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Singing Boyo

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Posts posted by Singing Boyo

  1. 10 hours ago, Avera9eJoe said:

    Hm, what exactly is this effecting in-game? There's another bug with Pol's spikes as well as Laythe's terrain scattering causing far less of them to show up (or none of them in Laythe's case). I already have a fix for that bug (removing the kopernicus terrain scatters for Pol and Laythe) but I haven't released it yet since I've been waiting for Blackrack's atmospheric scattering issues to get fixed. Anyways, do you think the change I did to Laythe and Pol would help this in some way?

    I wish I could tell you what it actually changes, but Kopernicus fails out and says (paraphrased) "DON'T LOAD YOUR SAVE" so... I didn't load my save :P

    If you're removing the Pol terrain scatters completely, though, it should fix it - at least, removing just the stalactites fixed the "DON'T LOAD" message and Kopernicus loads OPM properly as far as I can tell.

  2. Spectra seems to be triggering this for Pol (with Galileo's OPM, at least):

    [LOG 20:30:09]: Exception Was Recorded: Method not found: 'Default constructor not found...ctor() of UnityEngine.Material'.
      at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0 
      at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.CreateObjectFromConfigNode (System.Type type, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadCollectionMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadObjectMemberFromConfigurationNode (System.Reflection.MemberInfo member, System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Parser.LoadObjectFromConfigurationNode (System.Object o, .ConfigNode node, System.String configName, Boolean getChilds) [0x00000] in <filename unknown>:0 
      at Kopernicus.Configuration.Loader.Kopernicus.IParserEventSubscriber.PostApply (.ConfigNode node) [0x00000] in <filename unknown>:0 

     

    Looks like it's the stalactite scatter (apologies for awful indentation). The LandControl.landClass.Class.scatters stuff has this:

    								Scatter
    								{
    									density = 0.10
    									scatterName = stalactite
    								}

    and LandControl.scatters has this:

    Scatter
    						{
    							castShadows = True
    							recieveShadows = True
    							name = stalactite
    							delete = False
    							collide = False
    							Material
    							{
    								color = 0.6641791,0.6319441,0.4482048,1
    								mainTex = BUILTIN/distantground
    								mainTexScale = 0.5,0.5
    								mainTexOffset = 0,0
    								detail = BUILTIN/rock00
    								detailScale = 3,3
    								detailOffset = 0,0
    							}
    							Experiment
    							{
    							}
    						}

     

    So, something either included or missing there is causing this, but I don't know what. (Help appreciated)

    I'll let the Spectra author know as well, but can the errors for this be improved at all? Would really help with tracking this kind of thing down (process of elimination is not fast, not with my mod count :D)

  3. Running this at 4k with AVP repackaged, and it looks great!

    One quick question - at least at 4k, things end up looking 'banded', especially at the terminator. It's somewhat visible in other people's screenshots as well, but basically I think something in the interpolation gives me noticeable stripes of color, rather than a smooth gradient. Is there something I can tweak to improve this?

    To be honest, I'm not sure if the cause is scatterer, AVP, or something to do with stock, but I figure that if there is a setting that will help it's probably scatterer-related :) 

  4. 13 hours ago, Epox75 said:

    I'm having this graphical glitch since I've installed the version 1.05-4. I never had this problem with all the previous releases of E.V.E. I play on Windows 10, with Half Res Texture quality. Other settings are SM3 Terrain Shader and Terrain Scatter off. 2x Antialiasing, Pixel Light Count 8, Shadow Cascades 4, PPFX on Surface FX on and Underwater FX on. Any suggestions?

    Thanks in advance!

    I'm seeing this half-white half-black cloud issue on linux (at least, that's what it looks like).  4x antialiasing. I believe my pixel light count and shadow cascades are higher, and PPFX is off (I'd have to double check surface/underwater FX, don't think I've actually seen those anywhere).  I do have scatterer and planetshine - not sure if that is part of it, as Epox didn't mention it.  Apologies for extra-long-distance shot: I timewarped a while before noticing this.

    The really strange part here visually is that the sun is behind and to the left, but the left-side clouds are the black ones.

    mt2ZwPu.png

    If anyone has any thoughts on what's causing this, please let me know. Thanks!

  5. So, I just tested Scatterer + EVE + Kopernicus. Interestingly, the black sky issue only shows when disabling stock atmo. If I open the Scatterer UI and enable the stock atmo, the sky looks about right, at least for stock.

    Unfortunately, I've never actually used Scatterer before (last time I looked at it it didn't like linux), so I can't say for sure what is actually working here and what isn't, but it doesn't seem like it's completely breaking everything. I do still get the NREs in toggleCoronas, but I can't tell whether that's only with stock atmo disabled or not.
  6. Pic of the rocket and are you using FAR? ... crash tolerances were bumped a while ago

    Hmm. Last time I used these, I was seeing explosions on landing despite truss crash tolerance being 12m/s, but I am indeed using FAR. Is that somehow related? (And if it is, is there a way to fix it?)

    IIRC the rocket I saw this with when it landed was an 0.35m truss with parachute on top, and a single experiment, avionics package, and 2 batteries attached. Pretty sure it landed at something close to 4m/s and exploded.

  7. So, I'm seeing the random explody-truss problem people have mentioned before. I've even seen the truss enter the ground a bit, then jump back out, but I can't reproduce that one.

    It does make me wonder, does the collision mesh follow the model exactly, by any chance? (i.e. a bunch of small struts) Or does it just use a cylinder at the bottom and top? As far as I've seen, all the decoupler collision meshes are just solid cylinders, so if it's done the first way, that might be what's causing the issue.

    I'm loving the mod so far, but my rockets exploding for no apparent reason isn't quite the fun I'm looking for :wink: So, anyone have any idea if/how the trusses can be made stronger?

  8. So, I believe people have mentioned this before, but the chutes (at least the radial ones) don't seem to work with KIS. Have several mods, FAR and KIS being the big ones here. Final Frontier, RemoteTech, and ClampsBeGone print to the relevant log part as well, but shouldn't do anything. Log excerpt:

    16624 [LOG 16:55:19.783] [KIS] StartPointer(pointer)

    16625 [LOG 16:55:19.783] [KIS] Surface node set to default

    16627 [LOG 16:55:20.973] [KIS] Create part & attach

    16628 [ERR 16:55:21.010] Actor::setLinearVelocity: Actor must be (non-kinematic) dynamic!

    16629

    16630 [ERR 16:55:21.010] Actor::setAngularVelocity: Actor must be (non-kinematic) dynamic!

    16631

    16632 [LOG 16:55:21.012] [ClampsBeGone]: Flight situation change: LANDED -> SUB_ORBITAL

    16633 [LOG 16:55:21.012] FF: vessel situation change for RC.radial, situation changed from LANDED to SUB_ORBITAL

    16634 [LOG 16:55:21.012] RemoteTech: SatelliteManager: OnVesselCreate(07d6d8d8-e82a-4076-a063-19e3664079ef, )

    16635 [LOG 16:55:21.015] [KIS] CreatePart - Waiting initialization of the part...

    16636 [LOG 16:55:21.015] [KIS] StopPointer(pointer)

    16637 [ERR 16:55:21.021] [RealChute]: Could not find the ModelConfig at the index [-1] in the library

    16638

    16639 [ERR 16:55:21.021] [RealChute]: Could not find the CanopyConfig at the [-1] index in the library

    16640

    16641 [ERR 16:55:21.021] [RealChute]: Could not find the CaseConfig of "Radial" type at the [-1] index in the library

    16642

    16643 [ERR 16:55:21.021] [RealChute]: Could not find the CaseConfig of "Radial" type at the [-1] index in the library

    16644

    16645 [LOG 16:55:21.022] ModuleAnimation2Value - animation not found: cone

    16646 [LOG 16:55:21.023] [ModularFlightIntegrator] MFI Start

    16647 [LOG 16:55:21.023] [ModularFlightIntegrator] Start. Current modules coVesselModule :

    16648 ModularFI.ModularFlightIntegrator active=True order=0

    16649 FerramAerospaceResearch.FARAeroComponents.FARVesselAero active=True order=0

    16650 FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI active=True order=0

    16651

    16652 [LOG 16:55:21.056] [KIS] CreatePart - Waiting initialization of the part...

    16653 [LOG 16:55:21.061] FF: vessel RC.radial has reached orbit around Kerbin

    16654 [LOG 16:55:21.061] [ClampsBeGone]: Flight situation change: SUB_ORBITAL -> ORBITING

    16655 [LOG 16:55:21.061] FF: vessel situation change for RC.radial, situation changed from SUB_ORBITAL to ORBITING

    16656 [LOG 16:55:21.091] [KIS] CreatePart - Waiting initialization of the part...

    16657 [LOG 16:55:21.121] [KIS] CreatePart - Coupling part...

    16658 [LOG 16:55:21.121] [KIS] Attach type : Surface | ID : srfAttach

    16659 [LOG 16:55:21.122] RemoteTech: SatelliteManager: OnVesselDestroy(07d6d8d8-e82a-4076-a063-19e3664079ef, Gilrie Kerman Debris)

    16660 [LOG 16:55:21.122] RemoteTech: SatelliteManager: UnregisterProto(07d6d8d8-e82a-4076-a063-19e3664079ef)

    16661 [LOG 16:55:21.145] Updating vessel voxel for Helios

    16662 [EXC 16:55:21.161] ArithmeticException: NAN

    16663 System.Math.Sign (Single value)^M

    16664 FerramAerospaceResearch.FARPartGeometry.VehicleVoxel.VoxelShellTrianglePerpX (Vector4 indexPlane, Vector3 vert1, Vector3 vert2, Vector3 vert3, .Part part, Int32 invertTri)^M

    16665 FerramAerospaceResearch.FARPartGeometry.VehicleVoxel.CalculateVoxelShellForTriangle (Vector3 vert1, Vector3 vert2, Vector3 vert3, .Part part, Int32 invertXYZ)^M

    16666 FerramAerospaceResearch.FARPartGeometry.VehicleVoxel.UpdateFromMesh (FerramAerospaceResearch.FARPartGeometry.GeometryMesh mesh, .Part part)^M

    16667 FerramAerospaceResearch.FARPartGeometry.VehicleVoxel.UpdateFromMesh (System.Object meshParamsObject)^M

    16668 UnityEngine.Debug:LogException(Exception)^M

    It's possible to work around this by just using stock chutes, but it'd be nice to have a note somewhere or something like that until it gets fixed.

    From reading the log, it looks like KIS may be creating a separate vessel, then trying to attach it, and something is failing somewhere. Let me know if I need to bug Ferram and/or the KIS people instead of blaming the part mod for other people's bugs :)

  9. Do the Useful Space Stations Contracts not take the location of the station into account? If not, that should probably be fixed - the payout just isn't worth it for stations that aren't around Kerbin.

    I ask because my solar orbit station is getting a total of ~70k for a resupply contract. While I could probably technically get there with that budget, that's the same amount as what my minmus station gives me, and I think it's what my Kerbin station gets as well. Doesn't quite seem right...

    Either way, great pack, so far it's really made stations much more interesting.

    -----

    So, it appears that useful space stations doesn't respect what body your station is orbiting. This leads to ~80k total kerbucks for a resupply mission to a station orbiting the Sun. Which is doable, but not really worth the effort, and if it were around Jool...

    I've got a fix for it locally, as far as I can tell. Unfortunately, I'd rather not put in the effort proper testing would require, since I don't have a setup to make it easy on me. So, it'll just get tested as my game goes on.

    I'll probably drop a PR on the official github repo in the next couple of days so this change can be made official if it's wanted, but for the time being if anyone wants to try it out and let me know if it's caused any bugs, my updated version is here. Should work if downloaded as a zip (on the right) and unpacked into GameData/ContractPacks/UsefulSpaceStations.

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