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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I don't see any NAN errors, but I see a large number of NullReferenceExceptions (NRE), starting at line 36101 NullReferenceException: Object reference not set to an instance of an object at SpaceCenterBuildingCollider.OnMouseExit () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions) UnityEngine.HitInfo:SendMessage(String) UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32) the flight scene wasn't even entered the first time until line 38173 I'll take a look, but frankly, you have too many mods (>100) installed for me to get anything worthwhile out of the log file. If you feel it's RSS, please create a new install, and only install RSS and KRASH and see if it happens. If it doesn't, then you may have a problem with another mod interacting with everything. Let me know the results of your tests LGG OK, this will be very helpful in figuring this out. But when I looked at the file, I saw more than 200 mods there. Any chance you could do that minimal install again? Thanks LGG
  2. I took a quick look at the log (I'm at work right now). There are a large number of NullReferenceExceptions in the log file in things like OrbitPhysicsmanager, as well as others. In fact, there aren't any exceptions from KRASH at all. I'd suggest removing KRASH and seeing if those exceptions still exist, if they do (and I'm pretty sure they will), then you have a problem unrelated to KRASH. If it is RSS, then you need to contact them and have them fix it; 15 meg of errors is unacceptable. Please let me know how it goes.
  3. Or maybe RSS is incompatible with KRASH? Please send me a log file, and a list of all mods. Thanks You can change the location in the KRASH Config window, accessable from the Space Center screen. Look in the Lower Right, you want to increase the Vertical Position by 10-20 or so.
  4. Please do. Also, are you in sandbox, or career mode? I just installed the game on my Mac, put KRASH and one of the cameras from the mod on a small pod, and was able to do a sim without any problem. Please, also, upload a craft file which shows the problem. Thanks
  5. ok. Any suggestions as to how to troubleshoot this? It's a nice mod, I'd like to see if it can be worked around
  6. If your folder is still available, could you try installing Tarsier and removing the Infernal Robotics? Thanks
  7. I know about the dll, but supposedly it doesn't run in the editor. I'll be looking into it, thanks Do you remember those "5ish" mods you installed?
  8. and did you have any other mods installed? Can you list them? It's hard to see how a parts mod (in the editor, at least) would be causing this problem. I'm wondering if there is something else going on
  9. Well, since Hullcam isn't compatible with 1.1, your problems aren't surprising. I took a look at it to see how difficult it would be to get it working. Unfortunately, it's not easy, and I'm rather busy with my other mods right now. If it hasn't been updated when I have time, I may try again, but it's going to be a few weeks.
  10. hmm. It isn't supposed to even allow that. Thanks for the report, it's going to be a few days before I can get to it. Thank you for tracking this down. Does it happen all the time, or just sometimes when that mod is installed?
  11. Not a dumb question at all! They should work fine, they are dependent on ContracConfigurator only. I just haven't yet updated the versoining on them
  12. Ok, I've gotten it done, please test this: https://www.dropbox.com/s/1f6eb8avvyxvgsx/EditorExtensionsRedux-3.2.7a.zip?dl=0 It's mostly your changes, but it now should work with all the gizmos (I only tested with the rotation) and doesn't require doing anything to the stock keys. This is a test version, while compiled as a release, be prepared for it not working. The reflection code had to be changed so that it would work on Linux (since the field names aren't exposed on Linux, I had to do it via offset)
  13. I confirmed today it happens even when the "Reload database" function has not been used. In fact one of the symptoms I'm seeing is easy to reproduce: Start KSP 1.1.2, x64. Only mod loaded is fresh install of EditorExtensionsRedux 3.2.7. Click Yes to prompt allowing the mod to check for updates. Enter VAB. Do part search for "tank" and drop an FL-T400 fuel tank into the editor. Do part search for "ladder", pick the "Pegasus 1 Mobility Enhancer" (small, 3-rung ladder), press "C" until you get 22.5 snap angle, attach it to the fuel tank. Press "3" for the rotation gizmo, select the ladder, rotate it a couple notches clockwise. Press "C" to change the snap angle to 30. Rotate the part counterclockwise and see there is no snapping at all. Happens with other parts, too. It almost seems like the game's own shortcut keys for switching between Snap/No-Snap are silently interfering with EditorExtensionsRedux's behavior of changing snap angles, at least as far as the gizmos are concerned. Maybe a timing issue with an event handler or something? It can get out of sync in other ways, too. I've seen cases where I use "C" to change the snap angle to 45 degrees (and the number 45 is visible in the bottom left), but the game is still snapping to a smaller angle (e.g. 22.5?) when I use the rotation gizmo. The only surefire way I found to fix it is to click the "degrees" GUI indicator with the mouse a couple times to toggle it off and on, then EditorExtensions and the game seem to get back in sync. Would love to know if anyone else is having this problem. EDIT: I grabbed the source code to try and troubleshoot, made a build that hardcodes the rotation key, then disabled the toggle rotation keybinding in the game (I figured this would prevent any interference between stock keyhandlers and the mod's). Still getting a similar issue. I added some logging and found that although srfAttachAngleSnap is (at least according to the log) getting updated, the active rotation gizmo's SnapDegrees property remains unchanged after AngleSnapCycle executes. Tried to update this with a hammer but it's a readonly property. EDIT 2: I think I solved it, with the following code: I was able to duplicate this. It was very easy to do so by following your steps. Reflection code is messy, and your code may not work on Linux or OSX. I know how to make it work, and will be incorporating this in soon. As you say, I'll need to make sure that when the game handles the rotation key. I've added your code, and it works nicely while a part is selected (i didn't disable the key), although there is still a problem when selecting a part to rotate, but I know what to do about that. It's a real pleasure having this help, thanks. Once I get it working, I'll get you a copy to try out Sound like a nice feature, please send me the source and I'll include it in the next version
  14. Are you still working on this? And where can I get the source to this version? Thanks
  15. Glad you like it. I've heard of some issues with the missions on Kerbin, please report them if you encounter any. thanks
  16. I found that when I pause flight using the following command: FlightDriver.SetPause (true); my log get spammed with the following: Game Paused! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) UIMasterController: ShowUI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) is there any way to stop this? It's not a bug, but a big annoyance. Thanks
  17. License allows. Sounds interesting, I'll keep it in mind, but am in the middle of another project right now
  18. I don't believe this mod has been updated for 1.1 yet; if it hasn't been updated, it is a sure thing that it won't work.
  19. Please, let's keep it civil. MaxRebo was making a feature request. Not unusual, and frankly, an interesting idea which may fit in with the rest of this mod. Not everyone can code, and those who can, may not have the knowledge or desire to spend time writing code for a game. It wasn't a demand, it was a request. Thank you
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