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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Simple is not a word I'd apply to USI LS. Scalable, yes, expansive, yes, but not simple. Simple is something like IFI LS or Snacks Disclaimer: I'm the current maintainer of IFI LS
  2. As I said in my email back to you, I needed the log file. You are the first to report this. Your links are useful, but may not be the root cause, which is why I need to see the complete log. Also, please answer the following questions: Is this a career, science or sandbox game? Assuming it is not a sandbox, is this happening at the beginning of the game, or after you've done something (such as launching a vessel)? I did some testing, and found that the root cause was a missing initialization of the earnedAchievements. If you had done a better job of describing the complete problem as well as providing the log file, it would have saved me some work. Your workaround is simply to not go into the window until you have at least one achievement made. Then it will be fine. I'll be getting an update out soon to fix this
  3. There are a lot of problems in the log file, none which are directly from this mod. You can try editing the persistent.sfs file and remove all references to KSTS. I'd make a full copy of the save and do this in the copy
  4. I haven't the foggiest idea, It might be a bad track
  5. I would normally agree, except that there are now a LOT of options which don't really belong in that menu. Maybe adding a stock settings page would be better, but then every time a new option is added the settings page(s) will need to be updated. What I would write would be dynamic by reading the file and presenting it on screen in a usable format. Since the top of the Settings.cfg contains the following: // You can set specific patches to false to disable them. // It is recommended to do so using a ModuleManager patch. // See the KSPCF_UserSettings.cfg.extra file in the "Extras" folder for an example. I was proposing something which would work along this way. If, on the other hand, they are moving all settings into a settings window, then maybe it's not needed. One thing to keep in mind, is that having a MM file to change the settings.cfg can be useful to be able to copy the settings between different installs
  6. Thanks It may be worthwhile to create small window to allow the options to be configured without having to edit a file. In fact, I'd be willing to write one, if you like. Looking at the Settings.cfg file, looks like it would be moderately difficult. I'd want to read the file to get and keep the comments, and use them as a prompt on the window, so I wouldn't be able to use the normal way to load a config file Looks like every parameter has one or more comments just before it, or a comment following the value Let me know Edit: I guess you recommend a MM patch to make the changes since the file gets updated every release, so I'd make the mod to write a MM patch file to make the local changes
  7. I know, I wasn't asking, I was say that it _should_, since the author is still active.
  8. Ok, so I see this adds the following to the Settings.cfg: // This tweak eliminates KSP's stock behavior of saving every time // you exit a UI-only space center building (AC, MC, etc) // and every time you delete a vessel in the Tracking Station FewerSaves = false I assume this needs to be changed to "true" to enable it? Asking because most of the other performance tweaks are defaulted to "true"
  9. I never wrote anything like that, the only thing which may be relevant would be the S.A.V.E. mod and I'm not planning on modifying this to do that.
  10. It's not incompatible, but no one has written any waterfall configs for it, if that's what you are asking
  11. Then this thread should be closed to avoid confusion
  12. @JewelShisen Could you update the title of the thread to show 1.12 compatibility? Thx
  13. Thank you I can confirm that the old version has been removed from CKAN
  14. Your welcome. The config could be updated to use better effects with ModuleEnginesFX, and I suppose Waterfall support could be added, but nothing I'm interested in do. and, BTY, it's very powerful and big
  15. The HiRes download from @Mecripp still works: https://www.dropbox.com/s/vklgjbpn2iu8rc0/Hakari.zip?dl=0 and the download from @Stone Blue still works: https://drive.google.com/file/d/0B0D_PFGuuyqobXAtcm5LV1h4WDg/view?usp=sharing&resourcekey=0-SPFfGa2QCrRHwZhUdafCxg I suppose it would be nice if someone packaged it up, but if you had read back a bit, you would have found both versions
  16. Glad it helps. It is a bit esoteric and not really obvious to a beginner. If you want a more detailed explanation, i'd suggest looking at this thread:
  17. It's because of this file: FMRS_MM.cfg, which contains the following code: @PART[*] { MODULE { name = FMRS_PM parent_vessel = 0 } } This adds FMRS to every part in the game. So you probably have something in the order of 1460 parts in total in the game. You appear to not fully understand what ModuleManager is doing. ModuleManager reads all the cfg files and applies patches to all the parts depending on the code in them. These aren't downloaded, they are part of various mods which need these changes in order to work. Also, that's actually a very low number of patches. In my career game, I believe that I have of 15000 patches, and at times, depending on what mods are installed, I've seen numbers of over 100,000 patches (which happens a lot with RO)
  18. You can ignore those errors, it's just looking for GravityTurn to see if it's loaded or not You should remove Parallax, it's not working at all and just generating errors I'd suggest making a new copy of KSP, and just install this mod and it's dependencies, see if it works, then add in more mods until it doesn't. You are running Kerbalism, and I don't support that. It changes things so much, that generally I don't do any support if it's installed. I don't see anything right now, will try running it later.
  19. @malkuth I'm testing this with an eye to using it in my career, however, I have the following problems with it: 1. The UI is too big, and extends off the window if the resolution of the height is less than about 1100 or so 2. When building a contract to orbit or land, every time I click a button, the window jumps. This is intermittent, I've seen the behaviour on a few of the windows with no pattern yet 3. Launch crew to station, and resupply resources to a station, are returning an ArgumentOutOfRangeException. I thought it might have been that my test save didn't have any vessels in orbit, but I put one in orbit and it still happens Here is the error: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <9577ac7a62ef43179789031239ba8798>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at MissionControllerEC.MissionControllerEC.CrewTransferContract () [0x009b6] in <cd182899901643e2be52f09447796420>:0 at MissionControllerEC.MissionControllerEC.<Allocate>b__156_4 () [0x00001] in <cd182899901643e2be52f09447796420>:0 at DialogGUIButton.OptionSelected () [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at DialogGUIButton.<Create>b__23_1 () [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <12e76cd50cc64cf19e759e981cb725af>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00022] in <12e76cd50cc64cf19e759e981cb725af>:0 at UnityEngine.UI.Button.Press () [0x0001c] in <5336a8686ff14f17888ce9a9f44f29bc>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00009] in <5336a8686ff14f17888ce9a9f44f29bc>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <5336a8686ff14f17888ce9a9f44f29bc>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <5336a8686ff14f17888ce9a9f44f29bc>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Also, which may or may not be related, it also generates a couple of NullRefs This is a snippit showing the nullrefs: Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MissionControllerEC..ctor () [0x0005c] in <cd182899901643e2be52f09447796420>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: <cd182899901643e2be52f09447796420> Line: 0) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at PopupDialog.SpawnPopupDialog (MultiOptionDialog dialog, System.Boolean persistAcrossScenes, UISkinDef skin, System.Boolean isModal, System.String titleExtra) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at MissionControllerEC.MissionControllerEC.Awake () [0x00079] in <cd182899901643e2be52f09447796420>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) And this is the complete log file: https://www.dropbox.com/s/1yhijluf9opv67e/MissionControllerNullRefLog.zip?dl=0 Edit: Looks like the ArgumentOutOfRange is caused by not having a check for there being any destinations available. I fixed it locally by adding a check and then a popup dialog, let me know if you want a PR. Haven't figured out the window jumping yet
  20. This is what's there: ENABLE_CHASE { primary = Tab secondary = None group = 0 switchState = Any } You can try the following: Keypad1 Keypad_1 KeypadOne I listed them in order of what I think is most likely to work
  21. It's been long time since you mentioned, I went back and read it. While I disagree, you are entitled to your opinion. Thank you for allowing it to be indexed via CKAN, and I won't bring it up again
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