SpacedInvader
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Use real chutes and arm them while in orbit. They will automatically deploy when you get to the right altitude / pressure depending on settings. Or you could put up your comsat constellation before you try again so you'll be sure to have your connection over the whole surface... -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Watch for this in the next update. -
[WIP] Loading textures only as required
SpacedInvader replied to Faark's topic in KSP1 Mod Development
As I mentioned, it seems that LOD was affected by a module manager failure of epic proportions. A single typo in a module manager config actually caused the whole of MM to fail to load properly, which also caused LOD to fail to load properly for some reason. After deleting the offending config, everything went right back to working properly. The reason I kept the post in this thread was mostly just to provide it as a reference in case someone else has a similar problem. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Ok, so here's the question of the day. I had originally thought the maps I had for the moons of Jupiter were going to be pretty decent already, only to find out that what I thought were fairly minor areas of blurring are pretty obvious in game. I'm currently (and slowly) working on manually touching up the images to get rid of the blurry areas, but I'd expect that process to take somewhere between 2 and 4 weeks based on my current schedule. The question I have for all of you is this, based on the following gallery, would you rather have them now with all their blurriness, or are the current KSP moons a good enough stand in for the next few weeks and you'd rather have them when they are done? Thoughts? EDIT: Note, only Io and Europa have normal maps in this, and they are both pretty quick and dirty, which would not be true of the release. -
[WIP] Loading textures only as required
SpacedInvader replied to Faark's topic in KSP1 Mod Development
Also, the purple textures should eventually be replaced by the correct ones. Seeing these usually means that you've jumped into the game before LOD has finished prepping all of the textures its going to control (that window at the main menu that says its prepping textures). A best practice I've found is to let it fully prep everything before even trying to enter into your game. -
Last night I had an interesting issue with a different mod (specifically LOD) as a result a mistake I made in a module manage file in PP while trying to solve my problems with textures and wild booster flames. By making a mistake in that MM file, it disabled LOD with a very similar error message to the one I'm seeing with the SRBs. Anyway, I have something like 90 mods installed, so I'm wondering if there is a way to see what all of the module manager changes that are being done to a specific part are so that I can try to trace back the line to see where the issue is being introduced.
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[WIP] Loading textures only as required
SpacedInvader replied to Faark's topic in KSP1 Mod Development
Ok had a problem that I thought was LOD, but turned out to be a botched module manager config file that got saved instead of reverted for some reason. I was going to delete this, but it occurred to me that similar reports have been put here about how LOD just isn't working for them, so maybe if this pops up again, a suggestion could be to review any recent module manage config changes to make sure they work correctly. Ok, so I have a really strange issue that suddenly cropped up... LOD has just stopped working altogether. I've not changed anything since my last successful run of the game, and my computer has just sat at home turned off while I was at work. Now when I try to launch the game, the loading screen happily cruises up to an OOM error without even slowing down and when I check the LOD log, I'm greeted with a single line reading: Logging Started at 5/24/2014 3:04:37 AM (Async) And absolutely nothing else. I've tried deleting the LOD folder to have it recreated, reinstalling the DLL, and even rebooting the computer, but all to no avail. Any thoughts? EDIT: Ok, so searching through the output_log.txt, I found this series of errors in relation to LOD which are followed almost immediately by a similar one related to ATM: (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at UrlDir+ .MoveNext () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[UrlDir+UrlConfig].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[UrlDir+UrlConfig]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at GameDatabase.GetConfigs (System.String typeName) [0x00000] in <filename unknown>:0 at LoadOnDemand.Logic.Startup+<processAndGetInternals>d__a.MoveNext () [0x00000] in <filename unknown>:0 at LoadOnDemand.Managers.InternalManager.Setup (IEnumerable`1 data) [0x00000] in <filename unknown>:0 at LoadOnDemand.Logic.Startup.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() (Filename: Line: -1) AddonLoader: Instantiating addon 'WorkQueue' from assembly 'LoadOnDemand' (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AddonLoader: Instantiating addon 'ConfigManager' from assembly 'ModuleManager.2.1.5' (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at ModuleManager.ConfigManager.Update () [0x00000] in <filename unknown>:0 at ModuleManager.ConfigManager.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() (Filename: Line: -1) AddonLoader: Instantiating addon 'ToolbarManager' from assembly 'Toolbar' (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) AddonLoader: Instantiating addon 'ActiveTextureManagement' from assembly 'ActiveTextureManagement' (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) NullReferenceException: Object reference not set to an instance of an object at UrlDir+.MoveNext () [0x00000] in <filename unknown>:0 at UrlDir+ .MoveNext () [0x00000] in <filename unknown>:0 at GameDatabase.GetConfigNodes (System.String typeName) [0x00000] in <filename unknown>:0 at ActiveTextureManagement.ActiveTextureManagement.PopulateConfig () [0x00000] in <filename unknown>:0 at ActiveTextureManagement.ActiveTextureManagement.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() (Filename: Line: -1)LoadOnDemand: Device: Direct3D 9.0c [nvd3dum.dll 9.18.13.3221] Is it possible I have a corrupt install? EDIT: So I redownloaded and reinstalled with no improvement. I've run dxdiag, which reports there are no issues, so I'm getting a little concerned something worse is going on here. Any thoughts? EDIT2: Just realized what's concerning me most isn't showing up here, so here's a screenie: I've never seen characters like those show up in a KSP error log, so I'm not sure what they could be. -
On a hunch, I tried this as well, and oddly enough, it removed my texture issues, though not the odd SRB behavior. Then I tried changing the file to simply hide rather than delete the parts and it did not work. Apparently, something in the way the Real Fuels tanks are getting their textures is not working, at least with LOD, resulting in a situation where the textures are fine, as long as there is a non-RF version of that texture somewhere in the category to use, but the textures are blurry when they are referenced alone.
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
I'm actually working with the RT2 config that has all of the new launch sites as ground stations, so surface coverage is a little easier to work with, though there are quite a few large gaps that make launching from the cape somewhat tricky without additional coverage (hence the planned constellation). That being said, I see how it would be way more difficult to get the apogee in the right place with a single burn, so parking orbit it will be. -
Ok, so first off, I'm a little concerned that I've got something going wrong with my install because when I searched my KSP.log for "exception", I got 998 results. Is such a high number normal? Most of the items that generated exceptions seem to work normally in game... Anyway, I did find a whole string of exceptions relating to the term "proceduralSRBRealFuels", which are as follows: [LOG 02:18:05.928] startPod: proceduralSRBRealFuels(Clone) (Part) [LOG 02:18:05.928] startPod.vessel: [LOG 02:18:05.929] pod.transform: proceduralSRBRealFuels(Clone) (UnityEngine.Transform) [LOG 02:18:05.929] pod.transform.up: (0.0, 1.0, 0.0) [LOG 02:18:05.950] OnStart exception: System.NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralPart.AddAttachment (UnityEngine.Transform child, Vector3 offset, Boolean normalized) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralPart.AddAttachment (UnityEngine.Transform child, Boolean normalized) [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.InitializeBells () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.OnStart (StartState state) [0x00000] in <filename unknown>:0 [EXC 02:18:05.951] NullReferenceException: Object reference not set to an instance of an object [LOG 02:18:05.956] Part: Procedural Real Fuels SRB Transforms: 19 [LOG 02:18:05.956] Procedural Real Fuels SRB: Geometry model created; Size: [1.25, 3.04628324508667, 1.25], LD [1.25, 1.25, 0], UD [1.243980884552, 1.243980884552, 0] Surface area: 11.9339243170577 Fineness Ratio: 2.43702659606934 TaperRatio: 0.995184707641602 Cross Sectional Area: 1.22718463030851 Cross Sectional Tapered Area: 0.0117900507656171 Major-minor axis ratio: 1 Centroid: [0, -0.27559230892085, 0] [LOG 02:18:05.958] Part: Procedural Real Fuels SRB Transforms: 19 [LOG 02:18:05.969] CLSVessel::Clear [LOG 02:18:05.972] System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object at ProceduralParts.ProceduralSRB.UpdateMaxThrust () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralSRB.ChangeAttachNodeSize (.AttachNode node, Single minDia, Single area) [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 --- End of inner exception stack trace --- 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.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl.Send (KSPAPIExtensions.PartMessage.CurrentEventInfoImpl message) [0x00000] in <filename unknown>:0 at KSPAPIExtensions.PartMessage.ServiceImpl+MessageConsolidator.Dispose () [0x00000] in <filename unknown>:0 at ProceduralParts.ProceduralAbstractShape.OnUpdateEditor () [0x00000] in <filename unknown>:0 [EXC 02:18:05.977] NullReferenceException: Object reference not set to an instance of an object [EXC 02:18:05.979] NullReferenceException: Object reference not set to an instance of an object My coding skills are seriously rusty, but it seems like it's trying to call something that doesn't exist yet, so the exception is thrown. Any thoughts from someone more versed in this sort of thing than I about what could be really going wrong here?
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Ok, so it seems that perhaps the reason they've chosen this method is because they're much closer to the Equator, and also because it might allow for a somewhat simpler launch profile since you just keep burning until your transfer apogee is at geostationary height. I get from your explanation that it's unlikely that this method would offer much benefit over launching to a circular orbit and then kicking out, though, with that being said, the reason I originally landed on this method is because this will be the first satellite in my RT2 constellation, so there would be a benefit in my specific case as it will save me from having to wait in orbit for my AN/DN to occur over a ground station. With that in mind, the next question I have is how much less efficient would it be for me to launch with a much steeper ascent angle, essentially staying sub-orbital and skipping the circularization burn until I reach apogee at GEO height, or would it even be possible to do this and have the apogee be near the equator? -
Ok, so now I've finally figured out what happened to the RCS and Xenon tanks (deleted because they aren't needed with Real Fuels installed), but I'm still stuck on the SRB issue: As you can see, the issue is also creating shockwave effects while sitting on the pad. I remember finding someone else who had a similar issue a couple of months ago and it was related to not having the ExsurgentEngineering DLL, however, I do have this. I have tried reinstalling it, removing it, and adding KM_Gimbal as well, but nothing has corrected this. Also, for the record, I know it's a mod incompatibility issue, as this effect doesn't happen on my dev install which doesn't have all of the extra mods installed. Can anyone think of what could be causing this so I can try to narrow down the issue...
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Here's a navigation question: I'm getting ready to set up a comsat constellation for RT2 and would like to use an insertion method similar to this one, approximately how much delta-v would this require in my launch vehicle? My guess is it would be less than if I circularize at LEO and then extend outward, but the calculators I've been able to find always seem to want you to circularize first. EDIT: Also has anyone ever tried using GMAT to work in RSS? -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Max sure you're not looking at max TWR. Both MJ and KER show both starting and max TWR and if you're building a ship with max TWR at 1.5 I'm betting your starting is something like .5. -
I'm getting blurry textures to anything that is a tank, I originally thought it was a result of my MM config to remove the tech levels, but that turned out not to be the case. I've also tried disabling ATM for the mod, but that didn't fix anything either. Searching for blurry, fuzzy, or conflict didn't produce any results in this thread, so I'm lost as to what might be causing this. The problem doesn't apply to any of the structural parts, the heat shield, or the life support container. Also, when I had a look at the SRB, it's firing while in the VAB, with the nozzle somewhere in the middle, and a jet coming out of both the side and the bottom. I'm guessing there is either an incompatible mod somewhere, or I'm missing some dependency, but I've got no idea where to begin. EDIT: Also, for some reason I'm not getting the RCS or Xenon tanks at all, even in sandbox mode. EDIT2: Ok, I've figured out that the issue with textures is a result of LOD not loading them correctly, and for some reason, it's only while on the propulsion tab. Adding another procedural part fixes all of the textures, but returning to the propulsion tab reverts the tank textures to blurry. I still have no clue about the other issues.
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Ok, so here's my question / request for this. First, is there an easy way to remove the size vs. tech limitations for tanks and structural parts? If not, I would like to request that those limitations be moved off to a separate file a la Stretchy SRB so that this could be done easily. The my reasoning for this is firstly based off of the fact that engine size progression in RO + RPL quickly outpaces the tank sizes as described in the tech levels, leaving you with large engines that you can't use because you don't have acceptably large tanks to attach them to and secondly because fuel tank size never really seemed like a limitation for the early rockets, after all, we were building large pressure vessels long before we were building them to launch into space. Now, if we could only make a mod that would randomly explode newly designed rockets until you've flown them 5-10 times to simulate the difficulty in designing a reliable rocket....
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Ugh... math.... That being said, the 4x4 lookup table may be a factor, but I'm not sure how much here. I don't think the DXT format averages anything in the output, which is what the game should be using. Maybe as a math type you can give your opinion on this Nathan? I still really think this is a raster math function that is using too large of an input window for some reason.
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[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
I think this has already been discussed before and the answer is maybe. My understanding is that the game generates these as ships and so its not possible to make them into a persistent belt, though it may be possible to force them to spawn in the belt. That being said, the other aspect of this is that, despite the number of asteroids in the belt, they are extremely spaced out, with several million kilometers between the largest, and even the smallest only presenting a minor chance of encounter. As such, if really modeled, you'd at most see 1-3 during a crossing of the belt and the fact that they can only really be randomly generated means you'd never be able to actually target one for interception as they won't be visible from Earth to set up an encounter properly. This all being said, I think the real plan is to model some of the largest asteroids / dwarf planets (Vesta and Ceres) once we have a way to add planets through RSS. -
[1.2] Real Solar System v12.0 Dec 8
SpacedInvader replied to NathanKell's topic in KSP1 Mod Releases
Ok, so I can safely ignore the atmospheric numbers as long as I make an accounting for the amount of performance I'm going to lose with my specific configuration, which is going to be something between 100ms and 500ms depending?