5 Download version 2.2.2 for KSP 1.0.5 -
Update to the FSHangarExtender 3.4.6 Recompile for KSP 1.0.5 fixed Nullpointer at Scene leaving Download at Github
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Alewx replied to girka2k's topic in KSP1 Mod Releases
Great to hear you managed to solve the problem. Should work so far, but will release an official 1.0.5 build soon. -
The regular log direct out of the ksp folder, after you tried to scale the hangar.
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Normally reports should include the log.txt to find any clue why this is not working for you. Pure flaming is not helpful not for you not for the creator.