Kolago
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KSP2 Release Notes
Posts posted by Kolago
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[Exception]: LuaScriptException: [string "chunk"]:147: attempt to concatenate field 'resourceName' (a nil value)
Found a problem around line 147 in PartCatalog\Plugins\PluginData\PartCatalog\default.rule.lua
--RCS
for rcs in modulesByName(part,"ModuleRCS") do
if containsNodeTypeName(rcs,"resourceName","MonoPropellant") then -- EDIT START (check with iconExist)
addToModCategory(part,"Control/RCS/MonoPropellant")
else
addToModCategory(part,"Control/RCS/"..rcs.values.resourceName,rcs.values.resourceName, "Categories/Control/RCS_Misc")
end -- EDIT END
endChanged this to:
--RCS
for rcs in modulesByName(part,"ModuleRCS") do
if containsNodeTypeName(rcs,"resourceName","MonoPropellant") then -- EDIT START (check with iconExist)
addToModCategory(part,"Control/RCS/MonoPropellant")
elseif containsNodeTypeName(rcs,"resourceName","LFOX") then
addToModCategory(part,"Control/RCS/LiquidFuel")
end -- EDIT END
endThis does the trick to get the RCS with LiquidFuel listed!
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Adding a 'Replace' call to escape slashes fixes breakage on text descriptions or paths that end in \ escaping a closing quote, fouling up partsString.lua...
From line 326 of LuaRuleHandler.cs;
private static string escapeString(object toEscape)
{
return toEscape.ToString().Replace("\\","\\\\").Replace("\"", "\\\"");
}
I recompiled with this.
After adding some bigger part packs (LLL & AlchemyTechnologies) I see some errors in the Log:
[Error]: Could not find part in index: ST.Rover
[Error]: Could not find part in index: ST.Solarpanel.small
[Error]: Could not find part in index: ST.LightSpot
4x [Exception]: LuaScriptException: [string "chunk"]:147: attempt to concatenate field 'resourceName' (a nil value)The new mods don't show up.
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The Low Profile engines are perfect for Landers. Thanks!
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There is no PartList.lua in plugindata/partcatalog!
These files are changed:
catalog.txt
config.xml
partString.lua
lastParts.txt
ZIP:
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Kerbal Space Program: Start of the 64bit space age
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I am adding AlchemyTechnologies parts and they don't get listed in PC RC4. I hit Alt-F2 and Autotag again. Results in the log are:
[Exception]: LuaScriptException: [string "chunk"]:147: attempt to concatenate field 'resourceName' (a nil value)
I am running KSP in 64bit version on Windows.
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I think I found a bug: If I rescale a part like the Squad "Rockomax HubMax Multi-Point Connector" in the VAB from 1.25 to 2.5m and than copy it, the node size jumps back to the node size before scaling. (1.20 and 1.21 beta) This happens too if I select the HubMax as new root part.
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Is anybody here running PartCalatlog with more that 1800 Parts (CFG's) and without problems?
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Ok so yeh this would appear to be a problem.
I think what's going on is that the part list is empty, so KSP doesn't initialize the field type prefabs.
I really need to register my override controls there, otherwise parts get loaded up and the registration fails.
Is this only when all the parts are (initially) hidden?
Can you leave it a few update frames to hide the parts so that the controls are there to override?
The "ArgumentOutOfRangeException: Argument is out of range." error comes when the game is loaded an I try to enter the VAB.
When I remove some mods I can enter the VAB, autotag runs, but I don't get the new mods in the category list.
When I remove some more all goes back to normal.
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After playing around with more and more mods for some hours I think there is a limit for part count I am hitting with PartCatalog. In the logs are errors pointing in this direction.
**** Loaded PartCatalog ****
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[UIPartActionFieldItem].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at KSPAPIExtensions.UIPartActionsExtendedRegistration.Register () [0x00000] in <filename unknown>:0
at KSPAPIExtensions.UIPartActionsExtendedEditorRegistrationAddon.Start () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Crash!!!Not a part count problem, but rather a bug with KSPAPIExtensions (probably not expecting the part list to be empty which it is both when filtering too much or when the catalog is initializing the filterset).So, maybe this is a KSPAPIExtensions Problem. Any idea what is going on?
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After playing around with more and more mods for some hours I think there is a limit for part count I am hitting with PartCatalog. In the logs are errors pointing in this direction.
**** Loaded PartCatalog ****
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1[UIPartActionFieldItem].get_Item (Int32 index) [0x00000] in <filename unknown>:0
at KSPAPIExtensions.UIPartActionsExtendedRegistration.Register () [0x00000] in <filename unknown>:0
at KSPAPIExtensions.UIPartActionsExtendedEditorRegistrationAddon.Start () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Crash!!! -
In vanilla game its ok. Must be some mod I have installed...
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Autotag doesn't work, no category are generated.
I can't add more then one category to the bar.
The one category I can add manual and put parts in, is showing no parts in VAB.
So, no parts in the VAB, no matter what I do.
Using RC3.
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EnvironmentalVisualEnhancements has a problem with flying thru clouds, craft textures disappear in the clouds but coming back after clearing it.
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Procedural Parts Solid Busters are buring in the VAB after loading save file or after building from scratch and returing to VAB. Deleting HotRockets mode doesn't fix it.
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Yes, the normal engines have a lot of stuff in the popup menu with some mods. But this is not true for the RCS thrusters. Isp for the RCS thrusters doesn't get change or? So only add the thrust info for the RCS?
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On the other hand, RCS Build Aid Mod give me some info for now.
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It would be very helpful to display the thrust of a scaled engine in the VAB so we can see what we getting for the extra mass we are sending up. Especial for RCS engines.
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Now its working as designed! Thanks!!!
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Think I got it. 1.16 out.
Sorry, ObsessedWithKSP. It seems you'll have to wait for 1.17 before you see NFT supported.
I don't think so. Try to up and down scale some more and it still happens in VAB.
But the MechJeb problem is gone for now.
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God damnit. This seems to be caused by the 'fix' I made for the KW nodes.
It's not. At least, I have the same with only Kethane and TweakScale.
Ok, so I don't feel stupid any more.
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Rescaled Kethane tank nodes moving inside the tanks on reload in VAB.
Squad tank nodes moving inside the tanks on reload in VAB.
Nodes of scaled Engine moving outside of Engine.
Up and down direction. Locks like the nodes are on the position of the unscaled part.
Looks like some problem with another mod. Checking...
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Rescaled Kethane tank nodes moving inside the tanks on reload in VAB.
Squad tank nodes moving inside the tanks on reload in VAB.
Nodes of scaled Engine moving outside of Engine.
Up and down direction. Locks like the nodes are on the position of the unscaled part.
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Looking forward to a RLA - Stockalike CFG
http://forum.kerbalspaceprogram.com/threads/24593-WIP-RLA-Stockalike-0-9-4-released-27th-November
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
in KSP1 Mod Releases
Posted
Not now, try to use a cylindrical tank and curved conical tanks a the top and button of it.