SpacedInvader
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
SpacedInvader replied to Gameslinx's topic in KSP1 Mod Releases
That's fair. Speaking of colliders, will the new scatter system improve on the way colliders match up with the scatter models? The current system is pretty solid, but there were more than a few times I got small rovers stuck on invisible rocks while trying to maneuver through particularly busy areas on the Mun.- 3,126 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
SpacedInvader replied to Gameslinx's topic in KSP1 Mod Releases
Good to know since I was planning on a colony heavy career next so it sounds like that would just end up being a massive headache. Seems like the best bet for me at least will be to hold off until the release. New question though is will this same re-rolling of the scatters happen between different versions of the beta / release or is it really just a one-time thing when moving from 2.0.7 to 3.0?- 3,126 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
SpacedInvader replied to Gameslinx's topic in KSP1 Mod Releases
Are you expecting the re-write to be hot-swappable in a save, or should we be planning on starting over?- 3,126 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
SpacedInvader replied to Gameslinx's topic in KSP1 Mod Releases
This update single-handedly brought me back to the game... I the performance improvement for me is like 30%-50% and I'm finally able to get close to real-time physics on my relatively ancient system while running way too many mods (OPM + Other Worlds and at least 200 other mods...). Good work! PS: What mods, if any, did you use in that Duna base in the trailer? Looks mostly stock, but with some non-stock modules that look interesting... EDIT: Wait, is 2.0.7 not the re-write with the improved performance? I wonder if I've just gotten that much mileage out of Deferred and things will just get better when the new Parallax drops...- 3,126 replies
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Unable to save game
SpacedInvader replied to DiscountWalmart's topic in KSP2 Technical Support (PC, unmodded installs)
Just in case anyone else ends up with the same issue and lands here, this appears to be an issue with KRASH where after a simulation session, it fails to reset the ability to quicksave and load back to "True". You DO NOT HAVE TO START OVER, just open your persistent.sfs file for your save (while not actually in playing in that save) and change the lines "CanQuickSave = False" and "CanQuickLoad = False" to "True", save it and you'll be back on your way. -
Thanks for this, sounds like I may have experienced the issue so I'll throw this in my custom folder for good measure.
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I have tried using hydrolox to fuel Duna missions in the past and things didn't really go so well because I couldn't really prevent boiloff, though IDK if it had anything to do with this specific issue or just failing to properly account for it. Is there an easy(ish) way to test this? Seems like at the very least, if it really is going to be an issue for me, it can be quashed with a MM patch, but I'd like to be sure its needed for my applications.
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That's fair, though according to Starwaster (who doesn't actually participate in RF development anymore), the RF team may not even the forums anymore and suggested posting it to the github issues or the RO discord and I'll have to look into doing one or the other. EDIT: Have posted this to the RF github page, so hopefully it catches their attention.
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I see... I mean, if you're not really involved anymore, then I'd say don't worry about it too much. As I mentioned before, the only reason I pinged you was because you were the only person I knew to have worked on RF (at least at some point in the past) who had been active here for a while. There's also the fact that since I posted this, I've decided not to use the info mod because now that I've finally got a chance to test it without it breaking my game, I've found it doesn't actually work for most non-squad experiments. So if you want to put in the effort to track down the issue, its mostly to try to fix it for the sake of fixing it or if it ever comes up again. Since LGG is responsible for the other two parts of the interaction, he may be able to fix it on his end if its important. That all said, what's different about your branch compared to the official? Looks like its been several years since your branch has been updated based on the github info?
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@linuxgurugamer Sorry for the ping, but this one is sorta nasty and now that I've got it figured out I wanted to make sure its on your radar. Have also posted this on the Real Fuels thread, but I'm not sure how active they are these days. Anyway the issue is that there is a rather nasty 3-way interaction between Real Fuels, Extended information about scientific experiments in VAB & SPH, and Rover Science Continued, or potentially their associated dependencies. To replicate, have the following installed (also to be clear, except for BG, everything on this list is a dependency for at least one of the three primary mods): Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Resource Pack (CommunityResourcePack v112.0.1) Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.5) Module Manager (ModuleManager 4.2.3) Real Fuels (RealFuels 1:v15.6.2.0) RealFuels-Stock (RealFuels-Stock v5.1.0) Rover Science Continued (RoverScienceCont 2.3.5.7) Solver Engines plugin (SolverEngines v3.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.5) Toolbar Controller (ToolbarController 1:0.1.9.11) Start / Open a game, and then enter the VAB or SPH. After this, the following NRE will begin repeating endlessly until you exit out to the main menu and has resulted in 300MB+ log files before I realized what was going on: [LOG 02:16:41.719] [RealFuelsFilters] Updated info boxes [EXC 02:16:41.720] NullReferenceException: Object reference not set to an instance of an object RealFuels.ModuleShowInfoUpdater.Update () (at <f43ec557c13d4aa9907800f6eb365ca2>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The bug requires all three mods to be installed and any two of them can coexist without issue. Here are the logs from the minimal install: Logs EDIT: Not going to cross-post this to both of your mod threads since I don't think you need to be double notified EDIT2: For the time being I've just uninstalled EISE since it doesn't seem to work on most non-squad experiments, so if this isn't really high on your list, don't feel like I'm adding any pressure to fix it, just wanted you to know the issue existed.
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@Starwaster Sorry for the ping, but 1: IDK who else to ping about this for RF these days, and 2: this one is sorta nasty and now that I've got it figured out I wanted to make sure someone actually looks at it. Will also be pinging LGG on his thread because the three-way issue involves two of his mods and this one. In regards to the above issue, it turns out that its a 3-way interaction between Real Fuels, Extended information about scientific experiments in VAB & SPH, and Rover Science Continued, or potentially their associated dependencies. To replicate, have the following installed (also to be clear, except for BG, everything on this list is a dependency for at least one of the three primary mods): Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) Community Resource Pack (CommunityResourcePack v112.0.1) Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.5) Module Manager (ModuleManager 4.2.3) Real Fuels (RealFuels 1:v15.6.2.0) RealFuels-Stock (RealFuels-Stock v5.1.0) Rover Science Continued (RoverScienceCont 2.3.5.7) Solver Engines plugin (SolverEngines v3.14.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.5) Toolbar Controller (ToolbarController 1:0.1.9.11) Start / Open a game, and then enter the VAB or SPH. After this, the following NRE will begin repeating endlessly until you exit out to the main menu and has resulted in 300MB+ log files before I realized what was going on: [LOG 02:16:41.719] [RealFuelsFilters] Updated info boxes [EXC 02:16:41.720] NullReferenceException: Object reference not set to an instance of an object RealFuels.ModuleShowInfoUpdater.Update () (at <f43ec557c13d4aa9907800f6eb365ca2>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The bug requires all three mods to be installed and any two of them can coexist without issue. Here are the logs from the minimal install: Logs
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Recently I've been getting literally hundreds of thousands of the following in my KSP.log after entering either the VAB or SPH: [LOG 02:34:26.917] [RealFuelsFilters] Updated info boxes [EXC 02:34:26.969] NullReferenceException: Object reference not set to an instance of an object RealFuels.ModuleShowInfoUpdater.Update () (at <c6afe99770794e0f8e6d2c11be87d511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) And then this in the Player.log: [RealFuelsFilters] Updated info boxes (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at RealFuels.ModuleShowInfoUpdater.Update () [0x00068] in <c6afe99770794e0f8e6d2c11be87d511>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <c6afe99770794e0f8e6d2c11be87d511> Line: 0) This does not happen in a minimal install, so there's clearly a mod conflict going on. I am currently trying to zero in on the culprit, but its going to take me a while as I've got 250ish mods and that means a lot of time sitting on the game loading screen. In the meantime, I'm hoping someone here will be able to clue me in to what this function does and why it might be getting called hundreds of thousands of times as that might help me narrow down the source of the issue more quickly. I'm also going to include my KSP / Player log files (zipped because even with just a quick pop-in and out, they are 40Mb each) from the full install until I can narrow it down. I know its not optimal, but if anyone is willing to have a look at them in the meantime they might be able to find the offender where I could not. Some things to note about the issue in case anyone has any ideas: - It starts as soon as I enter either the VAB or the SPH without requiring a part to be selected. - Once it starts, it does not stop (at least for the several minutes I waited here) whether I move to the flight scene or exit out to the space center. - Searching for the error returned exactly one result reported in the RealFuels-Stock thread about a year ago, but that never saw any resolution. Hoping someone has an idea of what might be going on and in the meantime, I'll be reloading the game a whole lot of times trying to narrow down the possible list of culprits. EDIT: Not much luck so far... Its looking like a combination of mods (or at least one that wasn't in the install at the same time as some needed dependency while I was testing) as I've gone through the entire folder pulling mods and restarting and can only replicate it when everything is installed still. Still hoping someone familiar with RF's inner workings can give me some guidance on what the NRE means and what could be causing it to run into the hundreds of thousands like that. EDIT2: Still working on narrowing the issue down. Have found that at least one component of the problem is related to the mod Extended information about scientific experiments in VAB & SPH, but there is still another component to the issue as a minimal install with only Real Fuels, its dependencies, and the extended info mod still does not produce the endless NREs.
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[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
SpacedInvader replied to Boris-Barboris's topic in KSP1 Mod Releases
Ok, thanks for the quick reply! -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
SpacedInvader replied to Boris-Barboris's topic in KSP1 Mod Releases
Was this option ever added, and if so, how can I access it? Have been looking through the buttons and config file, but can't seem to find any way to switch from the main toolbar to Blizzy's where I keep all of my "mission critical" buttons.