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SIT89

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Posts posted by SIT89

  1. Hi Guys.

    I am not dead, as some might have expected!

    I have just uploaded a new version on curse. This is just an experimental build though. (I had no time for excessive testing).

    I have added an additional window, in which you can mark a bug in the log file. So if you encounter any bug, please mark it with the addition button and share the log file with an explanation what you have done and what went wrong.

    I also fixed the issue with the window id.

    I would be really appreciate it, if you could help me out with the testing!

    Thanks a lot!

  2. Update v1.0.01 released

    That went faster than i thought.

    I built it with the 1.0.5 files and FRMS is working for my install.

    If you encounter any bugs:

    Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file.

    Thank you!

    On 25.7.2015, 11:29:42, Ser said:

    SIT89, Spent much time figuring out what's happening and finally I can describe an issue:

    If a separated stage lands in the KSC area but not on launchpad, the following happens after switching back to main mission:

    1. "#### FMRS: add recovered values to game save" appears in the log despite the auto recover function is NOT enabled.

    2. Funds are increased but seems that amount is equal to recovering both the symmetrical stages that have been separated (despite the only one of them has been landed) or even the recover value of entire mission (hard to say).

    3. Stages in the list don't have any status, neither "landed", nor "recovered".

    It applies only to landing at "free" space of KSC and is 100% repeatable.

    Added the issue on GiHub.

    Also if using FAR, sometimes after switching to main stage FAR begins to flood the logs with messages like "NullReferenceException... Cannot get instance of a game object", something like that (may be that's being caused by the issue I described first).

    Thanks for your report.

    I am sorry, i was not able to reduce the bug on my install. Please try to recreate it with the new version and send my the log file if the bug still exitst

    Thank you!

  3. Hi there.

    Sorry for being absent for so long.

    I will still continue to maintain or further develop FMRS. My problem is that I have changed my job and now I have very limited time for this. I have planned to release an update for 1.1, because I am sure it won`t work after that many changes.

    From time to time I have a look at the forums if there is a major problem with FMRS. This seems to be now. So I will update my development environment and have a look into it. I hope to come up with a fix soon.

  4. Update v1.0.00 released

    change log:

    compatible with KSP 1.0.2

    If you encounter any bugs:

    Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file.

    Thank you!

    - - - Updated - - -

    Quick question. No not when is it coming out. I understand that you are working on it and we all appreciate that. I was just wondering if you thought it would break an already in progress career save. I imagine I wont need it right at the start and was just wondering if i could add this in mid career.

    No it wont break existing save files. You can install and delete the plugin at any time.

  5. Update v0.3.02 released

    change log:

    bug fix: Recovering main vessel leads into mission progress loss

    If you encounter any bugs:

    Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file.

    Thank you!

    - - - Updated - - -

    I'm hitting a wall here every time I try and do a lunch from a plane it keeps registering the solid rocket booster as the main mission part.

    How can I fix this or will I not be able to use fairing and attach the probe node to the ship I know that will fix it but not being able to use fairings with FAR and deadly reentry is a problem in an of its self.

    The craft which you want to put into orbit has to be your main vessel.

    You can also switch the main vessel til 10s after separation. Just use the keys "Focus Next Vessel" and "Focus Prev Vessel".

  6. Update v0.3.00 released

    change log:

    massive code overhaul of the essential functions (ModuleManager is now required)

    KSP-AVC support added

    strategy support added (recovery factor)

    messaging system now can be disabled in the settings

    max window height reduced

    some minor bug fixes

    WIP feature ThrustLogger added

    If you encounter any bugs:

    Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file.

    Thank you!

  7. Update v0.2.02 released

    change log:

    bug fix: starting plugin with toolbar could lead into loading an old save file

    bug fix: switching to tracking station, while flying dropped stage, doesn't kicks you to main vessel

    bug fix: the disabled texture for the stock toolbar is not loaded

    recovering vessel in sandbox now prints a recovery message

    bounce suppression for the reset button gui added

  8. Thanks for your reports!

    The bug with the killed Kerbals has been fixed in v0.2.01.

    Another bug to report, unfortunately:

    I've had difficulty with a lower stage being considered the "Main Vessel" (rather than the actual payload- the silvery tank on the vessel under thrust in this screenshot) in a number of my vessels. This seems to happen when the root part was a fuel tank, rather than a command pod or probe core.

    This bug has prevented me from launching a (mostly empty) fuel depot to orbit simple because there was no way I could figure out to get the fuel depot in circular orbit into the main save... (when the upper stage detached from the payload, the upper stage was considered the probe- so I couldn't simply land the upper stage on Kerbin and hope that would somehow allow me to keep the fuel depot in orbit...)

    If it's of any relevance, I attached the upper+lower stages as a single subassembly to the payload (I had it saved as a well-tested reusable launch platform), but the payload was built first before attaching them in the VAB.

    I have added a function, which allows you to change the main vessel, within 10 sec after separation.

    Just switch to the vessel which should be the main vessel.

    Another major bug to report- often, when switching back to the main vessel (either manually, or automatically after recovering a dropped stage) it will be endowed with a random rotation (not so serious for a spacecraft most of the time, but likely fatal for a plane). On top of that, the game occasionally doesn't remember the joint positions of the main vessel- leading to the vessel imploding/ partially self-destructing when switched to. This seems to occur more often after a large number of dropped stages have been recovered in a single launch (4 in my save where this kept happening- 3 radial SRB's and a lower stage.)

    I am afraid i can't do anything against that.

    The plugin doesn't effect the physics of the game.

    It uses the quicksave and quickload function of the game to switch between the stages.

    I think I found a bug.

    After landing with my mission, I stopped FMRS then goes back to the KSC, but I wasn't able to click any of the buildings neither exiting to the main menu... It's as it avoid me to click on it, as it do in flight to avoid going back to the space center.

    Please check the "write debug messages to log file" option in the settings, then try to recreate the bug and send me the log file.

    This makes it a lot easier for me to understand what is going wrong!

    Thank you!

  9. Update v0.2.01 released

    change log:

    compiled with 0.25 x64

    stock toolbar support added

    "Jump back to Separation" button is now dependent to the settings in the debug toolbar (Quicksave & Quickload)

    all non staged vessels are all listed as separtated (no more undocked listings)

    recovery message now lists parts and resources

    after separtion the main vessel can be changed for 10 sec ("Focus Next Vessel", "Focus Prev Vessel")

    bug fix: kerbal in main vessel killed, while flying separated stage, leads to rep loss in main save

    bug fix: closing the plugin using the toolbar kicks you not to the main save

    bug fix: reading empty save file entrys = nullreference exception

    If you encounter any bugs:

    Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file.

    Thank you!

  10. When I recover some stages come with a NaN fund value and it breaks my save completely. Can't see funds or pay for anything; anyone know a fix?
    updated needed, well either this or Vessle Viewer, but I need Vessle Viewer for RPM/JSI (RPM has an open unused button, this might be cool in IVA/EVA). Id like to keep this installed but can't and OMG the hours it took me to track this problem down. lol

    When you go to the launch pad FMRS and Vessle Viewer are conflicting over their tool bar buttons and Vessle Viewer button opens the FMRS window. If you click FMRS the words go from green to red on the button and then the Vessle Viewer window will open and Vessle Viewer works, no problem. BUT if you revert flight, recover vessle, or go back to the space center the game breaks and the exit buttons will not work. I hope this is something that can be resolved easy because Id like to put this back into my game. I am running 64bit and I have a TON of mods, almost have all of them I wanted working now, just a couple more to go and I can start playing again.

    Thanks, let me know if there is any other files or info you need, Id be glad to help anyway I can.

    Would be great if you could check the "write debug messages to log file" option in the settings, recreate your bugs and send me the log file.

    This would make it a lot easier to me, to find out what's exactly happening.

    Thank you!

  11. closing the FMRS window, either by clocking the X or the toolbar icon, doesn't allow you to open it again. The toolbar icon will change from red to green but the window no longer shows up. Running 32-bit 0.24.2, latest everything

    also, would it be possible to keep objects in physics range loaded? It would be cool to see all my boosters falling together instead of just the one I switched to

    Are you landed/ on the launchpad or during flight?

    If you close the window during flight the plugin deactivates.

    You can reset it when you are landed or again on the launchpad.

    There is a bug in the game itself.

    If you load a ship under an altitude of 22 km, the objects which would be in physics range will be deleted by the game, like they where not in physics range.

    http://bugs.kerbalspaceprogram.com/issues/2429

    If you load a ship over the 22km the nearby vessels will be there.

  12. Update v0.2.00 released

    BEFORE UPDATING FROM v0.1.xx TO v0.2.00 DELETE THE FOLDER "PluginData" INSIDE "GameData\FMRS" !

    change log:

    settings window added ("s" button next to the "_" button)

    auto engine cut off for dropped vessels added

    (auto) recover function added (returns stored science data an funds)

    tracking for killed kerbals added (kill kerbal while flying dropped craft = reputation loss)

    recovering crafts and killing kerbals generate messages

    changed window style, layout and resizing

    text box for recovered vessels added

    recognizes stages with RealChute as controllable

    window is now clamped inside the screen

    revert to launch button is now dependent to the settings in the debug toolbar

    save file structure changed

    bug fix: window disappears after decoupling before launch

    bug fix: plugin doesn´t resets after revert to launch (to a not on launch pad launch)

    various smaller tweaks to support the update

    If you encounter any bugs:

    Please check the "write debug messages to log file" option in the settings, recreate the bug and send me the log file.

    Thank you!

  13. Update v0.1.04 released

    Thanks to the log file of hapaxLegomina, i was able to fix a bug.

    There was a problem loading the window position values from the save file, if the values haven't been whole numbers.

    I guess this bug doesn't apears on windows systems.

    change log v0.1.04

    compiled with 0.24.2 x64

    reset window appearance modified (current vessel must be commandable and no flag, kerbal or debris)

    moved toolbar init form Awake() to Start() routine

    changed convertion of the window postion values

    Please let me know if this fixes your problems.

  14. Log: http://pastebin.com/fVECnV6X

    I'm experiencing the same issues as Rynak and Wasmic. Uninstalling Toolbar doesn't resolve the issue. The FMRS button was available my first flight on the save, then would not re-appear after that. When changing enabled to true in save.txt, the button appeared again, and the window opened properly until I staged the first time, when the window disappeared, but the button remained in the toolbar. After switching scenes, enabled switched back to false, and the button did not reappear.

    Hope this helps. I'd really love to use this plugin regularly!

    EDIT: I was able to get a step closer by deleting FMRS/plugindata completely then restarting the game (it turns out a restart is not required, just loading a new scene, eg reverting to launch). The plugin ran as expected all the way to orbit. When I clicked on a stage to re-visit it, the icon disappeared, but I was able to land the stage successfully. I believe the window is supposed to remain open from there and allow you to jump to other stages, but again, the window and the button were both gone from the landed stage. When I tried to return to the tracking station via the space center, the clock stopped for a good 20 seconds, and I was unable to select any buildings. I could bring up the escape menu, but none of the buttons worked, and I had to restart the game.

    Thank you for the log. That helps me a bit.

    What makes me wonder is that I only see a few log entries from the plugin.

    Have you set _SETTING_Debug = true in the save.txt?

    There should be much more entries if this setting is set to true.

    Would be hard to change the code, so it accepts stages with an armed "RealChute" as a deserving target for recovery?

    I will have a look at it, but I can't promise anything.

    Mod to Mod interactions are mostly difficult.

    Please tell me this is still in the works for compatibility with 0.24? I'm having issues with the window no longer popping up when I click on the toolbar button.

    Yes, I'm working on a new version.

    But as already mentioned, I,m really busy currently.

    So it can take a while till the next release.

    According to your issue with the window no longer popping up.

    Clicking the button on the toolbar closes the plugin, not only the window.

    So you only get a new window with your active vessel in the states prelaunch and landed.

    Could this explain your issue?

  15. Alright, I did some (a lot) of further testing, and it seems like this addon is incompatible with Toolbar, despite the OP saying something different. Without toolbar it'll work fine, but when Toolbar is also installed, no icons or windows show up. Any chance that a hotfix anytime soon?

    Thank you for testing!

    I will try to figure out what could have gone wrong with the toolbar.

    I plan to make a update when 0.24 is out.

    But it could take a while, because i am currently quite busy.

  16. First.

    Thanks to all of you, for your great feedback!

    I´m glad that you like my work! :)

    Allright, the OP tells me to arm FMRS before launch. How do I arm the FMRS? I have installed the addon in the GameData folder, and I also have Toolbar by Blizzy, but still, I can't seem to find the activate button.

    Is the FMRS button in the toolbar visible?

    If it the FMRS letters are green the plugin window should be visible, if you are on the launchpad or your current vessel has landed on a surface.

    If not try to disable it with the toolbar (letters are red)

    and the enable it with the toolbar again.

    If it is still not there, the stored window position is maybe out of your KSP window.

    I will add a function in future versions to prevent this.

    You can fix that by changing to the main menu or close KSP.

    Go to the folder GameData/FMRS/PluginData/FMRS

    Open save.txt and set _SETTING_Window_X and _SETTING_Window_Y to 0.

    The "Arm" button is right next to the "_" and "X" button.

    Does this eat memory the longer it runs? If I load a plane with science probes and drop them as I'm flying, will it eat into my performance, and perhaps cause a game crash from memory overload, if I wait too long to land and switch back through all my probes?

    No. It only saves after stage separation. Just like quicksaving.

    If you jump back to the separation it loads that save file.

    After you have landed and jump to a other vessel it merges your landed craft to the main save file.

  17. I'm having a problem getting the plugin to appear (even in the toolbar config window) when I send a ship out to the pad. It's somehow intermittent, working with some vehicles and not others. I can't figure out what the difference is, but I'll report back.

    Does it allways don´t work with the same craft? Or appears it sometimes and sometimes not with the same craft?

    Which mods have you installed?

    Do you have any mod part on that craft?

    Is there a mod which also shows a window?

  18. Hi there! I am back and currently working on a new update!

    Can anyone make a video of this in action?

    I found a

    on youtube.

    FMRS appears at 15:30

    Rosenkranz, I tested it with my falcon heavy type rocket; if you switch back to it, it only loads one of the boosters, so you can (or have to) fly them back one at a time. Although, haven't tried switching to them right away after jettisoning, flying them back together, then switching back to the main flight.

    I guess you have been under 20km of altitude.

    Under 20 km the nearby vessels are deleted due to a KSP bug.

    If you are above ~20 km, all separated boosters will be there after loading and you can use your Burn Together plugin for landing.

    I just thought of another possible problem with this scenario - you're talking about two ships piloted by kerbals. Which means when you dump the mothership and continue on in the spaceplane, the kerbals in the mothership will be MIA when that unloads. Obviously when you go to fly the mothership home, they will be alive - in that version of the save file. Whatever this mod is doing to merge save files in the end, it may not also merge the status of kerbals.

    I'm sure this is easily added if it's not already, but since the mod author said he was going to be away for awhile, if you end up with MIA kerbals this would be why. Just go into the save file, find their names and set their status back to 0

    I have tried that and had no problem with it. Means no kerbal ended up MIA.

  19. Ohh... Cool!
    Decoupling with docking ports now works with v0.1.02.

    Restarting a rocket, with the plugin, which has been refueled will not work currently.

    Because the plugin only resets at the launch pad.

    But i will implement a solution for that.

    That'll be awesome!

    I tested the plugin out with my falcon heavy ish craft. It works very nicely.

    But please be patient!

    I'll be out of town for 9 days, from now.

    Maybe i can read forum posts, but i will not be able to make any update.

    Meanwhile have fun with it!

  20. This is a great idea! I guess you found a way to save while in atmosphere... If this works the way I think it works, I'm gonna have to make a third reusable mission video without using multiple launches and scene cuts. :)
    Would it bepossible to add decoupling of docking ports instead of only decouplers? Or is that already in?

    Yeah, its important to handle this if you want to reuse spent stages without recovering them. (Redocking and refuelling on the ground)

    Decoupling with docking ports now works with v0.1.02.

    Restarting a rocket, with the plugin, which has been refueled will not work currently.

    Because the plugin only resets at the launch pad.

    But i will implement a solution for that.

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