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gomker

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Everything posted by gomker

  1. Using 7.4.2 for KSP 1.2.1 And this is being spammed in the KSP Log [ERR 16:41:27.419] Module FSplanePropellerSpinner threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 Will pop a note in the Github issues as well.
  2. @Eskandare Seeing a lot of errors in log using the Osprey rotors [ERR 16:41:27.419] Module FSplanePropellerSpinner threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 I assume this is FireSpitter , will pop an issue in that thread, wanted to FYI
  3. NAS Is fine to add - I got a MM Patch from NAS Maintainer for Hullbreach which is included.
  4. For clarification that is only recommended when dealing with VERY large vessels like the ones found in Large Boats etc... 1.2 Physics play havoc with the joints and they fly apart. //Edit The why on this is that when we are "moving" a vessel the game expects some forces to be applied. I tried to turn them off as much as I can however, we are still figuring out the new strutting / joints code and how to control it.
  5. Hmm... our test group has not reporting anything like this with LBP - can you run a test for me Create a clean copy of the game - No other mods Delete your MM Cache files and your PartDatabase.cfg Use the following mods Vessel Mover of course KJR HullBreach - There is some part rigidity code in here, I'd like to see if it has an effect, if it does it may need to be added to VM. Recreate a vessel from scratch This should limit any possible variables for testing. If all does work, remove HullBreach and test again. Thanks
  6. I have added IgnoreGForce to every call that moves a vessel, but there will always be some forces to deal with when artificially moving. Two things are a must : No autostruts Kerbal Joint Reinforcement @SpannerMonkey(smce) and I have found that this should be stable now and we pretty much test every change in VM with LBP quite extensively.
  7. Hey Darth, did you see any screen messages telling you anything? As far as I know the code that calculates position should work on any celestial body but had not tested. I will take a look and see whats going on.
  8. The RIM-67B's animation looks like stop motion. It moves at 45deg angles when maneuvering. Some of PEW's missiles do the same thing Let me know if its not clear on description, I'll take a vid if I get a chance.
  9. Grabbed the Latest build and I am trying to update the BDAMk22 cockpit ( I am a contributor on the BDAc Team) and I'm seeing an initialization error I saw your note on updating the color tags and I did my best to update, here is the prop config This is my first time working with props so I am a bit lost.
  10. Hey all, PapaJoe has been busy with a lot of real life stuff so I went ahead and published the release https://github.com/PapaJoesSoup/VesselMover/releases/tag/1.5.1.3 OP will be updated when he gets a chance. v1.5.1.3 1.2.1 recompile adding ignore gforces call on move to stabilize vessels while moving Throttle up/down will now add/decrease altitude on move Fixed: issue of vessel spawn in 1.2 would ignore water detection and spawn vessel on ocean floor
  11. Any pointers on trying to track down a memory exception error for a Part Module. Debugging in Visual Studio only goes so far as this ends up being a KSP exception Here is some analysis of the crash dump in case someone sees something I am missing Trying to troubleshoot an issue with BDArmory Rotary Bomb Rail. I can edit the part (right click has gui options) just fine the first time. Once you move your mouse off the part then select the part again the game crashes. Part module code can be found here
  12. In collaboration with SMSolutions I present my first efforts in KSP modding , HullBreach is designed to simulate flooding of submerged parts and allow them to sink. Features Uses heat "damage" to trigger the flow of water into part Parts can be set as "Hydroexplosive" - once underwater they will take on extra heat based on depth to simulate increasing pressure, used for Hulls that take on water Parts that are configured as "Crushable" will be destroyed at set depth, used for other parts that will not take on water that you want destroyed when sunk Parts with Electric charge are drained when fully sumberged Parts marked as Crushable will have their buoyancy set to 0 when fully submerged to keep from having floaty bits around Included Module Manager patches for Large Boat Parts, SMMarine and NAS Example Configurations Hull Parts Crushable Parts Notes on configuration Parts should not be marked as Hydroexplosive AND Crushable - only one is applicable Some helpful notes courtesy of @SpannerMonkey(smce) on how we designed this to work with other parts Notes to prospective users. The effectiveness of HullBreach is purely determined by the patch you write for the part, while it is very easy to get a hull to sink, getting it to sink at a realistic rate can take a little bit of cfg tuning. As mentioned in the OP both SM Marine and the LBP have been enabled for HullBreach and you can inspect the patch cfg's there, they will serve as a reference point for similar sized craft and parts For weapon mod makers it is suggested that you ensure that your turrets will not float, simply adding buoyancy = -2 to the part cfg will prevent floaty turret syndrome. Floaty turret syndrome is caused by the buoyant turrets detaching from the crushing exploding parts and floating back to the surface, this usually results in a nice outline of where the ship used to be being formed by the floaty turrets. Also has been known to mess up screenshots. nothing looks as odd as a 40ton turret bobbing in the waves All SMM And LBP structural parts are zero buoyancy to so that they will sink along with the hull. If you have a ship or boat mod or parts that you'd like to use on ships i recommend that you do the same. The only buoyant parts ideally will be hull parts, i also change the buoyancy value for things that would never float, such as girder formed masts, structural panels etc into negative buoyancy parts, so in the same way as the weapon mods add buoyancy = -2 to anything you want to sink like a stone and more neutral numbers for things that should sink slowly, i find the gradual disappearance of parts adds to the whole effect. Download SpaceDock GitHub Required Mods Module Manager Recommended Mods Large Boat Parts - You need something to sink SMMarine BDArmory - You need to make the boat sink somehow Weapon packs I like: NAS BoomSticks Kerbal Joint Reinforcement - Big boats will break apart when hitting the water Vessel Mover - Gotta launch the boats somehow Reporting Issues / Support For support please ensure you are following these instructions and provide logs The Logs Github Issues - Github is the preferred way to communicate issues or feature requests, feel free to discuss in thread of course. License This work is shared under CC BY-NC-SA 3.0 license Change Log Special thanks to @SpannerMonkey(smce) for helping me out with my first plugin and the video above
  13. If I understand you correctly are you having issues attaching the Tubes to the VLS hull? Sometimes those attachment nodes can be tricky. Use Editor Extensions Mod , it adds more options to your VAB editor , namely press "T" when selecting the tube and it will turn off "surface attach" making it easier to get the tube in the right spot.
  14. There is a Helo decal in SM Marine pack that fits on top exactly See this https://en.wikipedia.org/wiki/Zumwalt-class_destroyer , I believe its in refrence to the hull number designations Those are in BoomSticks
  15. Seeing an issue with the deploy direction on procedural control surface. These parts are mirrored but the deploy direction is inverted on the opposite side
  16. Take a break man , don't want to get burned out on something that is supposed to be fun. Buy you a beer over the internet if I could
  17. Thanks for that. I assume I can add that in my config anywhere. One other item, it seems with the config I posted before , filtering by folder or module, that any parts with Resources are not loading in my lists. Helps to have the latest update and write the config properly I did a pull request with my updates for mods I support.
  18. @Crzyrndm How does one make sure the "Filter By Manufacturer" section picks up the correct icon? I have the following config but the "?" still shows up for the Manufacturer section, while all other icons are OK CATEGORY { name = BDArmory icon = BahaSP colour = #FFF0F0F0 all = true FILTER { CHECK { type = folder value = BDArmory } } SUBCATEGORIES { list = 0,Guidance and Targeting list = 1,Missiles and Bombs list = 2,Turrets list = 3,Radar } } SUBCATEGORY { name = Guidance and Targeting icon = targetingicon FILTER { CHECK { type = moduleName value = ModuleTargetingCamera,BDModulePilotAI,ModuleWingCommander } } } SUBCATEGORY { name = Missiles and Bombs icon = missile FILTER { CHECK { type = moduleName value = MissileLauncher,RocketLauncher } } } SUBCATEGORY { name = Turrets icon = turret FILTER { CHECK { type = moduleName value = ModuleTurret } } } SUBCATEGORY { name = Radar icon = DataTransmitter FILTER { CHECK { type = moduleName value = ModuleRadar } } }
  19. Pop an issue in github for me, I am on the BDAc team now and will be contributing code support for VesselMover as well
  20. 1.2 version up on SpaceDock Tool Bar functionality is there however, the part is still required to function. Some work remains to tweak how the toolbar interacts with a VesselModule. 1.2 gravity / physics changes do make this mod unnecessary for parking large vessels as the easing in and out during load is manageable now with KJR update. I will continue to support this if this continues to be useful to anyone.
  21. VesselMover does a hard-coded set altitude at 35 meters by default when move or spawn is called, so it kinda teleports - the new release will have the Altitude adjustment with the Throttle/up down (I know you know this SM, just letting everyone else know ) Gotta send me the test bits when you are ready , would love to give this a test drive.
  22. By the beard of Zeus! It's like night and day - I can use 1.2 without fear again! I know its a dev version but its spot on for me.
  23. Seeing the same thing, checks for folder and modulename are not pulling everything. The log is not throwing any exceptions related that I can see
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