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AccidentalDisassembly

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Everything posted by AccidentalDisassembly

  1. Can report at least this: in my testing directory, if I have ONLY firespitter installed, the error does not occur. If I have Firespitter AND B9PartSwitch installed, placement is impossible. I am thinking your (very complicated) fuel-switching patch has some issue in it where multiple modules are being applied to parts. I am also wondering why in that patch you've got all of this conditional stuff set up - why not, for FTP or other parts, simply choose one fuel/part switcher that does everything you need, then simply use the patch to delete ALL fuel switching modules from your parts and apply that one? Wouldn't that simplify the patch a lot? Otherwise, if having two different switchers is really necessary for some reason, maybe there's a conflict between FS and B9 (and/or Interstellar too)...
  2. Hi Necro, Interesting issue that took me a long time to figure out. It has to do with FTP, but might be related to fuel or texture switching (?) too, beats me. Here are the important bits: 1. On copy of KSP with FTP (1.8.3 on KSP 1.1.2), 2. Go into VAB, place root part, then place another part in radial symmetry - make sure this has a stack node. 3. Now attempt to attach a FTP tank via stack node to those parts (in symmetry), and you'll notice it won't do it - oscillates between green and red, can't place. 3.5. Does not apply to ALL FTP parts - for instance, nuclear canisters (no texture swapping?) can be placed, but FL-T100-FTP bottom dome (just for example) can't. 4. If you install Color Coded Cans, the same problem will now apply to the tanks CCC changes - like the FLT100, 200, etc. Should be replicable... Log (but no exceptions): https://dl.dropboxusercontent.com/u/59567837/output_log_cantattach.txt
  3. I have to ask - why are you remaking (from scratch!?) half the functions of MechJeb, anyway?
  4. Some exceptions are occurring with ASS under what (I think) are reproducible-ish circumstances. Lots of mods, so there's always the possibility of interaction... LOG: https://dl.dropboxusercontent.com/u/59567837/output_log_ASS_Craftbits.txt Conditions under which the exceptions seem to happen: 1. Take a multi-stage vessel (like command pod on top of rocket), launch it, go on mission, collect lots of science (transfer to pod). Don't put science instruments directly on pod. 2. Return to Kerbin, and decouple the part of the vessel that had the science instruments from the command pod itself, as before reentry. Exceptions begin sooner or later, I think definitely by the time you're well into the atmosphere... out of range of other craft maybe? Not sure about that one, it seems to happen nearby as well, as in #3. 3. Do the same thing, but with a plane: if you crash the plane and its science-y parts are detached from the cockpit (breaks into bits), exceptions begin. Exceptions seem to stop on recovery and/or scene change.
  5. At least for detecting EVA science - both xScience and ScienceAlert do this, might be able to get some inspiration there... Actually, ScienceAlert for inspiration is a great idea all around, I miss that mod's functionality! =) Part of its utility is most definitely stopping warp so you can do science, though that could also be accomplished by allowing science during warp, if that's possible.
  6. For me, removing GAP seemed to fix the particular exception I was having, but I was changing a lot of things and can't be ABSOLUTELY sure that that was what fixed it (it also could have been removing a UKS part that was throwing exceptions having to do with its model, or something...). Trying that DLL anyway though.
  7. Seeing some (and by some I mean thousands) of NREs during load screen on modded 1.1.2 with Trajectories 1.6.1: https://dl.dropboxusercontent.com/u/59567837/output_log_traject112.txt
  8. Thank you! That is awesome, I wouldn't have even known how to begin figuring that out. I was despairing that I'd have to wait a couple of weeks for every single mod to update!
  9. Getting some exceptions on 1.1.2 with 5.3.1 (hopefully) when entering VAB: https://dl.dropboxusercontent.com/u/59567837/output_log_EPLexception.txt. Perhaps mod conflicty thing?
  10. OK, with 1.1.2 and new CConfigurator, the error I had before still occurred - UNTIL I removed GAP, which is what I think the problem was, but may have also been related to a part from UKS that was throwing an exception when loading and possibly wrecking everything.
  11. Just downloaded the latest version, using 1.1.2, and am getting this error in the log: When in the SPH/VAB, the AES pod appears transparent when looking at it through the glass (can see the hangar behind it). Have I installed something incorrectly here?
  12. Supposedly, if KSP.log is to be believed, there are 3 sounds missing from KIS (or something): However, .ogg files for all 3 of those are indeed located int hat directory... is this meaningful or something to ignore?
  13. Same thing - https://dl.dropboxusercontent.com/u/59567837/output_log_CC4.txt Beats me. I don't even know where to look to begin, since other mods that are throwing exceptions (Filter Extensions for ex.) do work when alone on stock too... Bleh.
  14. Yeah, something is really messed up - I'm assuming it's a cocktail of not-yet-updated-to-1.1.1 mods that is responsible. Anyway, same behavior applies with that new DLL - https://dl.dropboxusercontent.com/u/59567837/output_log_CC3.txt
  15. Don't have a log with FE debugging enabled, but I do seem to be having some sort of conflict between FE and some other mod. I don't believe this happens on stock (not when I tried it on pure stock, anyway). Several mods in my install are somehow messing up (1.1.1, not all updated, something like that). If it's helpful, here's a log: Log: https://dl.dropboxusercontent.com/u/59567837/output_log_filtext.txt (Maybe?) relevant bit:
  16. OK, hopefully got the logging right. Before I tried this, I did reinstall KSP from a ZIP (overwrote patched 1.1 version). Loaded up KSP, started new game, upon entering KSC scene exceptions were thrown at regular intervals. But there seem to be quite a lot of problems happening with many mods, so I'm not even sure if it's CC... Log: https://dl.dropboxusercontent.com/u/59567837/output_log_CConfig2.txt
  17. Same problem as Chimichanga, NRE on entering VAB/SPH. Log: https://dl.dropboxusercontent.com/u/59567837/output_log_eext.txt
  18. I seem to be getting an NRE upon loading and/or starting a new game on my very modded install. Relevant section (I think) is: Log file: https://dl.dropboxusercontent.com/u/59567837/output_log_CC_nre.txt This is on an install with many many mods, and it does not appear to occur with stock only. I am assuming this is caused by one or more of the contract packs I have installed, which are: 1. Field Research (Not updated for 1.1.1 I think) 2. GAP (Also not 1.1.1 yet...?) 3. Kerbin Space Station (Yes 1.1.1) 4. Tourism Plus (Don't think 1.1.1) Anyway, I'm posting this just in case CC for some reason shouldn't be generating an NRE even if one of those contract packs is actually to blame. EDIT: Also, FYI, the version file in the 1.11.1 download says it's actually 1.11.0 and points to the 1.11.0 changenotes and such.
  19. Reproduction steps in my case were quite simply: place a part in the VAB, then stick a fairing to it (and/or then placing fairing bits). I tried it just recently on a far less modded install, still happens; trying to narrow down. EDIT: Happens with stock - only mod was exception detector (which it also happens without). The exact sequence: Place HECS core. Place FLT100 tank below it. Place 1.25m fairing base below that.
  20. There seems to be something going on with FAR and stock fairings in the editor - exceptions are thrown when placing a fairing base and when then placing each section of the fairing while building it. Very modded install, could be interaction with something else, etc. etc., I don't know! Log: https://dl.dropboxusercontent.com/u/59567837/output_log_FAR_Fairings.txt EDIT: Also, FAR seems to be failing to save default keys for flap increase/decrease - even when manually editing the cfg file, overwrites it.
  21. Github, I think. Edit: Yep, Github - multiple FX folders as well, not sure if that's intentional.
  22. Also with respect to 1.0751 - there seems to be a duplicate parts directory inside the first parts directory, just as a heads up!
  23. Thanks very much, that was very helpful and I'm glad I can use the mod at least in a (very slightly) limited fashion! Upgrades to engines and such are such a neat feature it would be a shame to play without.
  24. Would simply not upgrading fuel tanks or removing fuel-tank related lines from the parts.cfg solve the problem of odd behavior with tank switching parts? Or is there something deeper going on that affects fuel-switching parts even if they are never upgraded? And is it only the fuel capacity upgrades that are affected while dry mass correctly changes MFT's basemass or what have you?
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