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baldamundo

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Everything posted by baldamundo

  1. On KSP 1.2.2.1622 64-bit. Module manager v2.7.5. Admittedly running a heck of a lot of mods. List exported from CKAN is as follows: If I remove Procedural Parts, all the parts return as normal. Full log is here: https://www.dropbox.com/s/baow1lvmrvn76lo/KSP parts missing.log?dl=0 Did a ctrl+f of it and and copied the bits that mentioned Procedural Parts and sounded like errors Most of them were repeated loads of times with different parts referenced: I don't understand enough about the logs to work out where to go from there, so if anyone could give me any guidance as to what might be causing the issue, I'd really appreciate it!
  2. Is nobody else having a problem where installing Procedural Parts causes the entire parts list to be completely empty? Does anybody even know what sort of problem or conflict could cause a bug like that?
  3. Really great to see how much progress this has made since I last played it. Curious as to what compatibility with RemoteTech is like atm though - do I need to go into the configs and disable some stuff?
  4. For some reason, installing the latest version of Procedural Parts seems to cause my parts list to appear completely, completely empty. I'm running way too many mods so probably some sort of conflict I guess? Did a ctrl+f in my logs for 'Procedural' and found a bunch of repeats of these: [EXC 10:13:10.150] NullReferenceException: Object reference not set to an instance of an object PartModuleList.Contains (Int32 classID) PartModuleList.Contains (System.String className) ProceduralParts.ProceduralPart.GetModuleCost (Single stdCost, ModifierStagingSituation sit) Part.GetModuleCosts (Single defaultCost, ModifierStagingSituation sit) KSP.UI.Screens.EditorPartList.<currentPartSorting>m__A9 (.AvailablePart r1, .AvailablePart r2) RUIutils+FuncComparer`1[AvailablePart].Compare (.AvailablePart x, .AvailablePart y) System.Array.compare[AvailablePart] (.AvailablePart value1, .AvailablePart value2, IComparer`1 comparer) System.Array.qsort[AvailablePart,AvailablePart] (.AvailablePart[] keys, .AvailablePart[] items, Int32 low0, Int32 high0, IComparer`1 comparer) System.Array.Sort[AvailablePart,AvailablePart] (.AvailablePart[] keys, .AvailablePart[] items, Int32 index, Int32 length, IComparer`1 comparer) Rethrow as InvalidOperationException: The comparer threw an exception. System.Array.Sort[AvailablePart,AvailablePart] (.AvailablePart[] keys, .AvailablePart[] items, Int32 index, Int32 length, IComparer`1 comparer) System.Array.Sort[AvailablePart] (.AvailablePart[] array, Int32 index, Int32 length, IComparer`1 comparer) System.Collections.Generic.List`1[AvailablePart].Sort (IComparer`1 comparer) KSP.UI.Screens.EditorPartList.RefreshPartList () KSP.UI.Screens.EditorPartList.Refresh () JanitorsCloset.ModFilterWindow.DefineFilters () JanitorsCloset.ModFilterWindow.Start () [EXC 10:13:10.876] NullReferenceException: Object reference not set to an instance of an object PartModuleList.Contains (Int32 classID) PartModuleList.Contains (System.String className) ProceduralParts.ProceduralPart.GetModuleCost (Single stdCost, ModifierStagingSituation sit) Part.GetModuleCosts (Single defaultCost, ModifierStagingSituation sit) KSP.UI.Screens.EditorPartList.<currentPartSorting>m__A9 (.AvailablePart r1, .AvailablePart r2) RUIutils+FuncComparer`1[AvailablePart].Compare (.AvailablePart x, .AvailablePart y) System.Array.compare[AvailablePart] (.AvailablePart value1, .AvailablePart value2, IComparer`1 comparer) System.Array.qsort[AvailablePart,AvailablePart] (.AvailablePart[] keys, .AvailablePart[] items, Int32 low0, Int32 high0, IComparer`1 comparer) System.Array.Sort[AvailablePart,AvailablePart] (.AvailablePart[] keys, .AvailablePart[] items, Int32 index, Int32 length, IComparer`1 comparer) Rethrow as InvalidOperationException: The comparer threw an exception. System.Array.Sort[AvailablePart,AvailablePart] (.AvailablePart[] keys, .AvailablePart[] items, Int32 index, Int32 length, IComparer`1 comparer) System.Array.Sort[AvailablePart] (.AvailablePart[] array, Int32 index, Int32 length, IComparer`1 comparer) System.Collections.Generic.List`1[AvailablePart].Sort (IComparer`1 comparer) KSP.UI.Screens.EditorPartList.RefreshPartList () KSP.UI.Screens.EditorPartList.Refresh () JanitorsCloset.ModFilterWindow.FilterChildWindowHandler (Int32 id) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) They mention JanitorsCloset as well so I'll try disabling that and see if it makes a difference.
  5. Getting a weird bug where clicking the Science Parts filter breaks the whole parts list. It just keeps showing whatever the previous selection was and won't update no matter what gets clicked on. Leaving the VAB and going back seems to reset it though. Doesn't seem to be anything obvious in the logs about it though
  6. For some reason I can't change the contents of modules in the VAB. I click the "next config" button and nothing happens but I get log spam of [EXC 09:23:24.488] StackOverflowException: The requested operation caused a stack overflow. USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () USITools.ModuleSwappableConverter.PrevSetup () with the last line repeated almost a thousand times. Will try reinstalling. Installed it via CKAN the first time if that matters. Am running a whole bunch of mods so could be some sort of conflict?
  7. Did anyone work out what's causing this? My logs are getting filled with it even when I'm not using the cameras on my craft. Am using a lot of other mods, so likely some sort of conflict
  8. I think this is from Kerbalism and determines whether the part will be factored in in the calculations for Kerbalism's planning window.
  9. Have to say, this is absolutely adorable!
  10. Would be really sweet if someone could post a recompile of this!
  11. Huh. The 1.25m version is costing $11,642 (modified by a few percent by strategies), and the 2.5m version is costing $185,717. Could be SETI Rebalance is changing the price so will ask there as well, but I can't think what else could be doing it. The ablator itself only seems to take up a tiny proportion of the total price. Sound chap! Do you have any idea which parameter it is though? I'm struggling to find anything in the cfgs that looks like it might be step size. All the references I can find to "1.25" (which seems to be the step size) are for "diameter" in the shape modules, but it's the same format as e.g. "topDiameter" which has a value of 0.625 - i.e. it seems to be the default size, not the step size (which is also 1.25).
  12. Does the SETI Rebalance mod change the cost of Procedural Parts' heatshields at all? Just for some reason mine are costing $11k for 1.25m and a whopping $185k for the 2.5m version and I'm trying to work out what's causing this
  13. Umm...is the procedural heatshield costing almost two hundred thousand dollars at 2.5m scale for anyone else?
  14. Is there documentation for converting a part to use this system? (want to edit the hydrogen fuel cells from Universal Storage and SETI)
  15. Huh. My problem seemed to disappear after I got rid of the old module manager dlls. Will let y'all know if it recurs.
  16. I think Lack's SXT adds grid fins (specifically to go with its version of the N1 actually, iirc)
  17. I was reading that apparently it gets really buggy if you use infernal robotics to dock things together? Can definitely see it being invaluable for ground base assembly though
  18. KAL9000 presumably isn't going to be around until a certain odyssey circa 2001...(okay, okay, first operational in 1992 technically...)
  19. Is there actually much point in building a robotic arm in KSP? Like I get that they're cool and all, but is there actually any legitimate use for them that's more effective than just using an RCS tug? Don't get me wrong, I want to use robotic arms, but I'm just not sure exactly what the point is and if they're worth all the effort. Are they mainly a sort of vanity project done for the fun and challenge of engineering them rather than them actually being useful in-game?
  20. How does one add preset diameters? (i.e. make it so as you can jump straight to 1.875m or 0.9375 the same way you can jump between 0.625, 1.25 and 2.5)
  21. With analog control is there any way of having it not disable the keyboard controls? Sometimes I find I want to control either yaw or roll with the keyboard while using the joystick for pitch only (this was possible with the sadly now defunct on-screen joystick mod)
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