Ricardo79
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Everything posted by Ricardo79
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ExceptionDetector 1.1 [KSP ANY VERSION]
Ricardo79 replied to godarklight's topic in KSP1 Mod Releases
Those popups should be visible. Maybe you are lucky to not have them. or accidentaly installed this one wrong? It was 2 days before my first window came out. Since then it is a bit annoying how much times it popping in. Mostly for ATM and MJ as you write. Try create a MJ custom window, with surface biome, ship-bottom altitude and show landing predictions that throwed me a lot of these. Even Logspamming... Not a good Idea, but if you want those windows, here is my recipe ^^^^ -
Hello, I hadn't had internet connection due to some Line break at the ISP. Therefore I was unable to download the new version yet. (I doing it now) I (think I) understand your point and did not mean any harm. If something is in progress a lots of updates (has to/good to ) have. The only thing I was pointing out, that your AVC works 50% It is notifies us (this is a good thing) And it has a minor flaw. This is not a vital option. But if you working on it still, there is an issue you could/should check too. I just liked to point it out. And really didn't want to make any harm. If I could I would help you further, but I am not know the workflow of the AVC, nor the c#/c++ programming. Maybe this picture should help you. I did not had or just wasn't avare of that partcost bug. So for that I cannot give you nor negative, nor positiv feedback.
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I see it. Again. AVC notified me. But there is no download button, just close on that message. May I include screenshot? or you know what I am writing about? Where can I get more info on that "Part cost issue" ? I have a strange thing with FSfuelswitchable part to go negative on price, but I never tweaked them. So I didn't thought it can cause by TS.
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I am using ExceptionDetector, and TS 1.52. I got all kind of warnings but not a single TS related stuff. Also my playtimes doubled for each and every go since I updated it.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Ricardo79 replied to RoverDude's topic in KSP1 Mod Releases
The stock game isn't count wasteheat anyway. So I'd like to agree with RoverDude about this. But as I read the threads, I suspect you make something with KSPI. On that you have to have that for sure. I didn't tried out CTT yet. But for me the end of the line is Experimental Rocketry with which this drive is perfectly blends into the end of the "stock" techtree. I was feeling I have earned the possibility of traveling faster than light when I finaly researched that node. Edit: That "few Kilowatt" is a "huge" thing with stock energy generation possibilities. Half the ship has to be PBNuk and a big array of Gigantor solar array. (In stock!!!) So you should use USI reactors instead. And in this way I think it is perfectly blends into the constellation -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Ricardo79 replied to TriggerAu's topic in KSP1 Mod Releases
Add new alarm. With the "add" button. Then on the upcomming window look for the "green and blue arrows" button named transfer window. Choose which xfer start and destination point. If you have to chose parent of them just choose it. And finaly add the alarm with the add alarm button. That's it. Even if you like you can make it attach to the active vessel if you have one flying right at the time. -
Hello. For the MM I don't know how but I have called 2.5.11 one maybe from some other mod. I am sorry but can't remember where I was found it. Today I am not started KSP yet. That coroutine cames up since yesterday. and I didn't changed any other thing but this mod. If you not suspect what the heck could be it. maybe it is not coming from your mod. That was in the debug log. and doesn't seem to make anything bad, just spamming a bit of the debug log. But sure I can send you my latest output_log.txt uploaded here. And thank you for your fast reply.
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I using FSfuelSwitch too in my mod. And that module is come from the firespitter.dll. I am sure of it. You are right I forgot that. Maybe USI is having the stripped down fs too (RoverDude is using fsfuelswitch on some of his parts). General workflow of mine is to install all the mods and overwrite files with the latest by date. I have a firespitter directory in my gamedata. Inside of that there is a plugins directory and inside that there is the dll itself. And it is working just fine. (I got that structure from B9 as far as I can remember) My problem was that the stock parts (stock fueltanks) keeps their original resources too and I can access them as well from the menu only after the first launch attempt, plus have the ones I give em through MM config with FSfuelSwitch modul. But I don't think it is because of the dll itself. It is more likely an error between the Keyboard and the chair of mine. I can show you a code of it but you can expect the same error if you just copy it over. But for a single example of how it works: @PART[adapterMk3-Mk2] { MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; MonoPropellant,XenonGas; ElectricCharge resourceAmounts = 900,1100;900,2200;400 initialResourceAmounts = 900,1100;900,2200;400 hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } If anyone can help of how to make this work properly then please tell me what to do. Right now if I chose for example MP+Xenon the menu shows me the correct ones. But as soon as I launch it there are 4 resource. The original 2 LFO, and the MP + Xenon. I'd like to get rid of the originals with the same functionality, to choose on the fly of what am I want to fill it into. In this way if I choose electric charge than this shoulld be only a batery.
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It has nagged me But without the usual (download) button. Anyway I downloaded it right now manually. And triing out as soon as KSP loads thank you. edit:----- It is contains an outdated MM 2.5.11 is out there long time ago. also right now I am getting log spamming -> [Error]: Coroutine couldn't be started because the the game object 'ksp_pad_cylTank' is inactive! And with each and every part on the current vessel as I can see it. Is it related to this particular release? or this mod anyway? I didn't get anything like this before.
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I got an excessive document on where and how to about those nasty logs... It turned out I was the one who turned them off. So Now I have one I Zipped (38 MB) and uploded it to here There are a lots of nullrefs MJ has produced Hope it helps the (devil)opment. Sorry this sounds funny to me. Don't mean harm in any way just learning english.
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ExceptionDetector 1.1 [KSP ANY VERSION]
Ricardo79 replied to godarklight's topic in KSP1 Mod Releases
I looked into the options of the launcher and found out that generate logs was turned off. I must have set that up because of the text in () ... which say something about speeding up the game to not generate them. But this was long, long time ago. I didn't thinked about it when I wrote this post. I know that what you write about the created directories. But those are error.log 's and somebody already said that file is not what he needs to correct his mod. Unfortunately no answer was get for the question about where can I find the correct one. But here is yours. So thank you. Didn't searched for output_log.txt yet. Now: There is one in the KSP_data/ but 0 byte. (I am still in the game though maybe I should restart it to fully set it to "normal". Long playtimes for me are rare visitors recently So I tend to keep em around.) Thank you again for the information It was usefull and I'll sure generate more logs and upload it to my server and link it to the posts. but still: I'd like to ask the same that if that neat little window closes or opens the information should be available at the debug.log too (alt+F12 -> debug) I am write about. It would be good to have a place where I can Copy it from, into the memory. And if I missing a window I can still look into it inside that log. Maybe spotting more than I can on the fly. For me reading and translating is a bit slower process than for anyone who is a born english speaker. And this is just an idea how can make this tool more usefull in the future. Anyway keep up the good work as this thing is already a must have one. -
You are welcome. For me it worked. As I remember I got the DLL from the B9 as mentioned. Maybe I updated it from this package (I do really can't remember now) You should easily strip down the latest release and shouldn't have an error just because of the parts "missing" these are not related for each other in this way on the other way around you should have problems because of the missing functionality. I also use the dll-s capability for my own mod without problems (In fact all my problems are just I don't know how to use them properly ) But that is not related to the fact it is stripped down, nor that where the dll is from.
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I know that shouldn't be an issue about memory. I just don't like to haul things I don't really need as this KSP is so instabil already with just a handfull of mods. I do really like this one. And the others too... without them the game would be so dull and plain. But with this many mod (already stipped down because of instability issues) I can play mostly only an hour or less and go crashing... So I try to "optimize" and organize things to be compact and as stable as it can be. So without any disrespect or such, If I don't have a mod (because I would need more to get a fine experience) I do not want configs/dll related to that mod (which I am missing anyway) Due to stability issues.
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ExceptionDetector 1.1 [KSP ANY VERSION]
Ricardo79 replied to godarklight's topic in KSP1 Mod Releases
I just like to ask for a function to add to this mod. The windows pops up as expected, but they are so fast dissapearing. Nor can I save the thing even with prntscr nor copyand paste. And in the debug window there aren't show up. So can you please make it save it into the debug log as well and maybe a optional button or something to set the window timing??? The first one should be easier. just each time a window closing save its text to the debug log please. I do not have output log somehow, and each modler asking for it. I am willing to help but can't in this way. Oh and the most important thing. Please add AVC support to this mod. Maybe my ask is out of question since but didn't noticed a newer version or something... I know only what I see. The ExceptionDetector.dll is 8.0k and dated 2015.febr.04 Thank you in advance. -
That particular error must be related to the ricos (custom window that's why I dropped in the screencap to show the author the possible base of errors (Myself is suspecting that landing guidance (without a reenentering orbit or some other indicator from the landing window could have soething not well written stuff OR the RCS dV Because all the other stuff can be found on one of the basic windows and no exceptions' there, but this is just speculation)) Anyway Thank You Very Much. I Will look into and search that log file. For now I am ingame and for the the ascend autopilot I can present you a part of the debug log (alt+F12 -> debug tab): [Error]: MechJeb module MechJebModuleAscentAutopilot threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleAscentAutopilot.DriveGravityTurn (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleAscentAutopilot.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 Is that can help? The crafit is a simple one with 8rcs thrusters a probecore, a RCStank a docking port and an OP Ion engine. (It made some wierd turn on the way up (with FAR it is not a hard task)) I searched right now the whole KSP directory () and subdirs by Totalcommander (alt+F7) for outputlog.txt also output*.* and output.log I do not have one. All I found is an error log for yesterdays (03.07) crash.
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I do reinstalled it. But still the error occures. Each time I starting the game at the main menu the exceptionDetector popping up and wirtes: ActiveTextureManager.setuploaders:1 trown some exceptions. Also ingame it complains the same but the end of the message is the DistantObjectEnhancer. (I suspect some kind of incompatibility here) I am using the latest release x86agressive. For a 32bit version of KSP for win7 64 bit. Please check into the code to get rid of the exceptions. (I think you know better than I what that setuploaders:1 means) I did have major problems craft's half or the whole thing dissapeared when Alt tabbed out and back of the game or just go to the KSC and from the trackview back to the craft... and such. This is why I started hunting for errors in the first place.
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Okey How can I get THE a stripped down version? I do not have RasterPropMonitor installed so I surely don't need that. Do I? or Which Files are the "bare minimum" to copy over? As this have 2 more dll-s and some config files surplus (Compared to 5.1) What are those (what they do? Which one is which)? do I need them? Can I not include them? (I do not like stock IVA-s and can't modding further because of instability issues occures every time a new stuff is installed to KSP for me. I am a sad 32 bit game on 64bit windows user.) Edit: For now I just overwrited the files. ( First Flag message: Always quit KSP before triing to overwrite files :D )
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First launch of the game with it can be a very slow process. (it is stated in the front of this thread with huge headlines ) and it depends on your machine's resources/speed and the amount of mods you have. But two hour?!?!?! Glad you have the patience. For me it was about a half hour. But as it turned out I am way under the average with only 58 mods installed :D Anyway I still like to say that the exception detector is constantly come and see me and stating nullreferences complaining about active texure manager has it with the distant object mod. Mostly when the distant objects are visible on screen, like tyloo, and other distant planets. I just cant catch it as I spamming printscreen it and try to paste the picture to PhotoShop It gave me old pictures always (This mustn't be the mods fault but I can't really get it) Can Someone give me information about properly catch this effect from a log or something, to get it posted here for the sake of helping the development.
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In this way as I can understand, you must have already installed the firespitter.dll If a mod is depend on it. For example B9 has it already inside it's package. So look for it inside the gamedata folder and also in the mods dir if you don't have the firespitter directory there already. But if you get the newest download (There should be a link in the front of this thread), you can use just the dll itself (or the plugins directory) from the zip and extract it into firesplitter/plugins/ directory inside your gamedata. The firespitter parts are not needed for just using the functions(modules) from the dll.
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I have got something to report. I was on a trip with the given ship. Kerbin ->Mün flagplanting -> Minmus FlagPlanting -> Little hop to Kerbol orbit. On the way back from the sun's orbit my game started to slow down extremely something like a max 5 FPS (The machine is strong enought ) So I checked memory usage first. That is normal. 2.2 GB Then chacked the debug log. I posting a screenshot. After close mechjeb windows The log spamming stopped. After opening it agian the log spamming started again. So 3 more try and here I am with an error report. Additional info: ExceptionDetector keeps coming up about 5-10 minutes complaining something about ActiveTextureManager cannot find some Mumech stuff. But that window is too fast for me to read. (sorry I am not English) I also tried screencapture it with no success. If I can catch it I deffinitely edit this post and insert that one too. I am using 405 dev build. (I am willing to update if there is a newer version out there) And please help those Kerbals to smile instead of that terrified face. They don't seems to like the logspam.
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I am just thinking again. That is not good This should mean you more work to do Serriously: I am came up with an IDEA. So le't make it a feature request: If it is not too much work. I do really like the Mechjeb "main menu"'s ability to hide itself on the docked screen edge (Sorry for the words Just don't remember the correct word) But You must have know what I mean. So I like that function very much. And I'd like to ask you for can you make all the MJ windows to have that ability? (Docking on screen edge and slidehiding only shows the name of the window). Oh and another thing if I may: where in the configs can the main menu window autohide state found? I do have to hide it on some screen every time I switch to the screen (I thing it is called the flight screen). Can I hide it by default? - - - Updated - - - And I have a bad news too. [Error]: MechJeb module MechJebModuleAscentAutopilot threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleAscentAutopilot.DriveGravityTurn (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleAscentAutopilot.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 When Flying with the ascend guidance with a simple satelite. This message spams my debug log right now. version dev build 405 ---- As I alt tab to this forum window and back, my vessel became invisible. I think I should restart the whole machine as this is crazy MJ do its job. right now making the circularization burn... This stuff is awesome, It can make a 250km polar orbit for an invisible craft without an error ok after the visit to the trackingstation and fly again the same satelite it is visible again. And Sure MJ did it's job. I pushed the extend solarpanels button on my window and voila after become visible again it was opened.
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Yes It is a good thing indeed. I just updated Tweakscale (Which is not using textures you know) But this once another plugin (I thought it is dead) "Finaly" awaked. This other mod is called: exception detector. And it complained for a few seconds about throwed exceptions by active texture manager when the game's main menu screen loaded up. (I used your mod since a week now). But please if you have some suspicions, what causes this error take a look at it. I can think of something like a new mod found but no textures in it or soemthing simmilar. (I am not know your code, but I had something like this back in my visualbasic programming days) Also If I get an information where are log files (if the game not crashed) I am happy to send you mine. I am still in the game now.
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Thank you. Than I should download a newer version I think. (isn't it has KSP AVC kompatibility?) I'll look into it. I downloaded it. Note: MM 2.5.11 is out there already and stable. The package contains 2.5.10 And this new one have AVC version file. So I had an outdated one. Thank you for pointing it out.