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KSP2 Release Notes
Posts posted by *Aqua*
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Unlikely. Quantum computers are only good at solving very specific sorts of problems (for example calculating prime numbers). They suck at calculating 'normal' stuff (addition, substraction, etc.).
Afaik the real problem is shielding the ions from all kinds of interference long enough to make them useful in a quantum computer.
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Wasn't there an article in 2015(?) about a new navigation computer which shortened the approach time to dock at the ISS by several days?
Also there's this: http://www.space.com/11819-nasa-shuttle-space-station-docking-test-storrm-sts134.html
IIRC all ships wanting to dock at the ISS are 'caught' by the Canadarm. I don't know if the arm is computer or manually controlled for this.
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22 hours ago, datamonkey said:
wanted to know if a corrupt craft file can corrupt a good/fresh save file, or if a corrupt save file, can corrupt a craft file
Short answer: Yes and no.
Long answer:
The game save file and the craft files are saved seperately (KSP/saves/xyz & KSP/saves/xyz/ships) so from a logical point of view craft files should be unaffected by a corrupt game save file.But the other way around it could be possible that a corrupt craft file corrupts a game save file, because a rocket on the start ramp is a copy of the craft file.
But as always there's a small possibility that a corrupt game save corrupts your saved crafts.
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And how did you do it? Other might have this problem too.
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Did you try turning it off and on again? Also reset the controlling part, this might revive the RCS. And while you are at it check the RCS thruster if they are active or shut down. (Never hear of them shutting down by themselves but it doesn't hurt to check them.)
Also what mods do you have installed? And please upload the output_log.txt from your KSP/KSP_Data directory.
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Thank you! Unfortunately there're no errors logged concerning your problem.
But there's a clue: IR is know to cause problems if you attach a docking port to the end of an actuator. The AGU is in fact a disguised docking port. Also it is a known source for krakens. You should avoid using it. You can replace it with the magnet and the hooks from KAS.
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The cause for the crash could be Kerbal Flight Engineer.
[LOG 21:11:10.891] KerbalEngineer -> [LOG 21:11:10.891] KerbalEngineer -> at (wrapper managed-to-native) UnityEngine.Component:get_collider () at AutoSpriteControlBase.UpdateCollider () [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.Hide (Boolean tf) [0x00000] in <filename unknown>:0 at UIListItemContainer.Hide (Boolean tf) [0x00000] in <filename unknown>:0 at UIScrollList.ClipItems () [0x00000] in <filename unknown>:0 at UIScrollList.ScrollListTo_Internal (Single pos) [0x00000] in <filename unknown>:0 at UIScrollList.UpdateContentExtents (Single change) [0x00000] in <filename unknown>:0 at UIScrollList.PositionItems () [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) [0x00000] in <filename unknown>:0 at ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at KerbalEngineer.Flight.ActionMenu.OnDestroy () [0x00000] in <filename unknown>:0 [LOG 21:11:10.891] KerbalEngineer -> ActionMenu was destroyed. [EXC 21:11:10.913] NullReferenceException SpriteMesh.CreateMesh () SpriteMesh.get_mesh () SpriteRoot.Delete () SpriteBase.Delete () UIListItemContainer.Delete () UIScrollList.RemoveItem (Int32 index, Boolean destroy, Boolean doEasing) UIScrollList.RemoveItem (IUIListObject item, Boolean destroy, Boolean doEasing) UIScrollList.RemoveItem (IUIListObject item, Boolean destroy) ApplicationLauncher.RemoveModApplication (.ApplicationLauncherButton button) HyperEdit.HyperEditBehaviour.RemoveAppLauncher () EventVoid.Fire () ApplicationLauncher.OnDestroy ()
You could also try to remove HyperEdit because it spawns a lot of exception messages.
7 hours ago, Esquire42 said:I couldn't find the path you said
It seems the output_log.txt is named Player.log in KSP for Macs and you already posted it. My bad for not realizing that.
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You can edit you savegame file (don't forget to make a backup) and remove everything which points to a mod you already uninstalled. Be careful with that.
Next you should analyze which mods make problems and what the source of the problems are. For example there could be a wrong path in a part config file. If it's not that simple you can post in the mod thread and ask for help.
If you still can't get it working and the game still crashes move half of the mods out of the GameData directory and check if the game works now. If it does the problem is somewhere in the mods you just moved. If it doesn't work the problem is likely in one of the mods that are still installed. Keep moving mods until you find the culprit.
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Backup your persistent.sfs and rename the quicksave.sfs to persistence.sfs. If the quicksave is fine the game should be able to load it but you might lose some progress.
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Please upload your log files.
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There are a ton of problems listed in your log file:
1. Kopernicus has a problem.
SpoilerArgumentNullException: Argument cannot be null. Parameter name: collection at System.Collections.Generic.List`1[System.Single].CheckCollection (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[System.Single]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.NumericCollectionParser`1[System.Single]..ctor (System.Single[] i) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.NumericCollectionParser`1[System.Single].op_Implicit (System.Single[] value) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.PropertiesLoader.get_timewarpAltitudeLimits () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoProperty.GetValue (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] index, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) [0x00000] in <filename unknown>:0 at Kopernicus.Configuration.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, Boolean getChilds) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Kopernicus.Configuration.Parser:LoadObjectMemberFromConfigurationNode(MemberInfo, Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:CreateObjectFromConfigNode(Type, ConfigNode, Boolean) Kopernicus.Configuration.Parser:LoadObjectMemberFromConfigurationNode(MemberInfo, Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.Loader:Kopernicus.Configuration.IParserEventSubscriber.PostApply(ConfigNode) Kopernicus.Configuration.Parser:LoadObjectFromConfigurationNode(Object, ConfigNode, Boolean) Kopernicus.Configuration.Parser:CreateObjectFromConfigNode(ConfigNode, Boolean) Kopernicus.Injector:Awake() UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32)
2) ScanSat likes to have the Community Ressource Pack (adds resource definitions and ScanSat can then scan for them). Optional.
3) Next is ContractConfigurator. It's trying to load contracts which you might have uninstalled.
SpoilerContractConfigurator.ConfiguredContract: Error loading contract for contract type 'A-3'. The contract type either failed to load or was uninstalled. ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'V-2'. The contract type either failed to load or was uninstalled. ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'R-1V'. The contract type either failed to load or was uninstalled. etc.
This all already happened before you loaded your craft!
4) During flight your life support mod spams exceptions.
SpoilernvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List`1+Enumerator[LifeSupport.VesselSupplyStatus].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1+Enumerator[LifeSupport.VesselSupplyStatus].MoveNext () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.CleanupEmptyVessels () [0x00000] in <filename unknown>:0 at LifeSupport.LifeSupportMonitor.FixedUpdate () [0x00000] in <filename unknown>:0
5) There seems to be a problem with one of the installed parts.
Spoiler[Better Crew Assignment] (Exception) Mismatch at index 1: XKupolaObsModuleEXhPANDE2619-X versus Xcupola2X: at BetterCrewAssignment.Crewable.List (.ShipConstruct construct) [0x00000] in <filename unknown>:0 at BetterCrewAssignment.CrewableList..ctor (.ShipConstruct construct) [0x00000] in <filename unknown>:0 at BetterCrewAssignment.AssignmentLogic.AssignKerbals (.ShipConstruct construct) [0x00000] in <filename unknown>:0 at BetterCrewAssignment.EditorBehaviour.OnShipModified (.ShipConstruct construct) [0x00000] in <filename unknown>:0
6) It seems you had RemoteTech installed. It tries to load RT stuff several times without success.
7) Another part problem
Spoiler[Docking Node Module]: WARNING - No node transform found with name dockingNode OrionDockingPort3a49capXx added to ship - part count: 11
8) I couldn't find out the cause of the crash. It could be any of the points mentioned before. Or a KSP bug. Or a Unity bug.
Seriously you should clean up your save and fix the errors in your installed mods. Currently it's impossible to find out if they are the source for the crash.
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Unfortunately there's no cause written to the log file.
There should be a second log file in the KSP\KSP_Data directory named output_log.txt which could be more informative.
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IIRC wheel suspensions are fully extended when loading a craft. In your case they probably clip into the ground and are pushed up violently during physics start.
There are only two ways I can imagine how you can solve this:
1) As you already said: Load the craft, let the wheel break, save it, edit the save. There's a possibility that the fixed craft will break again upon loading.
2) Edit the save file to lift the rover a few centimeters into the air. I'm afraid I can't help you with that because I'm not sure how the game handles landed crafts. I think it tracks the position as if it is in orbit. So try to edit the orbit parameters first. -
Did you restart your computer while the game was still running?
Lag is normal in KSP. The more complex rockets, planes and station become the more lag there'll be.
About your problem:
If you bought KSP in Steam, go to your ...\Steam\SteamApps\common\Kerbal Space Program\saves directory. In there is a folder named the same as your current savegame. Open the folder and look for sfs-files. Those are the savegame files. Are there several or is there only a lonely persistence.sfs?If there's only the persistence.sfs, what's the file size of it?
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@A35K
There's another force use: Jedis and Siths are supposed to be able to predict a possible future. Anakin can at least predict a few seconds (they said that in Episode I) and the Emperor a few years (mentioned it a few times) ahead.In theory if you know the state of all important variables at a given point in time you could calculate what will happen in the near future. But I don't think they all have some kind of super sensors and a super computer to do that. If you think Force = Midi-chlorians = nanobots it might be possible to let the nanobots sense and calculate things. But how can you control and coordinate thousands of thousands of nanobots with your mind? Most people have difficulties to concentrate on more than one thing at a time.
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Just to keep you hyped:
SpoilerFirespitter, Version=7.1.5790.33347, Culture=neutral, PublicKeyToken=null needs assembly UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null Firespitter, Version=7.1.5790.33347, Culture=neutral, PublicKeyToken=null needs assembly Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null FSliftSurface (superclass PartModule from Assembly-CSharp) relevant Members: System.Runtime.CompilerServices.CompilerGeneratedAttribute <OnStart>b__0 KSPField liftTransformName KSPField power KSPField wingArea KSPField span KSPField displayName KSPField efficiency KSPField dragMultiplier KSPField zeroLiftDrag KSPField moduleID System.Runtime.CompilerServices.CompilerGeneratedAttribute CS$<>9__CachedAnonymousMethodDelegate1 FSwingBase (superclass PartModule from Assembly-CSharp) relevant Members: System.Runtime.CompilerServices.CompilerGeneratedAttribute <OnStart>b__0 KSPField displayName KSPField controlSurfaceName KSPField flapName KSPField leadingEdgeToggleName ...
Or in other words, dll parsing now works as expected.
The assembly (Firespitter.dll) is loaded, dependencies are listed (UnityEngine.dll & Assembly-CSharp.dll). And then the debug window dumps all objects which derive from PartModule and list their members (methods & fields). Ignore the System.xyz lines, they are filtered out before adding all that to the internal database. And it works for all plugins in my GameData directory.
I now stand before the descision to either keep adding more functions (for example there's still no MM script parser) or to start implementing the GUI. I can't decide.
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4 hours ago, K^2 said:
Either have pilot mostly responsible for control, and with flight computer, at most, filtering out "unsafe input" as some commercial aircraft already do. (I think Airbus does this on their fly-by-wire aircraft. Perhaps, someone will correct me.)
Afaik there are quite a lot of people who criticize Airbus for their flight computers. The argument is that they limit the pilot too much.
Some of you probably remember the near crash of an Airbus: https://www.youtube.com/watch?v=z42fchrzhHY
When an Airbus lands the flight computer switches to ground mode and in this mode maneuvers like touch-and-go won't work. The flight computer will prevent that to avoid accidents. The plane already touched the ground and the computer switched the mode from flight to ground when the gust came. And that's why the pilots couldn't prevent the wingstrike. They needed to shut the computer assistance completely off to regain control and take off.My point is are flight algorithms good enough to react on all situations in the right way? Are the systems secure enough to prevent unauthorized manipulation from the outside? Are they reliable enough that they can safely land a plane even if parts of the computers are destroyed (fire, power loss, ...)? I know that commercial planes usually have three flight computers which control each other, but what if two of them don't work right? Then you have three computers with three different interpretations of the current situation.
45 minutes ago, shynung said:Why is this the case? Does this apply to fixed-wing aircrafts?
Think about it: What happens if you push the stick of a "dumb" helicopter? It'll tilt forward, the flight vector goes down, you'll start to lose height, you may need to change the AoA of the blades, etc. A "semi-auto" helicopter will do all that for you which means you'll never experience that and never learn how to react on that.
When learning how to drive a car in my country you have two choices: Learning driving in a training car with manual transmission or one with automatic transmission. If you choose automatic (it's cheaper) you are not allowed to drive cars with manual transmission. Why? You might need to shift gears in a critical situation and if you fail at that because you never really learned it there's a higher chance that you'll fail. A fail with a weapons that weights one or two tons isn't exactly healthy.
It's the same with helicopters and planes. It's okay if there are some assistance computers to lift the load on pilots but nothing beats a pilot in situations software can't handle.
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Hi Jebediahs!
You all probably already saw that nifty user list which pops up when you write "@xyz" in a post.
Unfortunately the selected entry in that list only gets a ligh-grey background which is nearly indistinguishable from the white color of the not-selected entries.Could you please change that?
That's how it looks like now:
And that's better:
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@Tarrence12
I just looked at a screenshot of it and no, the GUI is way too complicated to make and also looks too cluttered. I think I'll go with something like a tree view for part selection & table for part properties.Comparing parts will probably out of the question, too. The vanilla game has ~280 parts and some mods add 100+. I can't think of a comparision view which makes sense when there are so many parts.
@artwhaley
I'm not sure if Winforms offer the same possibilities to modify look and behavior like the WPF counterparts do. I'll investigate that but I think they are more limited. -
The model should be somewhere in the assets files in /KSP/KSP_Data/.
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As I said you'll probably can't remove all context menu switches you don't want to have. If they are declared in a module you can simply remove it* and you're done. If they are declared in the part itself you can't get rid of them by simple means.
* For my to-do list: Add a message or popup which warns the user before part manipulation. "Warning! Modifying of parts can result in krakens or broken mods."
4 hours ago, Speadge said:Even after cleaning up the cfg, the vessel-file kept thos two module entries cause it was created with them.- thos scenarios might need a funtionality to analyze the modules of each part of a vessel and to add/ delete some.
That's difficult. The program can't know if modules or parts are duplicated on purpose or not, that means there won't be an auto-fix function.
I might be able to display a warning message after which the user can decide for himself what to do. -
@Speadge
2) Ah that's what you mean. I think that's possible for parts that are connected to 1 or 2 parts only.3) I don't think the "balast" poses a problem. It's usually inactive as long as you don't use it. Often it's part of the used part class which means you can't remove that functionality without converting it to a completely different part.
Some mods don't care if you remove certain modules from a part cfg as they'll add them back during game start or scene switch. I know Kerbal Foundries does that. Others might do it too.Funny thing:
I scan for part configs in the GameData directory. I have the RetroFuture parts mod installed and my program finds 156 cfgs in there (which is the right number). I let it process them all and end up with a list of 158 configs.
Also the Visual Studio debugger doesn't like Reflection which I use to analyze plugins. If an exception occures the program simply aborts without pointing me to the source of the problem.A positive thing is that I sped up loading the KSP directory and parsing all important files. Instead of minutes it only takes about 20-30 seconds now to process about 800 files.
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@selfish_meme
-> on my to-do list now
I just got an idea: It might be easy to code a function which creates a .craft file from an existing and flying rocket you forgot to save. This can be handy if the autosave is already overwritten.@Speadge
1. I put it on my list but it's a low priority one.
2. Deleting is ok but realigning attached parts probably won't be possible. I would need to extract the collider meshes to know where to attach to and where to orientate to. And the attachment probably must be done in a way similar to what KSP/Unity does or it krakens.
3. Please explain what you mean by this. Removing functions I can understand but what do you mean with "unneeded parts"?@Kalzuron
Yeah, that's the idea behind this program. I just wanted a nice MM script editor.@saabstory88
A hierarchical table with customized cells, got it!
I'll experiment with different GUIs so I can't promise the result will look like that.Btw this will be a C#/WPF program. I can't guarantee it'll run on Linux and Mac. (Does Mono support WPF now?)
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@saabstory88
I'm not sure if I understand you correctly. I never used XCode. You want an editor which displays stuff in a kind of table? I guess I have to do that. Some nodes have way to many properties so that other kinds of GUIs won't make sense.@wasml
1) Good idea! I didn't think about that. I only had the dead docking ports and flipped parts (up-side down decouplers, etc.) in mind. I'll ask for a list of things to check for when I'm implementing this.
2) Good idea! Noted.
3) Also a good idea! It might be tricky to implement as the program only sees debris (if there's some left).@Nansuchao
I guess this is an application of wasml's first proposal. Noted on my to-do-list as well.Thank you! This kind of feedback is exactly what I'm looking for.
Putting a flag on the VAB
in KSP1 Suggestions & Development Discussion
Posted
What motive should be on the flag? The one you had chosen before? They are way too low res for such a huge display.