-
Posts
285 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by Dominiquini
-
-
25 minutes ago, rmaine said:
Unless I'm confused (which I suppose is possible), there is no stock alarm system prior to 1.12, which does make that pretty much a 1.12 issue. Mind you, it's also an issue I'm interested in, but I have patience. Quite a few mods I'd like to see updated to 1.12; it will happen in time, I'm reasonably confident.
Sorry. I forget that I talked about integration with the stock alarm system. I was thinking about hiding the Alarm button!
* Talking now about the new alarm feature, anyone have this problem:
Thanks.
-
13 minutes ago, Cruesoe said:
Just a heads up, you might want to give the modders more time than just 24 hours before you start posting feature requests for 1.12!
Both my bug report and the suggestion has nothing to do with the new version (1.12.0).
Anyway, sorry if the way I said it sounded rude. It was not my intention! The posts will stay here for when and if the maintainer wants to work on them.
Good mod, by the way!
-
I found a bug in the stock alarm feature of KSP 1.12.0.
When I set an alarm for a ship's maneuver node, it only works while the ship is in focus!
If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator...
This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine!Has anyone else noticed this behavior or is it just me?
* Hope this is a bug, not a feature!
** I'm playing KSP 1.12.0 on Windows 10 x64
-
Is possible to integrate this mod with the stock alarm system, if I don't hava "Kerbal Alarm Clock" installed?
* Or remove the button instead of disabling then!
Thanks.
-
When I set an alarm for a ship's maneuver node, it only works while the ship is in focus!
If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator...
This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine!* Hope this is a bug, not a feature!
** I'm playing KSP 1.12.0 on Windows 10 x64
Thanks.
-
This mod is throwing a bunch of exceptions:
... [LOG 21:06:10.630] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at Trajectories.Trajectory.CreateOrbitFromState (Trajectories.Trajectory+VesselState state) [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<AddPatch>d__48.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__39.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.ComputeTrajectory () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectories.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 [LOG 21:06:10.630] dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <a1ca58b5ca7140639de29a81de5e3f32>:0 at Trajectories.Trajectory.CreateOrbitFromState (Trajectories.Trajectory+VesselState state) [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<AddPatch>d__48.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__39.MoveNext () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.ComputeTrajectory () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectory.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 at Trajectories.Trajectories.Update () [0x00000] in <1599f0119b6e426290c88a610947d26e>:0 [EXC 21:06:10.631] NullReferenceException: Object reference not set to an instance of an object Trajectories.Trajectory.RealMaxAtmosphereAltitude (CelestialBody body) (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory+<AddPatch>d__48.MoveNext () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory+<ComputeTrajectoryIncrement>d__39.MoveNext () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory.ComputeTrajectory () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectory.Update () (at <1599f0119b6e426290c88a610947d26e>:0) Trajectories.Trajectories.Update () (at <1599f0119b6e426290c88a610947d26e>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 21:06:10.671] CheckEncounter: failed to find any intercepts at all ...
* This block keeps repeating indefinitly!
Steps:
1) Take off with a airplane from the airfield
2) In the air, make a EVA with some Kerbal
3) Deploy the parachute
Info:
Mod Version: 2.4.0
KSP Version: 1.12.0
* Stock Aerodynamics!
Thanks.
-
2 hours ago, linuxgurugamer said:
New release, 2.3.12.7
- Renamed BetterTimeWarp-1.8.0.version file back to normal : BetterTimeWarp.version
- Moved dropdown button over 32 pixels for 1.12
Note: May take a few hours for CKAN to see it
Now it covers the delete button if the alarm indicator is enabled:
Thanks for the support!
-
1 hour ago, Nertea said:
Because that update may be some time away, I will likely release it as another 1.11.x fix soon.
The KSP 1.12 already launched!
-
13 minutes ago, linuxgurugamer said:
Jeez, can't you wait even a little bit?
It isn't even released yetOk, I see it's on Steam. But please be a bit patient, I need it from the store, and besides, it's still the middle of the day
I'm just reporting the bug!
Sorry if it felt like I'm charging or complaining about something!Thanks.
-
In the new KSP 1.12.0, the icon on top-left of the screen, is misaligned!
Thanks.
-
8 hours ago, danielboro said:
this is, alas, part of KSP.
some times the terrain couses problems that the code dont expect.
try adding WorldStabilizer mod. it helps.I tried the mod "World Stabilizer (https://forum.kerbalspaceprogram.com/index.php?/topic/169206-131-worldstabilizer-bugfix-for-vessels-bouncing-on-scene-load/)" and it appears to be working! Without it, every rover that I tried flipped, exploded or was launched in the air!
Thanks.
-
When the option to make the speed marker red when descending, do this also in target mode: Makes the indicator turn green when the target is approaching and red when it is moving away.
Thanks.
-
I found a bug:
When I'm in the Track Station or anything else, the mod appears to work fine (I see me rover moving); but when I focus him, he tumbles or explodes!
Thanks.
-
1 hour ago, Minmus Taster said:
Well it seems that it happens in stock for all of us, have you tried uninstalling restock? could you give us your logs, that could help.
I don't have any log. Is only a visual problem! The craft works fine, but it is ugly to see.
I tried uninstalling ReStock and the flickering problem goes away!
1 hour ago, Nertea said:The stock KSP fairings are slightly larger than 2.5m, because they have that ugly bulge that pokes the fairing base outside of the craft. This mod fixes that, which looks better in most cases. However when a craft builder has take advantage of this discontinuity to make a craft, such as here, there will be problems.
Thanks
-
21 hours ago, flart said:
ok, I will add it to the TODO list, but since I'm not using mk3 Expansion this could take a while.
you could help me with the PR.Original localization file of the Mk3 Expansion: en-us.cfg
Example of the CPT support for the Mk2 Expansion: CPT_Mk2Expansion_loc.cfgI'll try then I'll let you know!
Thanks.
-
5 hours ago, Poodmund said:
It's a Z-Fighting issue as both the fairing and tank are exactly the same size.
This is not an issue with ReStock, this is an issue with the craft file/design.
The flickering in the fairing only happens with ReStock installed!
I don't know what is the problem!
-
28 minutes ago, KeaKaka said:
I'm pretty sure the opposite is the case, being the faring size is changed by restock.
That's what I meant!
All I know is that without ReStock that ship works fine. With ReStock installed, the fairings are conflicting with the inner tank!
-
I'm receiving this 2 errors when I'm loading the game:
[ERR 22:58:00.436] ADDON BINDER: Cannot resolve assembly: PreciseManeuver.Unity, Culture=neutral, PublicKeyToken=null [ERR 22:58:00.436] ADDON BINDER: Cannot resolve assembly: PreciseManeuver.Unity, Culture=neutral, PublicKeyToken=null
Thanks.
-
4 minutes ago, Minmus Taster said:
That happens in the stock game to, it's annoying but not really a big deal.
In my game, the flickering of the fairings only happens with ReStock installed! Maybe the dimension of the fuel tank inside the fairings have changed and they are clipping through the fairing!
-
On 6/18/2021 at 3:31 PM, theJesuit said:
I was coming here to report this bug that I just discovered and saw that it has already been reported!
* Another bug I found:
When I load the stock ship "Acapello", the fairings are flickering -
I'm receiving this error every time I try to use the engine "KR-1 'Boar' Liquid Fuel Engine" from "ReStock+":
PrefabParticleFX: Cannot find transform of name 'smokePoint'
* It seems to be working fine! Just wanted to report the error message here...
Thanks.
-
Quote
Interesting! I’ll do some digging this weekend and try to figure out the problem. I haven’t opened up the code for ReCoupler in forever - this should be fun!
I put 6 of this pieces side by side, in a grid of 2x3. I don't modify anything the ReCoupler pre-configured for me!
-
I'm receiving this error:
[LOG 13:08:36.410] Unpacking Untitled Space Craft [ERR 13:08:36.426] Exception handling event onVesselGoOffRails in class FlightReCoupler:System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Object.GetName(UnityEngine.Object) at UnityEngine.Object.get_name () [0x00001] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at ReCoupler.FlightReCoupler+FlightJointTracker..ctor (AttachNode parentNode, AttachNode childNode, System.Boolean link, System.Boolean isTrackingDockingPorts) [0x00048] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.ParseAttachNodes (AttachNode parentNode, System.Collections.Generic.List`1[T] childNodes, Vessel vessel) [0x00090] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.GenerateJoints (Vessel vessel) [0x00122] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.CheckActiveVessels () [0x001cc] in <76fd991073d944de9cd82c1759acddeb>:0 at ReCoupler.FlightReCoupler.OnVesselGoOffRails (Vessel vessel) [0x0001b] in <76fd991073d944de9cd82c1759acddeb>:0 at EventData`1[T].Fire (T data) [0x000b0] in <06f13185617646e5bc801baeab53ab75>:0 [EXC 13:08:36.437] NullReferenceException UnityEngine.Object.get_name () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) ReCoupler.FlightReCoupler+FlightJointTracker..ctor (AttachNode parentNode, AttachNode childNode, System.Boolean link, System.Boolean isTrackingDockingPorts) (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.ParseAttachNodes (AttachNode parentNode, System.Collections.Generic.List`1[T] childNodes, Vessel vessel) (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.GenerateJoints (Vessel vessel) (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.CheckActiveVessels () (at <76fd991073d944de9cd82c1759acddeb>:0) ReCoupler.FlightReCoupler.OnVesselGoOffRails (Vessel vessel) (at <76fd991073d944de9cd82c1759acddeb>:0) EventData`1[T].Fire (T data) (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:GoOffRails() OrbitPhysicsManager:LateUpdate() [LOG 13:08:36.485] [UIMasterController]: ShowUI [LOG 13:08:36.634] Unpacking kerbalEVA. Vel: (0.0, 0.0, -0.1)
This happens after I reload some craft (revert to flight or go to track station and back to the ship)
In my case, I only have problems with ReCoupling "Probodobodyne RoveMate"
Thanks
-
Any chance for waterfall configs in the future? It's becoming a very popular visual mod nowdays, would be nice.
Thanks.
[1.12.3] Restock - Revamping KSP's art (Feb 25)
in KSP1 Mod Releases
Posted
I was having that same problem, and in my case I found out that was the mod 'IndicatorLights' that was causing this issue!
You need try to find what mod is causing this issue...