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rasta013

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Everything posted by rasta013

  1. By all means please do! I just want to provide something for you to enhance you mod with the rest of the community so if you'd like to include it that would be awesome. Had to do a full balance pass on the BDB antennas tonight but will be on your 7 tomorrow and should have it for you by the end of the day.
  2. Absolutely, just glad I'm able to help out another amazing mod. I'll get them pulled together over the next couple of days as I update the BDB sets and post them here for you.
  3. @akron This is really great work!!! I'm definitely grabbing this and following this thread to keep up with what you're doing and to help out with testing. I noticed in a suggestion above regarding mod compatibility that Remote Tech was of course mentioned (as it should be), but I'd also like to suggest compatibility with Antenna Range. I've helped CobaltWolf with some of the BDB antennas (need to update my patch though) and would be more than happy to offer my assistance to you for any of your parts that have antenna components and I cover both stock and OPM systems. Keep up the great work - looking forward to whatever you have coming next!
  4. There's not a fix, just an answer. It's a known issue and Youen will be getting it repaired. It won't crash your game and the mod works fine. It's just an annoyance that will slow your load time and fill your log file making it hard to debug stuff but nothing else.
  5. This is a problem apparently floating around almost every single mod that has props in it. Firespitter and KAX are both experiencing it and you've now confirmed that SXT is as well. Someone in the FS thread recently posted some info they tracked down that might (or might not) be related to it.
  6. As in no longer amongst the living unfortunately...and the license is rights reserved...so...yeah. Expired...
  7. FWIW...I'm getting the exact same NRE spam with many of the FS props as well (KAX installed also). The custom props won't even fire up on a runway for me. That said, I'm probably running as many or more mods than you are @theonegalen and there's absolutely no telling what's stepping on stuff with many of the old cfgs and new buggies rearing their head. Mostly just wanted to confirm seeing this and I'll wait for more updates before seeing if this is just old stuff acting up or a conflict somewhere in my 160+ mods.
  8. Great job as always Claw! Thanks for getting this out but I also have to vote as a few others above did. It seems kind of weird with the fixes integrated but I'd also like to have the symmetry highlighting back. It can help a lot on complicated asparagus or strutting setups.
  9. OH YEAH! I remember running into that when I first started writing my PA patches. It does cause an issue that will blow up pretty much everything because of exactly what you said - the FOR gets in the way. I remember now that I had to kill the RT patch completely in order to overcome that issue. It should be written as a NEEDS instead of a FOR statement in the RT patch as well. Similar to what I do in ever AR patch I write. These can be combined together with no issue in the same patch with the new capabilities that were included in the recent MM updates. Still, if you keep any RT patch that has a FOR statement in it, expect it to bork up everything as it always seems to. I had forgotten this bit so thanks for the reminder... EDIT: LOL...I just realized that tiredness apparently is going to lead to deja vu as I just repeated pretty much exactly what you said...
  10. Little did you know that they were BROKE Bunnies... Good to see you've got this mod back in action again @magico13. I really enjoyed toying with this before!
  11. @DuoDex For my patch for the Phantom Aerospace antennas, I created a secondary patch that adjusts the stock antennas and the stats that @toadicus originally set for them in order to get them inline for use together under stock or OPM so that may have had an effect. I can say that with my stock patch and the PA patch I have all of them working correctly with a 160+ mod install that has the full USI suite and AmpYear installed. This is also including two other patches I'm running for AIES and Bluedog DB antennas as well and all are working smoothly. (I do need to adjust some of the part names for BDB after the update yesterday though). As a side note, I've got the latest community edition version of Ven's running as well and haven't patched those antennas, but I have not seen any issues with either the stock or mod antennas either. Seems a bit weird that just installing the PA antennas would seem to break the AR stock patch though... If you do try out my patches I'd love to hear some feedback on the balance of the antennas as I'm working off my own knowledge and a bit of balancing guess work for all of the patches.
  12. Will do...right now even. @Angel-125 CKAN is really beginning to irritate me with all the problems it keeps causing. It's especially irritating since managing a 160+ mod install across two different setups I swap in out for playing is stupendously difficult to maintain completely manually. Ok, well installing from GitHub solved the drag cube issue so that's gone but that second NRE on KIS is still there. The decent part is that it's not spamming the log file so at least ED isn't blowing up on me. But, I can feel my bug hunting OCD starting to kick in so I'll start trying to isolate this in my install. If you're not seeing it then it has to be something on my side somewhere and I shall find it and stomp on it...hopefully.
  13. Yup! All Pathfinder NREs are gone now although I did just make a new report of more weirdness in the Buffalo thread...
  14. @Angel-125 I feel like the bearer of NREs this week...this is what I get for spending 2 days to track down a single problem with one antenna...LOL Anyway, found another drag cube problem, exactly the same as the one you just finished correcting for Pathfinder - same ED message, same log file message. Looks like it's happening the Wagon2u... Drag Cube NRE And since WildBlueTools doesn't have it's own thread I might as well post this one here as well. I honestly don't remember if I've reported this one already or not. I've been hitting so many of these this week across my enormous install that I'm getting lost trying to keep track of them all. Wild Blue is still one of my favorites though so I will do whatever it takes to try and help get anything right that I can. Just as a side note to this report...KIS did just update today so I don't know if this is related to that or not. As always, thanks for all your work and let me know if there's anything else I can help with. I did remember to save a copy of the logs this time in case you need them again.
  15. Honestly, I don't know but to take a shot in the dark...perhaps the old methods worked perfectly fine under the Unity 4 code and was removed completely, or became inoperable, under Unity 5.
  16. @FreeThinker, @Wolf Baginski Just a bit of info gleaned from experience in playing with these and some from the wiki... For the node_stack_(x) parameters These values determine the vertical stack parameters in relation to the actual node placements. Any docking port should have 2, the node_stack_top and node_stack_bottom. The values represent X,Y,Z coordinates (the first 3 values) which specify where the attachment node actually is in relation to the model The second set of 3 values specify the vector attachment locations with a range of -1 to 1 with -1 being a bottom oriented attachment node in relation to the model and 1 being a top oriented attachment node in relation to the model. For docking ports this is generally going to be 0.0, -1.0, 0.0 for the bottom node and 0.0, 1.0, 0.0 for the top node. The 7th and final value is the visual size of the node with a range of 0-2 (Sm/Med/Lg) with it defaulting to 1 if no value is specified. For the node_attach parameter This value specifies the where other parts will attach to this part's surface - in other words, the horizontal location with the same format as the node_stack Now the tricky part is lining up the nodes so that they are far enough apart that they will attach easily but without making the part end up visually hanging off an another attachment node. Also, the nodes on docking ports need to be far enough apart to make sure the top/bottom nodes can't get confused with each other. Without having access to the original models in order to determine a model's unit and scale factors, this is all going to be trial and error. It should be possible to do but may take a few reloads and flight tests to get it working properly. I will be trying to do this for the Universal Docking Ports mod which is going to be really tricky as those are custom models. I've never used the androgynous ports but if they are based on stock models I would think it might be a little bit easier to find good values by referencing the stock cfg files as a starting point anyway. While this may take a lot of trial and error to get right there is no reason why both the Universal and Androgynous ports can't be made compatible with 1.1.x.
  17. Yeah me either. I had CLS/KIS installed when this problem started and have since put KIS back on because it updated but CLS hasn't yet. Will give it a try with the new version whenever it comes out. I've also got this reported to RoverDude so I'm patiently waiting to see what insights he might have.
  18. OMG....well...uhm...uhhhhhh....uhmmmm. Yeah. Oops? This is the kind of stuff that happens when you start looking for stuff at 3 AM after bug hunting for the previous 15 hours. LOL. Jeez I haven't been this blind in a long time. Thanks for the assist and yeah...the glaringly obvious worked.
  19. FOUND IT! Not a whole mod but a single solitary part... MKV_CommPak.cfg in the UmbraSpaceIndustries/UKS/Parts folder was causing the entire problem. The NRE and the weird recompile issues for all the antennas in every mod went away as soon as I disabled that part. Here's the config: I honestly don't see what could be causing this issue. I'll also cross-post this in the MKS thread for RoverDude since this piece of the MK5 package is definitely on the important side being the initial ground lab to use for early colony prep or temporary mobile research outpost. @toadicus Do you see anything in that cfg which could make AR go berserk?
  20. I just couldn't give this up because I hate not knowing the answer to a certainty... Turns out that @AccidentalDisassembly was dead on with what caused both our problems. I thought I had re-installed GAP when I looked in the contract packs folder and saw the directory sitting there. Should've looked inside it because it was empty. Removing that allowed me to keep the USI suite that I had been concentrating on thinking it was part related somehow. Just goes to show that when you've been trying to find the needle in a haystack that it's a wise idea to keep the hay you've searched separated from the rest. Nevertheless...solved. Thanks @nightingale for this mod, your work on it and all the help you always provide. Thanks also to @AccidentalDisassembly for locating the problem and making me go back and look at it again. I can now let my OCD relax... UPDATE: @AccidentalDisassembly, if you're trying to track down the model in UKS that is having the model issues go and disable LightGlobe.cfg in the UmbraSpaceIndustries/Kolonization/Parts directory. The solar panel module on that part keeps hacking a hairball. I'm not sure if it's keeping the part from working (mostly anyway) but that nagging drag cube message that pops up so frequently just kept killing me...
  21. Does anyone have a copy of the Universal Docking Ports mod as last updated by @CaptainKipard ? I've tried hunting it down but can't seem to find a good link to a download anywhere.
  22. Same here. I thought I was going to be able to back trace it something either USI related or one the mods that updated today but no joy. As near as I can tell, I think it was RoverDude's Orion drive that was doing it - that's the only one I don't have installed anymore but again, I can't be 100% certain either. EDIT: It's weird. I have GAP installed and with or without it, was getting the error to pop. Now that I've finally got it to stop I have GAP back on again but the error still isn't popping.
  23. @Shadowmage I just want to express my stunned admiration at what you've put together here with this mod. I took a break from KSP last year about the time you started this thread so never used it until now. Since 1.1 came out I've been busy bug hunting and rewriting all my old MM patches but finally decided to start a game today and was exposed to your parts and their abilities for the first time today. AMAZING!!! You have really created a work of art here that has some of the best flexibility I've seen coupled with some really gorgeous models. Really great job and I look forward to using this and seeing what you have coming in the future.
  24. @nightingale LOL...I've moved on from locating weirdness (my fault) in CC to locating weirdness (TBD my fault? ) in Strategia and didn't see this reported on GitHub. Just had this NRE surface in the R&D screen for the first time today. Until this happened, this had been working perfectly for me as near as I could tell. Don't know if it's important or not but I was researching Flight Control when this happened. It spammed the log until I left R&D but that appeared to be the only thing happening...not sure though. After returning to the R&D screen it did not come back again and I definitely haven't seen it in the Admin building. Let me know if you want logs (saved 'em this time!) NullReferenceException: Object reference not set to an instance of an object at Strategia.CurrencyPopup.OnGUI () [0x00000] in <filename unknown>:0
  25. @Angel-125 Angel, here's links to both the log files. It does appear to be something isolated to Pathfinder only as I tested out removing just that piece and it all went away. Just as a note, something I noticed that maybe I'm missing in the log files but figured I'd mention it anyway - it appears that just before the NRE pops that Exception Detector pops off a message about adjusting drag cubes. I haven't been able to catch a screenshot of it yet and it may be completely meaningless but it is something that I've noticed happening seemingly every time the NRE pops. As always, let me know if there's anything else I can do to help (besides trying to get that drag cube message in full ) Link to output_log Link to KSP.LOG UPDATE: Caught it this time...
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