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Everything posted by BudgetHedgehog
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Ok, so I found/did something.. Load up any craft in the SPH, go to the stability derivs window, enter Mach number as 0 and then calculate stability derivs. The whole FAR window greys out, is now unusable and the following is spammed in the log: Mass: 11491.0000747768 S: 67.3976 MAC: 2.64358582388193 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Cl needed: Infinity, AoA: 24.1999999880791, Cl: 1.05107839727618 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArithmeticException: NAN at System.Math.Sign (Double value) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.StabilityLabel (System.String text1, Double val, System.String text2, System.String tooltip, Int32 width, Int32 sign) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.StabilityDerivativeGUI (Boolean tmp) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.ActualGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) ArithmeticException: NAN at System.Math.Sign (Double value) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.StabilityLabel (System.String text1, Double val, System.String text2, System.String tooltip, Int32 width, Int32 sign) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.StabilityDerivativeGUI (Boolean tmp) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.ActualGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.StabilityDerivativeGUI (Boolean tmp) [0x00000] in <filename unknown>:0 at ferram4.FAREditorGUI.ActualGUI (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 I get that telling FAR to calcuate stability derivs at a speed of 0 might return some weird data, but would it be possible to not break the entire FAR window without reloading the craft/re-entering the SPH?
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[0.23] Stockalike parts for useful esthetics
BudgetHedgehog replied to TurboNisu's topic in KSP1 Mod Releases
He's changed the mass, breaking force and temperature of a few things. Probably to be more in line with stock, I don't know. Download the cfg and check for yourself -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BudgetHedgehog replied to sirkut's topic in KSP1 Mod Releases
The Ctrl-Z bug is a known issue and as for the rotation limits, you need to actually turn 'rotation limits on', not just set the max angles. Did you do that? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
I did warn you Nah, it was broke from then on - I tried a quicksave/load but it was still broken. Like I said, it may have been due to one of the earlier errors and not KACs fault at all, but I don't know. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
I'm having another issue - sending a few thing to Duna, switching back and forth and whatnot, all fine. Then, I realise a different transfer window alarm is wrong, so I go to change it and 'Something Weird Has Happened' with the window all messed up. Checking the output_log.txt, I see this: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[CelestialBody].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at KerbalAlarmClock.KACWorker.SetupXFerTargets () [0x00000] in <filename unknown>:0 at KerbalAlarmClock.KACWorker.NewAddAlarm () [0x00000] in <filename unknown>:0 at KerbalAlarmClock.KACWorker.FillWindow (Int32 intWindowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) 8/5/2014 2:51:58 PM,KerbalAlarmClock,Toggle Changed:True (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 8/5/2014 2:51:58 PM,KerbalAlarmClock,Button List Changed:1 to 6 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 8/5/2014 2:51:58 PM,KerbalAlarmClock,Argument is out of range. Parameter name: index (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 8/5/2014 2:51:58 PM,KerbalAlarmClock, at System.Collections.Generic.List`1[CelestialBody].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at KerbalAlarmClock.KACWorker.WindowLayout_AddPane_Transfer () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 8/5/2014 2:51:58 PM,KerbalAlarmClock,Argument is out of range. Full output log here, but I warn you, it's a big one (and I mean it. The errors occur right near the end though, if that's any help). This could be down to earlier errors, but I don't know. Seemed to be working fine then, only broke down now. Oh well, hope it's useful! -
They're part of an easter egg put in by blizzy for a new title screen. Can't find the thread at the moment, but yeah.. don't know what would happen if they were deleted, but they're not doing any harm either. EDIT: Found the thread. Looks like there's more easter eggs to be found in the main menu since then as well.
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I just had this spammed in my output log after switching to a probe I'd sent to Duna NullReferenceException: Object reference not set to an instance of an object at EnhancedNavBall.CalculationStore.RunCalculations (.Vessel vessel, Quaternion gymbal) [0x00000] in <filename unknown>:0 at EnhancedNavBall.EnhancedNavBall.LateUpdate () [0x00000] in <filename unknown>:0 Mind you, that was after this initial error, which could be to blame NullReferenceException: Object reference not set to an instance of an object at ModelMultiParticlePersistFX.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at EffectList.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.SaveEffects (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0 at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0 at Vessel.Load () [0x00000] in <filename unknown>:0 at Vessel.MakeActive () [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at FlightDriver.Start () [0x00000] in <filename unknown>:0 I say to blame because my probe is now just a fuel tank and engine with fairing. DOE did say something about trying to draw its parts within rendering range, so god knows what's gone wrong..
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I fully support this. I suggested something similar a while back to mixed reception, but I find it hard to believe people aren't annoyed by, as I said, "[, [.. damn, I'm going the wrong way.. ], ], ], where's the stupid.. ], ], there we go!". Something like a base on the surface - switching immediately to the right module is so much nicer than scrolling through every single one, including nearby debris from a crash and you don't even know when the module you want is coming up and, after the ] button takes you to debris, one more press takes you to a piece over 2.5km away so you have you go back the way you came from with [, pass each module again, pass the module you started with and then the module you want is just two [ presses away. But no, I'm sure that a Switch To GUI thingy would be a lot worse than this... /s Pls Squad, allow me to switch directly to something in flight mode Even if it's a dedicated button, or that the [ button just switches to the target and back with ] keeping the current method or something. EDIT: So your reason for not supporting this is "people should look up key bindings"? Well, yeah, they should. But a GUI to directly switch to a vessel in non-map mode rather than [ and ] is still a pretty good idea. There's other uses for it outside of 'how do I switch to my kerbin to get him in the capsule?'.
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I think this is where I'm getting confused: Just so I'm clear, the dev build is the one updated 7 days ago here? I'm not terribly good with Github so my apologies for being a bit slow :/ EDIT: I see the 0.14.1.2 README but unless the actual dll is different to the one I linked above, I can't find it. If by some miracle I have found it, I've just installed it so we'll see hoe we go.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
BudgetHedgehog replied to rbray89's topic in KSP1 Mod Releases
While added ModuleTweakableEVA, encountered exception: System.NullReferenceException: Object reference not set to an instance of an object at Part.AddModule (System.String moduleName) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at TweakableEVA.TweakableEVAManager.Update () [0x00000] in <filename unknown>:0 Update TweakableEverything and try again. -
14.1.1? Coulda sworn I already had it (and the .version file of 0.14.1.1 on Github is the same as the one I have in my Gamedata) so unless I'm blind and can't find the dev release, I already have it..
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Accompanied by GUI flicker as well, yes? I recently had this - taking a part on a flight for a contract, decoupled it and was met with this error and GUI flickering. Test part was scaled down with TweakScale if that matters and once landed, I quicksaved and reloaded and the game crashed. Here is the output_log.txt. Hope it helps!
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
BudgetHedgehog replied to TriggerAu's topic in KSP1 Mod Releases
Hmm.. the Stack Trace looks interesting.. ========== OUTPUTING STACK TRACE ================== (0x0000000103850000) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000039BFCD22) (Mono JIT code): (filename not available): CrewGenerator:RandomCrewMemberPrototype (ProtoCrewMember/KerbalType) + 0xf2 (0000000039BFCC30 0000000039BFCE14) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BFCBB5) (Mono JIT code): (filename not available): KerbalRoster:GetNewKerbal (ProtoCrewMember/KerbalType) + 0x25 (0000000039BFCB90 0000000039BFCBF2) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BFC749) (Mono JIT code): (filename not available): Contracts.Templates.RescueKerbal:Generate () + 0x209 (0000000039BFC540 0000000039BFCB34) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BF168D) (Mono JIT code): (filename not available): Contracts.Contract:Generate (System.Type,Contracts.Contract/ContractPrestige,int,Contracts.Contract/State) + 0xfd (0000000039BF1590 0000000039BF17CD) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BF154D) (Mono JIT code): (filename not available): Contracts.ContractSystem:GenerateContract (int,Contracts.Contract/ContractPrestige,System.Type) + 0xbd (0000000039BF1490 0000000039BF155E) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BF128D) (Mono JIT code): (filename not available): Contracts.ContractSystem:GenerateContract (int&,Contracts.Contract/ContractPrestige) + 0x6d (0000000039BF1220 0000000039BF145E) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BF115A) (Mono JIT code): (filename not available): Contracts.ContractSystem:GenerateContracts (int&,Contracts.Contract/ContractPrestige,int) + 0x4a (0000000039BF1110 0000000039BF11E8) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BF0534) (Mono JIT code): (filename not available): Contracts.ContractSystem:RefreshContracts () + 0x234 (0000000039BF0300 0000000039BF0606) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000039BCDFC1) (Mono JIT code): (filename not available): Contracts.ContractSystem/:MoveNext () + 0x151 (0000000039BCDE70 0000000039BCE015) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x0000000003CED36B) (Mono JIT code): (filename not available): (wrapper runtime-invoke) <Module>:runtime_invoke_bool__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003CED300 0000000003CED3FC) [0000000001FE4D48 - Unity Root Domain] + 0x0 (0x000007FEECF836CA) (mono): (filename not available): mono_set_defaults + 0x2b8e (0x00000000397763D0) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0 (0x0000000001FE4D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0 ========== END OF STACKTRACE =========== Do you have any mods that change contracts or kerbalEVAs? Now that I think of it, it could be some problem with the fact new kerbalEVAs are spawned and your settings for KAC include something like attaching alarms to them? I don't know for sure though. -
Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Upload that to Dropbox or pastebin or somewhere.
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Please post your output_log.txt. Also, a list of mods you have would be good as well as confirming you have installed it exactly as detailed in the OP. I suspect your problem may be RPM related as this is basically an elaborate part and RPM powers the whole screens and MFDs etc, but I'd need the output log to verify. Also, check on x86 as well - x64 is highly unstable anyway. For reference, I also have a huge list of mods and have encountered no problems with ALCOR on 32bit.
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Could you post a log file? I don't believe ModStats interacts with kerbalEVA at all so if it is, I'd like to see how. For my own curiosity, mind you. Also, you can disable it pretty easily (as long as Gamedata\ModStatistics\settings.cfg contains the line "disabled = true", the plugin won't run and can be deleted).
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True, the specifics are different, but everyone knows that if you have an asteroid of X tons travelling at Y speed at Z height above kerbin, you need to always apply the same amount of dV to it to capture it. Parts do not and should not differ in any way across players. That is what's meant by 'everyones experience is the same', not that 'everyone gets exactly the same contracts and asteroids'. Yes, you might get a contract that says 'test part A at between 24000m and 24025m and 450 and 455m/s' and no-one else might ever get that same contract, but the point is that if they do, the results of it will be the same as yours. "Test Stack Decoupler landed on Tylo". A part that, no matter which way you slice it, is going to be pretty integral to your mission to test it. Even if it's not and it's just on a spare node somewhere, if a part has some random failure of any kind (explosions, stuck throttle etc), you've still spent all that time getting there only to have it ruined by something that you didn't even need to bring in the first place. It's either needed in your design, in which case your weeks of planning go out the window because it catastrophically fails, or it's not needed in your design and it messes up your weeks of planning by catastrophically failing anyway. I don't know about you but bringing the Kerbodyne 4x1 cluster out to Eeloo just tacked on the side on a spare node somewhere and then having it stuck at 100% throttle and using up my return fuel would be just the tiniest bit annoying. Why even bother carting it all the way out here if it (as a extraneous part) is just going to ruin the entire mission? I could just as easily done the exact same but without carrying all that unnecessary weight and trying to fit it on the craft in a reasonable way. It's either that or I depend on it for my return journey and it explodes. EDIT: Also, as I said, "it doesn't matter if the parts are well-proven or experimental, a random failure is a random failure" and random failures are on the WNTS list.
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Anyone else use these parts in space stations for crew accommodation? No, just me then..? (this is why I won't use CLS - to my eyes, that a perfectly functional habitation module because it looks like it is, but CLS will ignore it. Also, you can fit 4 around a 2.5m part, ratehr than 3 round a 1.25m part. You'll need something on the bottom in either case as the parts are slightly different lengths)
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Good troll, OP. Anger directed towards entirely the wrong people (you should be railing against Unity, not Squad), not responding to legitimate questions, ignoring facts, cherry-picking arguments.. I laughed. Nice one
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Right, because that won't be annoying at all. This is why Squad is against random failures - they want everyones experience to be the same. If one person presses Space at X altitude and Y speed, the exact same thing should happen to someone else who presses Space at X altitude and Y speed. Having this just randomly fail results in one of two things - A, ragequit because the thing that failed is integral to your design and you've spent the past 2 weeks getting to this stage or B, revert to launch. Neither of these increases enjoyment of the game by any means. Also, what you are suggesting is exactly the kind of thing that is both against Squads wishes and on the WNTS list - random failures. It doesn't matter if the parts are well-proven or experimental, a random failure is a random failure.