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Gribbleshnibit8

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Everything posted by Gribbleshnibit8

  1. That was a new game with only a few launches, nothing in flight. I made a clean save today with KER, MJ, and OPM and it's associated mods, minus PlanetShine and Custom Asteroids. No issues in around 45 mins - 1 hour of play time. Not even a stutter. Whatever is causing this issue might be between KER and some other mod that is common among the OPM users. I'm done testing for tonight, but I will go through and start adding some plugin mods and see what happens as I add new things.
  2. Well as I had suspected, it was something in that save. I actually wound up just removing all my mods and starting over with a whole new save, which I had planned on doing anyway. I'll keep my eye out for when/if it happens again though and try to have a better log.
  3. Two crash logs as a result of a NaN error on launch of vessels with KER and Outer Planets Mod installed (and lots of others but removing KER let me play for 20 mins launching ships over and over with no issues) Error resulted during a career save. I can attempt to provide a save and associated game log with the same error later today (Saturday 14). https://dl.dropboxusercontent.com/u/5493415/KSP%20Crash%20Logs.7z I really want this one to be solved. I installed KER because MechJeb wasn't reporting DV properly with Near Future radial tanks, and KER does. Since the point of the save was to attempt to make it to OPM planets using Near Future parts, gotta get this solved.
  4. Here's the log. I noticed the issue probably 2 weeks ago. Wasn't a big concern at the time, thought maybe it was just a bug in the current instance, since I've had issues with stuff just stopping working until a restart. A few restarts didn't fix it. It coincides a bit with the time I was also trying out your Construction Time mod, but not precisely with its uninstallation. I thought it was related to that at first until I looked back at when I used CT. I guess I need to go through a few at a time and see if removing some mods will fix it, and if so which ones, just haven't had the time for a bit to do that. I'll let you know what I find out. Name [+] Action Groups Extended [+] ActiveTextureManagement [+] Alternate Resource Panel [+] AntennaRange [+] Better Atmospheres [+] Chatterer [+] Coherent Contracts [ ] Color Coded Canisters [+] Community Tech Tree [+] Contract Window + [ ] ContractConfigurator [+] CrewQ [+] CrowdSourcedScience [ ] DeadlyReentry [+] Distant Object Enhancement bis [+] DMagic Orbital Science [+] Docking Port Alignment Indicator [+] EditorExtensions [+] Enhanced Navball [+] EnvironmentalVisualEnhancements [+] Field Experience [+] FilterExtension [+] Final Frontier [+] ForScience Continued! [ ] Fuel Tanks Plus [+] Fusebox [+] Habitat Pack [+] Haystack Continued [+] InFlightWaypoints [+] K2 Command Pod [+] Kerbal Alarm Clock [+] Kerbal Joint Reinforcement [+] Kerbal NRAP [ ] Kolonists [+] KSPX [+] Mark IV Spaceplane System [+] MechJeb [+] MemoryUsage [+] Modular Rocket Systems - Parts Pack [+] ModuleRCSFX [ ] Near Future Electrical [ ] Near Future Propulsion [ ] Near Future Solar [+] Near Future Spacecraft Parts [ ] Neophyte's Elementary Aerodynamics Replacement [+] Outer Planets Mod [+] PlanetShine [+] RCS Build Aid [+] RCS Sounds [+] RealChute Parachute Systems [+] Rejector [+] RemoteTech [+] RemoteTechXF [+] RLA Stockalike [+] S.K.B. (Serious Kerbal Business) [+] ScienceAlert [+] Sensible Pumps [+] Snacks [+] SpaceY Heavy Lifters Parts Pack [+] StageRecovery [+] Stockalike Station Parts Expansion [+] Stock-Revamp [ ] StockRT [+] Tantares - Stockalike Soyuz & More [+] Taurus HCV - 3.75 m Stock-ish Crew Pod [+] TechManager [+] Texture Replacer Files [+] TextureReplacer [+] Toolbar-1.7.8 [+] TweakableEverything [+] TweakScale - Rescale Everything! [+] Zero Point Inline Fairings
  5. A few days ago StageRecovery just stopped working (no messages, no returns). I deleted the folder and reinstalled today, and I got a message when starting the game at KSC about some recovered stages with "NaN' values in them (was not thinking to take screenshots). When in flight, when a stage should be recovered I get this in my log: [LOG 23:24:34.728] [SR] Vt: 11.16542[LOG 23:24:34.732] [SR] Trying powered recovery [LOG 23:24:34.734] [SR] Final Vt: 11.16542 [EXC 23:24:34.739] NullReferenceException: Object reference not set to an instance of an object StageRecovery.RecoveryItem.SetRecoveryPercentages () StageRecovery.RecoveryItem..ctor (.Vessel stage) StageRecovery.StageRecovery.VesselDestroyEvent (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) Vessel.OnDestroy ()
  6. That file is... idk what happened there, but you can safely edit it out of the solution and compile. It's not needed. I've actually been working on a major overhaul of this mod, that meets more of my original goals. I really should finish it up and put it under releases. Or at least post another dev build here. I'm very lazy though.
  7. I believe I saw it on a SpaceY tank, but when I placed a smaller node part on top of a 5m tank a cover appeared on the tank that covered up the insides and made it a nice flat space on top. Perhaps see how that's done and duplicate that method.
  8. That would be at least a partial solution, and easier than editing the file for sure. Dividing it up would be more consistent, but considering the vast number of parts modified tedious to maintain. I have not run the part removing script and I'm not using a whole lot more memory with this running (along with quite a few other mods, but nothing as big as say, B9 or KW). I do agree that for consistency and compatibility it should be divided up, so that it's very easy to remove parts people don't want. I wound up making a copy of the config and just commenting out the parts I didn't want, and making adjustments to the ones I thought needed adjustments (like adding the capacity of a toroidal fuel tank to the LV-909 with the tank on it).
  9. Didn't see it mentioned in a brief look, but MM is throwing an error when trying to add parts with the "Payload Bay" name to the "Cargo Bay" category. The issue seems to be that MM does not accept spaces in the name field. Usually a part name is something with dashes, and the title is used to show the name in game. So I think the title field needs to be brought back, and the name field needs to be the name with no spaces in order for MM to support it. I did a check on that by renaming the name in the S04_05_CargoBay file to "Cargo_Bay" and it worked. Also went ahead and added the "Payload Bay" and did a pull request on that file.
  10. The edits get made at load time, don't ask me the process, I have no clue. There are certain keywords that can be added, such as :FINAL, that will tell MM to load that config after all others, and you can do a :BEFORE to tell it to load before certain other things. It can get quite complex, and I don't know where all the documentation is, I just look through other mod's MM files to figure out how to use it. My issue with editing the file directly is that, when a new update comes out, all of my edits will be lost. By copying the file and making my edits to the copy, when a new version comes out I can do a diff to see what changes might need to be made to the ones I kept, merge, and then delete this mod's file. I keep a separate folder called "Tweaks" full of all my custom MM tweaks that I copy between updates and manage independently of mods. Keeps me sane.
  11. After just doing a search for "disable" and finding very few posts. This seemed the most relevant, and the answer is, honestly, not the most ideal. When the mod updates they/I have to remember to go through and re-edit the file to remove all the undesired part changes. I will probably make a copy of the file and modify that though, and just disable the one from this mod. I did however inquire on the MM thread about disabling/stopping edits from other MM patches before they're made. And, so I'm not just complaining, I REALLY like a lot of these parts, they make some of the other stock-like parts mods look kind of meh. Mostly just got this because of Mk1-2 pod, but going to use most of it.
  12. Decided to give the Stock Part Revamp mod a look and I really like a lot of the new changes, but not all the new changes. Since that mod uses one giant MM file to change everything, it's not possible to write a quick batch file to just remove the edits I want. I'd prefer to not have to edit the file itself, for compatibility reasons with updating, so my question is: Is it possible to stop a modification of another MM patch before that patch happens? I'm going to guess no, since that mostly would defeat the purpose of MM, so I think I'll plan to just copy all the parts that I don't want changed into a new MM and just add :FINAL to them to revert the changes. EDIT: Also, how would one go about disabling or such any part added with the copy operators?
  13. I made the config back for 23.5 and it worked then, as a direct edit of the settings file. I've tried several MM variations, as well as getting the file from Kerbin Side and testing it, neither of which worked, still only the KSC dot. Not running anything that should be affecting Kerbin size so they should be above the surface just fine.
  14. I did wonder about the name thing, guess that would be an issue. Hmm, So I could just add a name field to it and it should work then? Or wait for you to update it. I decided not to use RT until I can sort out a couple issues with configuring it, so that's ok.
  15. Is it possible to modify the settings file using MM? I'd prefer to keep my changes of adding more ground stations separate. I've made the file, and it shows up as all merging correctly in the MM cache file, but in game I don't get the added ground stations.
  16. Hmm. Well using this is not showing the transmitter category when using RemoteTech @SUBCATEGORY[Data Transmitter]{ FILTER { CHECK { type = moduleName value = ModuleRTDataTransmitter } } FILTER { CHECK { type = moduleName value = ModuleSPUPassive } } }
  17. The Data Transmitter category doesn't account for RemoteTech. It should also filter for: ModuleRTDataTransmitter and ModuleSPUPassive Also, it's not covered anywhere that I saw, and I'll assume it's not, but is it possible to have edits through MM or more filters in folders that are NOT this mod's folder? EDIT: Would also like to submit the Fairing filter. SUBCATEGORY{ category = Filter by Function, B9 Aerospace, KW Rocketry, Modular Rocket Systems, Squad, Near Future Technologies, Novapunch, RLA Stockalike, Umbra Space Industries, KSP Interstellar title = Fairings icon = Fairing FILTER { CHECK { type = title value = Fairing pass = true } } }
  18. I actually had plans to do solar panels, just couldn't really find much info on their lifespan decay rates. Plus I have no clue how to go about determining if on surfaces, orbital locations etc to make it lose even efficiency when in atmospheres or decay more slowly when not in sunlight, etc. I'm sure that was at xXIndestructibleEVAXx, however, if you know of more mods that need RTGs I'll gladly add more configs for them. Any input from anyone on balance of the current configs, plus any additional input is welcome. Maybe I should re-evaluate this and move to releases.
  19. I've been redoing all of the online stuff using HTML Agility Pack and Xpath. It's way more reliable and easier to do. Thank 4o66 for that one, it's been really good. I spent some time thinking about how to add in support for part editing with MM. To have it automatically generate a MM file for any edits made. I don't think I'm currently at that skill level, but I had a few ideas for what would make it nice. Intellisense style autocomplete for some things, such as part and module names and maybe mod detection, if possible. I really want this, so yes, I'll spend my vacation looking into fixing it up. 3. I guess I was missing (don't know how) the other button there. Just realized that "Process all mods" does what I was thinking. At least, it seems to install only checked mods, uninstalls installed unchecked mods. This is what I want. 4. I really just meant exclude showing them in the mod view. I guess it's not necessary, I delete them out of archives when I find them, but the program does not rescan archives after they're added, so the files stick around. Maybe a button somewhere that tells MA to rescan the archive would be good. 5. When an update is performed, and a new mod downloaded, the old archive is still kept, so my download folder now has the older version and the new version of the mod archive. Since the path to the current version is stored, MA can delete the old archive, then install the new one and point the mod at the new archive, reducing clutter in the folder and saving disk space (not that space is much an issue these days). Maybe an option to move old versions into a backup folder in case someone wants to keep it around. 6. That would be good.
  20. Took a break for a few days but I'm back to working. Should have a decent amout of free time next week to work as well. Forum handler is coming along OK. The current implementation is just to have it look for every link on the first post. It checks if the link is valid (absolute) and then looks to see if there's a valid site handler for it. It creates a DownloadInfo object, and sets appropriate attributes as necessary, then creates a list of all of them. The idea is to have it show the list as an option to select the download source. I'll do some checking to see if the link selected is a direct file download, and if it is just download it but add no version checking, probably show a warning stating that there's no VC enabled with that file. With a known handler it'll be much easier, and will convert itself automatically from the forum page to the known handler for download checking in all future instances. Since you removed the dropbox and mediafire files I'm not quite sure where to handle those now. Will you be consolidating those, or are they being set aside for now? I'd like to attempt at least one more file handler for private jenkins build platforms. However, the only mod I know of that uses that is ModuleManager, and I'd kind of like to experiment with an automatic MM downloader/updater since it's pretty much required for every mod. Have ModAdmin check once a day or so (configurable of course) for updates to MM and prompt an update if one is found. Once I finish the handlers I think I'm going to look into some kind of automatic detection for mod archive installation path detection. Having to set up the destination on every single mod is very tedious. It's too bad nobody can decide on anything approaching a standard for that, but it is what it is. I have a few feature requests of my own. Continuous (always) alphabetically sorted mod list. New mods get added in order instead of at the end. Mod info right panel updating when the "Edit Mod Info" window closes, instead of waiting to read it when the mod is unselected and selected again. Double clicking a mod installs it, double click an installed mod uninstalls. Exclude files with the words "Readme" and "Licnese" and folders with the names "Source" and "src" from the file list view When updating a file, offer to delete the old archive when adding the new one (maybe a global option to opt in or out of asking every time?) Bigger icons or faster tooltips. I spend a lot of time waiting for tool tips to show up because the icons all look pretty much the same to me. I'd prefer text buttons, but bigger or more clear icons would be OK. OK that wound up as more than a few, but anyway.
  21. I believe what sarbian means is, if you want it to use ModuleManager the file would need to contain MM Operators, not just be a plain .cfg with everything redefined. I made my own MM config of this a while back. Instead of EXPERIMENT_DEFINITION { id = crewReport title = Crew Report baseValue = 5 scienceCap = 5 dataScale = 1 .... Results { ....... } } You would instead have it be this: @EXPERIMENT_DEFINITION [*]:HAS[#id[crewReport]] { !RESULTS {} RESULTS { ......... } } Which says "For EXPERIMENT_DEFINITION with the id value of "crewReport" delete the node "RESULTS" and then add the new node "RESULTS" with all the new science defs. This is probably overly complicated, with the [*] and HAS, but it works (or at least did or seemed to, Sarbian can confirm).
  22. Is it possible to enable these anyway? Launching rockets manually gets tedious after the first one or so. I'm all for the game progression, but that doesn't mean I want to worry about manually circularizing every single rocket.
  23. Missed that some would do that. It's possible yeah, it'll need a list dialog popup when multiple files are present, the same dialog should be usable for the forum handler too. I can throw something together for it unless MacTee has an idea for it already (or something done). New fields would be a list of the available downloads (probably doesn't need to be stored), and the index of the selected download. Though, it doesn't always appear to be the same order, so storing some kind of name value might be necessary to select the correct one, or just offer every time, if order or naming is inconsistent. I'm going to try to work on the forum handler over the next few days, there's a lot of oddities to handle, like inconsistently named ID properties and stuff. Frustrating but not impossible to work with. To ensure I do this correctly, I have a couple questions about what I need to do for easy merging later. The way I understand it is that I should: Pull the dev branch into my local master. Branch my local into a branch for working on the forum handler Make all my changes for forum handler in there, and push it to github Make a pull request against the dev branch with that branch as my source.
  24. I don't think I did it exactly correctly, but so far as I can tell I'm up to date on the current version, though mine is now like, 5 or 6 commits ahead? Still learning, but figuring it out. The code is much less confusing I rewrote a bit using HTMLAgility and omg that's so much easier. That'll make adding BitBucket pages much easier. I want to add Jenkins pages, but those are a lot less standardized, being hosted individually, not sure what to do about URL verification yet. I'm also trying to do a bit of code consolidation as well, moving some of these page parsing functions into more logical locations, mostly cleaning up after myself, but still. I added in a control to make 64-bit launching optional, since it's less stable. Just an extra checkbox in the launcher that lets you select it, 32-bit by default. Otherwise, the biggest UI change I've made is restructuring the options panel to put the color selections in two columns so that there's more room for other things there. Oh, and the github branch was just to test using an API for access, since it required me to set the project at .NET 4.5 and make a few other changes. That didn't work so that was really nothing more than the few edits to get github working anyway. EDIT: 6/12/2014 11:38PM CST Added a handler for Bitbucket, I'm on a roll! I can't think of any other sites besides people's personal sites to handle, and I might look into that by creating a handler that will just find all download links. Of course, no way to version that so not sure. Anyway, I had more to say and then accidentally refreshed the page and lost it, so I guess that's it for now. I'll look over all my changes when I'm more awake and probably do a pull request tomorrow.
  25. So, I want to add support in for game version, but I don't know how to update/modify the language files to reflect the new rows in the list. Adding that will also require modifying the Edit Mod Info window, and it's already so well laid out I'm not sure what to change where. I also have some other general GUI changes I'd like to make that would just kind of clean things up. Totally unnecessary really, but (I think) it looks better. Obviously there's nothing that says you have to merge anything I do, but was just wondering if you would accept that. I can post screenshots of changes when made. I've started looking into enabling the forum support stuff, which is going to take some doing, and I'm going to look into adding Bitbucket too, since several mods I like use it. Lots of new options!
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