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baldamundo

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Everything posted by baldamundo

  1. Having the same issue. Last log entry is: [LOG 21:25:19.980] PartLoader: Part 'Coatl Aerospace/ProbesPlus/Parts/Telescopes/explorer/ca_explorer' has no database record. Creating. [LOG 21:25:19.980] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 21:25:19.985] DragCubeSystem: Creating drag cubes for part 'ca.explorer'
  2. Does anyone know which tech tree mods have configs for Tantares? Particularly would like to try an unmanned-first mod that has Tantares parts in the right places
  3. I think this may be an issue or conflict with the 0.1.10.3 pre-release. I was crashing on launch, then rolled back to 0.1.10.1 and it seems to be fine so far.
  4. Hey. Long-time fan of the mod, coming back to KSP after a long break. Does anyone know what the current state of compatibility with RemoteTech is? I remember there being issues in the past, but not clear if the compatibility list on the GitHub is up to date. And how much do the features of the two overlap at this point anyway? And the Kerbalism signal system is meant to run alongside the stock CommNet, right?
  5. Upgraded to the latest version and the HDD upgrades have stopped working. Figured it might be a bug in changing versions within a save, so tested a new career and cheated in a load of science points, but the HDD upgrades didn't work there either. Am also running UnKerballedStart, which I understand compatibility has just been added for - so wonder if the issue is there? EDIT: Huh. Just looked at the UnKerballedStart compatibility patch, and if I'm reading it right it seems like it just completely nerfs all HDDs and leaves only about three command pods capable of receiving upgrades?? Some of them seem to have had their capacity reduced literally by a factor of a hundred
  6. Some really great parts in this, but is there no unmanned Mk3 nose-cone that fits cleanly with the lifting body underside?
  7. Did a bit of googling and couldn't find very much on this. Has anyone else had a problem with excessive autostruts causing rockets to fall apart on the launchpad? When the kraken hits, I'll hear (and sometimes even see) crashing effects during the loading screen when the screen's still black, and then when I get to the launchpad there'll be various parts knocked out of alignment, sometimes fully disconnected or even destroyed. Sometimes the vessel will then just sit there in whatever state of disrepair, sometimes it then falls apart and destroys the entire landing pad. Sometimes it seems to only affect parts in one half of the mirrored symmetry. I've not narrowed down the exact cause, but it's only occurred so far on relatively large vessels (or large based on my current relatively low performance combo of mods and hardware - 60 - 120 parts maybe) with lots of autostruts, and seems to be fixed by removing some or all of those autostruts. It's possible that this is just caused by the sheer number of autostruts, it could be to do with overall partcount, it might be a glitch to do with autostruts on different subassemblies (all of the craft have been assembled from separate payload and launcher subassemblies), it could relate to part clipping, it might be something about autostruts crossing fairings or cargo bays. Or it could just be some kind of mod conflict. Has anyone had similar problems before and does anyone have any ideas as to precisely the cause and potential workarounds?
  8. this is a pretty minor aside, but can i just say i absolutely love how the gimballing animations look on the four-engine version of the Proton first-stage when it's manoeuvring. something really cool, really elegant about it
  9. I wouldn't necessarily rush to fix it. It's possible that your mod's actually reduced the severity of the bug by leaving the parts merely deformed when they might otherwise get destroyed!
  10. Does the beta version on GitHub with the reroot fix not include the fix for the attachment node problem described above in the thread?
  11. Has anyone had any issues with this mod and part clipping? I'm occasionally getting weird kraken attacks on the launchpad, which seem to be specific to particular saved vessels, and the only common features I can identify is that seems to only happen where there are clipping parts, and it seems to cause KKS damage (seems like sometimes enough to destroy entire parts) immediately on loading a new launch - in fact, the damage seems to occur while the game is still loading, with the sound effect and sometimes a puff of smoke happening while the rest of the screen is still black. Have disabled the mod - which is a shame since it's a fantastic mod! - it looks as if the problem's gone away now. Or at least the most recent craft to have the issue is no longer having it - admittedly it's very slow and difficult to conclusively trace bugs in heavily modded KSP. EDIT: FOR love'S SAKE. Turns out (as I kind of suspected) that the KKS stuff was just a symptom and not the underlying problem. The Kraken has re-emerged. I hate this game sometimes. EDIT2: Huh, looks like it's an autostrut Kraken - turns out there is such a thing as too much autostrut! Hopefully I should be able to reinstall KKS safely
  12. What's the current level of integration between this and Scrapyard? Particularly e.g. when using the Plans or Duplicate features to build things directly from the KCT menu without visiting the VAB? I'm guessing it doesn't respect Scrapyard's override funds option?
  13. That's a pain - any ideas of combinations of settings/config hacks/etc to leave it a bit more playable? Am already quite far into this career game. Btw, what exactly is the logic behind how sample storage works currently? A surface sample from a Kerbal on EVA takes up one slot and weighs 25kg, whereas each of the surface experiments from DMagic's orbital science mod seem to take up about 11 separate slots, despite the total mass of samples being significantly lower than that of the vanilla surface sample. Is it intended behaviour that I need to attach two to four dedicated sample storage containers to each of my landers?
  14. Have tested running the same vessel and it can't be a hard drive space issue (unless that's not working in background simulation) - going at high timewarp, it never even used up 5% of its disk space. And running it at high timewarp, the experiments run and transmit just fine (there seems to be a bit of instability with energy production, but once it interrupts timewarp it recharges quickly enough not to interrupt the experiments). Incidentally, running that craft at high time warp I just had the game freeze for fully five minutes with a whole bunch of Kerbalism/RemoteTech related logspam: EDIT: Okay, it looks like the problem is not to do with background simulation, it's that the transmission rate sometimes just completely collapses, and it seems to be totally unrelated to the antennas used, relays, etc. Seems completely random.
  15. Try MechJeb - there's options for displaying centres of mass, lift, etc - think it's in the Attitude Adjustment window?
  16. Which mods are you using? I get the same logspam pretty regularly
  17. Some mod I've got installed is causing this orbit information display to pop up, and I can't for the life of me work out what it's from or how to get rid of it. Didn't mind it when it first appeared but ages later I've completely forgotten where it came from It seems to be using the stock messaging system, printing a new set of info every frame - which I'm pretty sure cannot be good for the framerate, makes it harder to keep track of other messages, and absolutely breaks DMagic's One Window mod. Anyone have any idea where it's from and how to get rid of it? I've been desparately searching through my mod list and and the mod settings window, and can't figure it out. CKAN exported mods list is:
  18. Couple of thoughts for the Scrapyard UI in the editor: Would be handy if the part list displayed the generation of each item as well as number and uses. Think it would also be useful to have a 'sell all' button. Btw I saw that the 'override funds' feature is listed as WIP - is there a list of the known issues for it somewhere? Have noticed some really odd irregularities in the values of sold parts, and I think there's a bug that means it can end up leaving you on negative funds upon recovering a vessel, but need to test it some more.
  19. Cheers for the answers. How is transmission rate calculated when using the mod alongside RemoteTech?
  20. Is anyone else having issues with the background simulation of science experiments? It does seem to be working to some extent, but they regularly seem to end up taking orders of magnitude longer than the planner says they should. At first I was just having problems with e.g. ensuring they have enough power etc to run continuously, but I'm pretty sure I've got all that sorted now, and the experiments still don't seem to be running the way they should.
  21. So the present system gives a significant disincentive against trying to build reuseable vehicles. Or at least encourages you to extensively test the hardware with disposable versions first. That may actually be realistic and desirable behaviour, but worth thinking about how it affects the balance. My instinct is that there should be some added benefit to reusing a part repeatedly, even if it's much lower than building the part repeatedly - you would think that reusing a spaceplane twenty times would give some level of experience/information relative to just launching it once. Edit: BTW have been playing this alongside Kerbalism and wondered whether there are any prospects for having extended compatibility between the two mods. If Oh Scrap was capable of part failures during background simulation, and if Kerbalism's UI could recognise Oh Scrap failures, it would basically make the Kerbalism part failure system redundant. Opened a thread about it here - https://github.com/Kerbalism/Kerbalism/issues/493
  22. How does reusing parts affect the generation, if at all? If I reuse a part 10 times before building a second fresh copy, will it still be only generation two? Absolutely love the mod by the way. Thought I was just downloading a minor realism/difficulty mod, but actually the amount of strategic depth this adds to a career game is enormous.
  23. Is there a way (maybe a config file to edit?) of setting up default settings for Kerbalism's automation feature? E.g. so I could set it so the power cells on all my craft are set to automatically activate when power gets low, rather than having to set it manuallly for each craft at launch?
  24. Would it take much work to make these textures useable on procedural parts?
  25. Trying to debug some repeated freezes occuring in the VAB, which is very tricky given the number of mods I have installed, but I seem to be getting a series of StageRecovery related errors occuring in the log at the time of the freeze. Can anyone tell me what they mean and if they might be causing my problem? Can upload full logs if anyone wants to have a look. [ERR 09:02:01.375] StageRecovery: No parent part found [ERR 09:02:08.177] Exception handling event onVesselWasModified in class RecoveryController:System.NullReferenceException: Object reference not set to an instance of an object at RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 09:02:08.179] NullReferenceException: Object reference not set to an instance of an object RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) RemoteTech.Modules.ModuleRTAntenna:AddTransmitter() RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean) RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState) Part:ModulesOnStart() <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 09:02:08.182] [RemoteTech] ModuleRTDataTransmitter::OnLoad [LOG 09:02:08.182] [RemoteTech] ModuleRTAntenna: Find TRANSMITTER success. [LOG 09:02:08.182] [RemoteTech] ModuleRTAntenna: Add TRANSMITTER success. [ERR 09:02:08.186] Exception handling event onVesselWasModified in class RecoveryController:System.NullReferenceException: Object reference not set to an instance of an object at RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 09:02:08.188] NullReferenceException: Object reference not set to an instance of an object RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) RemoteTech.Modules.ModuleRTAntenna:AddTransmitter() RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean) RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState) Part:ModulesOnStart() <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 09:02:08.191] [RemoteTech] ModuleRTDataTransmitter::OnLoad [LOG 09:02:08.191] [RemoteTech] ModuleRTAntenna: Find TRANSMITTER success. [LOG 09:02:08.191] [RemoteTech] ModuleRTAntenna: Add TRANSMITTER success. [ERR 09:02:08.196] Exception handling event onVesselWasModified in class RecoveryController:System.NullReferenceException: Object reference not set to an instance of an object at RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 09:02:08.197] NullReferenceException: Object reference not set to an instance of an object RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) RemoteTech.Modules.ModuleRTAntenna:AddTransmitter() RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean) RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState) Part:ModulesOnStart() <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 09:02:08.200] [RemoteTech] ModuleRTDataTransmitter::OnLoad [LOG 09:02:08.200] [RemoteTech] ModuleRTAntenna: Find TRANSMITTER success. [LOG 09:02:08.200] [RemoteTech] ModuleRTAntenna: Add TRANSMITTER success. [ERR 09:02:08.205] Exception handling event onVesselWasModified in class RecoveryController:System.NullReferenceException: Object reference not set to an instance of an object at RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 09:02:08.207] NullReferenceException: Object reference not set to an instance of an object RecoveryController.RecoveryController.onVesselWasModified (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) RemoteTech.Modules.ModuleRTAntenna:AddTransmitter() RemoteTech.Modules.ModuleRTAntenna:SetState(Boolean) RemoteTech.Modules.ModuleRTAntenna:OnStart(StartState) Part:ModulesOnStart() <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 09:05:20.807] Exception handling event onEditorShipModified in class StageRecovery:System.StackOverflowException: The requested operation caused a stack overflow. at (wrapper managed-to-native) Lingoona.NativeMethods:useGrammar (string,int,string[],int) at Lingoona.Grammar.useGrammar (System.String template, System.Collections.Generic.List`1 parameters) [0x00000] in <filename unknown>:0 at KSP.Localization.Localizer.FormatWithLingoona (System.String template, System.String[] parameterList) [0x00000] in <filename unknown>:0 at KSP.Localization.Localizer._Format (System.String template, System.String[] parameterList) [0x00000] in <filename unknown>:0 at KSP.Localization.Localizer.Format (System.String template, System.String[] list) [0x00000] in <filename unknown>:0 at KSPUtil.LocalizeNumber (Single value, System.String format) [0x00000] in <filename unknown>:0 at BaseField.GetStringValue (System.Object host, Boolean gui) [0x00000] in <filename unknown>:0 at BaseFieldList.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at AT_Utils.ModuleTankManager.OnBeforeSerialize () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) UnityEngine.Object:INTERNAL_CALL_Internal_InstantiateSingle (UnityEngine.Object,UnityEngine.Vector3&,UnityEngine.Quaternion&) at UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) [0x00000] in <filename unknown>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) [0x00000] in <filename unknown>:0 at UnityEngine.Object.Instantiate[Part] (.Part original, Vector3 position, Quaternion rotation) [0x00000] in <filename unknown>:0 at DragCubeSystem.RenderProceduralDragCube (.Part p) [0x00000] in <filename unknown>:0 at DragCubeList.SetDragWeights_Procedural () [0x00000] in <filename unknown>:0 at DragCubeList.SetDragWeights () [0x00000] in <filename unknown>:0 at StageRecovery.StageRecovery.GetChuteArea (System.Collections.Generic.List`1 parts) [0x00000] in <filename unknown>:0 at StageRecovery.EditorGUI.BreakShipIntoStages () [0x00000] in <filename unknown>:0 at StageRecovery.EditorGUI.Recalculate () [0x00000] in <filename unknown>:0 at StageRecovery.StageRecovery.ShipModifiedEvent (.ShipConstruct sc) [0x00000] in <filename unknown>:0 at EventData`1[ShipConstruct].Fire (.ShipConstruct data) [0x00000] in <filename unknown>:0 at AT_Utils.Utils.UpdateEditorGUI () [0x00000] in <filename unknown>:0 at AT_Utils.ModuleSwitchableTank.OnDestroy () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) UnityEngine.Object:DestroyImmediate (UnityEngine.Object,bool) at UnityEngine.Object.DestroyImmediate (UnityEngine.Object obj) [0x00000] in <filename unknown>:0 at DragCubeSystem.SetupPartForRender (.Part part, UnityEngine.GameObject partObject) [0x00000] in <filename unknown>:0 at DragCubeSystem.RenderProceduralDragCube (.Part p) [0x00000] in <filename unknown>:0 at DragCubeList.SetDragWeights_Procedural () [0x00000] in <filename unknown>:0 at DragCubeList.SetDragWeights () [0x00000] in <filename unknown>:0 at StageRecovery.StageRecovery.GetChuteArea (System.Collections.Generic.List`1 parts) [0x00000] in <filename unknown>:0 at StageRecovery.EditorGUI.BreakShipIntoStages () [0x00000] in <filename unknown>:0 at StageRecovery.EditorGUI.Recalculate () [0x00000] in <filename unknown>:0 at StageRecovery.StageRecovery.ShipModifiedEvent (.ShipConstruct sc) [0x00000] in <filename unknown>:0 at EventData`1[ShipConstruct].Fire (.ShipConstruct data) [0x00000] in <filename unknown>:0 at AT_Utils.Utils.UpdateEditorGUI () [0x00000] in <filename unknown>:0 at AT_Utils.ModuleSwitchableTank.OnDestroy () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) UnityEngine.Object:DestroyImmediate (UnityEngine.Object,bool) at UnityEngine.Object.DestroyImmediate (UnityEngine.Object obj) [0x00000] in <filename unknown>:0 at DragCubeSystem.SetupPartForRender (.Part part, UnityEngine.GameObject partObject) [0x00000] in <filename unknown>:0 at DragCubeSystem.RenderProceduralDragCube (.Part p) [0x00000] in <filename unknown>:0 at DragCubeList.SetDragWeights_Procedural () [0x00000] in <filename unknown>:0 at DragCubeList.SetDragWeights () [0x00000] in <filename unknown>:0 ... [EXC 09:05:25.380] StackOverflowException: The requested operation caused a stack overflow. Lingoona.Grammar.useGrammar (System.String template, System.Collections.Generic.List`1 parameters) KSP.Localization.Localizer.FormatWithLingoona (System.String template, System.String[] parameterList) KSP.Localization.Localizer._Format (System.String template, System.String[] parameterList) KSP.Localization.Localizer.Format (System.String template, System.String[] list) KSPUtil.LocalizeNumber (Single value, System.String format) BaseField.GetStringValue (System.Object host, Boolean gui) BaseFieldList.Save (.ConfigNode node) PartModule.Save (.ConfigNode node) AT_Utils.ModuleTankManager.OnBeforeSerialize () UnityEngine.Object.Internal_InstantiateSingle (UnityEngine.Object data, Vector3 pos, Quaternion rot) UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) UnityEngine.Object.Instantiate[Part] (.Part original, Vector3 position, Quaternion rotation) DragCubeSystem.RenderProceduralDragCube (.Part p) DragCubeList.SetDragWeights_Procedural () DragCubeList.SetDragWeights () StageRecovery.StageRecovery.GetChuteArea (System.Collections.Generic.List`1 parts) StageRecovery.EditorGUI.BreakShipIntoStages () StageRecovery.EditorGUI.Recalculate () StageRecovery.StageRecovery.ShipModifiedEvent (.ShipConstruct sc) EventData`1[ShipConstruct].Fire (.ShipConstruct data) AT_Utils.Utils.UpdateEditorGUI () AT_Utils.ModuleSwitchableTank.OnDestroy () UnityEngine.Object.DestroyImmediate (UnityEngine.Object obj) DragCubeSystem.SetupPartForRender (.Part part, UnityEngine.GameObject partObject) DragCubeSystem.RenderProceduralDragCube (.Part p) DragCubeList.SetDragWeights_Procedural () DragCubeList.SetDragWeights () StageRecovery.StageRecovery.GetChuteArea (System.Collections.Generic.List`1 parts) StageRecovery.EditorGUI.BreakShipIntoStages () StageRecovery.EditorGUI.Recalculate () StageRecovery.StageRecovery.ShipModifiedEvent (.ShipConstruct sc) EventData`1[ShipConstruct].Fire (.ShipConstruct data) AT_Utils.Utils.UpdateEditorGUI () AT_Utils.ModuleSwitchableTank.OnDestroy () I've also noticed that *during* the freezes I get continuous logspam including the following: [LOG 09:06:47.137] DragCubeSystem: Rendering procedural drag for aquila.cargo.bay.s1p5.2 Is it possible that the part (a mod-added cargo bay) is breaking the drag calculations, causing StageRecovery to freak out and freeze the game? The freezes seem to occur either when loading a vessel or attaching a part to it.
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