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KSP2 Release Notes
Everything posted by Warezcrawler
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1.1.1 phantom force?
Warezcrawler replied to Brainlord Mesomorph's topic in KSP1 Technical Support (PC, modded installs)
I found out the Interstellar fuel switch had a change in functionality where the drymass of the fuel tanks could end up being zero when the tank emptied. This apparently results in KSP going nuts...... Maybe it would be a good idea to handle such cases in the KSP engine, so that phantom forces does not come from zero mass parts..... But of cause part should have mass, so that can fix the issue. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Warezcrawler replied to FreeThinker's topic in KSP1 Mod Releases
Ok, I always assumed the if I did nothing, then basePartMass would be the mass set in the original part.... Which would be nice Drymass = basePartMass + tankMass + ((resource.MaxAmount * resource.density) / baseResourceMassDivider ) So, just for my understanding of what each element is. Drymass: is the final mass when the tanks are empty basePartMass: is the part of the drymass which is independent of the tank and resource tankMass: Is the mass of the Drymass which depends on the type of tank needed for a specific resource baseResourceMassDivider: Is some sort of mass calculation, where the dry mass is dependent on the mass of the resources in the tank, given by a specific ratio I guess that you only calculate "Drymass = basePartMass + tankMass" when "baseResourceMassDivider = 0" right? So easiest way to fix this at my end would be to find some good "baseResourceMassDivider" and put in all my switchings? Just seen this now Great!- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Warezcrawler replied to FreeThinker's topic in KSP1 Mod Releases
@FreeThinker can the new drymass thing be responsible for phantom forces. I've been plagued by them since 1.1.2, which was around the same time as you introduced some enhanced functionality about drymass ratio or something. I just tested, and as soon as my tank is empty, the craft start accelerating, which did not happen before. Are you maybe overriding the mass of the part even when I have no value for mass in the switch? If this is simply "functionality change", could you please advise of what parameters I need to set... Thanks. @PART[fuelTank]:NEEDS[InterstellarFuelSwitch] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = InterstellarFuelSwitch resourceGui = LiquidFuel,Oxidizer;LiquidFuel;LqdHydrogen;LqdHydrogen,Oxidizer resourceNames = LiquidFuel,Oxidizer;LiquidFuel;LqdHydrogen;LqdHydrogen,Oxidizer resourceAmounts = 180,220;400;400;2200,220 //basePartMass = 2 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } }- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
Tagged with:
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[1.2.1] GTIndustries (Updated 24-11-2016)
Warezcrawler replied to Warezcrawler's topic in KSP1 Mod Development
I've had less time for this than I had in the beginning. But, progress of sorts have been made - just not published. I had mayor issues with effects not doing as expected.... I went for trying to manipulate the effects at runtime, to stop them running wild (which the last update did not fix entirely for all engines?!?!?!). During my inquaries regarding this, sarbian & stupid_chris suggested using a more stock alike approach, i.e. instead of changing the engine & effects, I would remove the GUI and shutdown the ones not in use. This approach has the advantage of not requirering as much coding to get functionality (the engines in the CFG has everything already). This also means that my tech requirement functionality is out right now, but it is still something I when in again. I've been working on that for some hours, while other bug (because of the KSP patches) have annoyed me... Like phantom forces on takeoff.... But let's see if there can be a newer version of this mod for later today maybe. -
1.1.1 phantom force?
Warezcrawler replied to Brainlord Mesomorph's topic in KSP1 Technical Support (PC, modded installs)
Ok... So I had an install with much less mods on it, so I migrated a craft over, added the missing mods for the craft, and tried again.... Still does it. I reach light speed in only a few minutes after takeoff. These are for recreating on KSP 1.1.2 install. I get the effect every time now..... MODs: KSP_PhantomForces_GameData.rar (all gamedata files, except for the squad ones) Savegame: KSP_PhantomForces_Savegame_SandBox.rar (there is a craft in the savegame, which I basically just try to take to space) Log file: KSP_PhantomForces_KSP.log Highlights from log file.... @NathanKell I really think we have a stock KSP bug here, but of cause this is not perfect proof, since the install is modded.... I removed all mods except SpaceY, Module Manager and surface lights, and I actually got the thing to space.... So it's probably mod related.... Does anyone have an idea of what can cause this? -
1.1.1 phantom force?
Warezcrawler replied to Brainlord Mesomorph's topic in KSP1 Technical Support (PC, modded installs)
I observe phantom forces too. When I send a rocket up.... Just about when I'm to exit the atmosphere my craft starts to accelerate and I loose all control. Log Exceptions occur ..... I didn't have this issue before 1.1.2. But it does make the game pretty much unplayable.... I thought it was my mods.... But based on Agent K's comment I don't think I will waste more time removing them one by one.... -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Warezcrawler replied to nightingale's topic in KSP1 Mod Releases
I think this CC update causes an issue in the "Mission Control" building. It throws an exception when I try to exit the building [EXC 20:20:13.291] NullReferenceException: Object reference not set to an instance of an object Contracts.Parameters.PartTest.OnSave (.ConfigNode node) Contracts.ContractParameter.Save (.ConfigNode node) Contracts.Contract.Save (.ConfigNode node) Contracts.ContractSystem.OnSave (.ConfigNode gameNode) ScenarioModule.Save (.ConfigNode node) ProtoScenarioModule..ctor (.ScenarioModule module) ScenarioRunner.GetUpdatedProtoModules () Game.Updated () GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) MCSceneSpawner.OnMCDespawn () EventVoid.Fire () MCDespawner.BtnExit () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update()- 5,206 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Warezcrawler replied to rbray89's topic in KSP1 Mod Releases
Fair enough.... I've redownloaded and updated..... -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Warezcrawler replied to rbray89's topic in KSP1 Mod Releases
with same version number? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Warezcrawler replied to rbray89's topic in KSP1 Mod Releases
In space flight I get a lot of null reference errors, which I believe is related to EVE, based on there is a dll called "Utils.dll" in EVE. [EXC 11:17:01.668] NullReferenceException: Object reference not set to an instance of an object Utils.DeferredRenderer.OnWillRenderObject () It comes many, many, many times in a row. I have had flight where it did not appeare, but I'm unsure of what is causing it. Log file Can anybody conferm this error? -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
Yep... I did copy paste from your suggestion I didn't know the Event names though.... I do now..... Now I just need to make it work..... So thanks, both of you..... I'm still sad I don't get the config node thing better, you can do lots of nice things with it. -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
I got frustrated by this, so I did some searching around, and came up with this foreach (var engineEvent in moduleEngine.Events) { Debug.Log("moduleEngine.Events" + "\nGUIName: " + engineEvent.GUIName + "\nid: " + engineEvent.id + "\nname: " + engineEvent.name + "\nactive: " + engineEvent.active + "\nassigned: " + engineEvent.assigned + "\ncategory: " + engineEvent.category + "\nexternalToEVAOnly: " + engineEvent.externalToEVAOnly + "\nguiActive: " + engineEvent.guiActive + "\nguiActiveEditor: " + engineEvent.guiActiveEditor + "\nguiActiveUncommand: " + engineEvent.guiActiveUncommand + "\nguiActiveUnfocused: " + engineEvent.guiActiveUnfocused + "\nguiIcon: " + engineEvent.guiIcon + "\nunfocusedRange: " + engineEvent.unfocusedRange); } this gave me this GUIName: Activate Engine id: -1591330541 name: Activate active: False assigned: False category: Activate Engine externalToEVAOnly: True guiActive: True guiActiveEditor: False guiActiveUncommand: False guiActiveUnfocused: False guiIcon: Activate Engine unfocusedRange: 2 GUIName: Shutdown Engine id: -104699274 name: Shutdown active: True assigned: False category: Shutdown Engine externalToEVAOnly: True guiActive: True guiActiveEditor: False guiActiveUncommand: False guiActiveUnfocused: False guiIcon: Shutdown Engine unfocusedRange: 2 GUIName: Disable Staging id: 1164541479 name: ToggleStaging active: True assigned: False category: Disable Staging externalToEVAOnly: True guiActive: False guiActiveEditor: False guiActiveUncommand: False guiActiveUnfocused: False guiIcon: Disable Staging unfocusedRange: 2 I think it should be able to change the events through moduleEngine.Events["Activate"].guiActive moduleEngine.Events["Shutdown"].guiActive I will test this and post what I find.... Fingers crossed. -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
Just did a quick test on flipping engine.isEnabled on and off.... I did not notice a difference when doing so. Debug Log showed the value going from false to true just fine, but no difference. I was looking specifically for the activate/shutdown button to disappeare and reappeare.... -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
ohh. that's what it's for.... I never knew that..... Thanks. Will try. -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
I know this functionality, however how do i find the stock event to do this to? I've never come across how to change them. Only my own event..... -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
Ok... seems like a simple approach, I like that... however, I've not found a way to hide the activate engine right click button except when using the multinode engine, so that only the active one is available? I really only want the selected engine to be the one that stages and the only one the player interacts with. Is there a way to hide these functions for an enginemodule? -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
Are you thinking deriving a new module from the MultiNodeEngine by inheritance? -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
Thank you, I will try this. However, I do get that you do not recommend it, the thing just is, that I haven't seen or come up with a viable alternative yet. I did try putting the effects in with MM from the beginning, which resulted in wierd animation behavior of the part. That's why I'm considering this way of handling it. I'm guessing that it will not animate something not referenced.... Hopefully.... If you have a good alternative, I am open for suggestions. Goal is simply: Have a working engine switch (DONE basically) Have effects switch with the engine properties, like switching from jet to rocket mode.... This is the part giving me my headacke.... -
Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support
You are right, I don't really want an effect node in the partmodule, however, I need a place to store the effects node contents until I need to load it into the EFFECTS node of the part. So I'm very sorry if I seem retarded, but I really appreciate your patience. So I think I get how to load a confignode into the effects node, but I am still not where I understand how to pick up the intended Effects from another node. How can I collect it from the partsmodule? I think I need to get the entire node from somewhere (e.g. my partsmodule), delete unneeded nodes in it, and save it back to the effects node of the part. The last part I believe is covered nicely by now. I hope you, or someone else, can and will help me with this part -
[1.0.2] FTL Drive (Updates on development)
Warezcrawler replied to krh42's topic in KSP1 Mod Development
Here is a link to the mod, incl. the source. FTL Drive for 1.1 -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Warezcrawler replied to nightingale's topic in KSP1 Mod Releases
I actually liked it on my satelite when it reached the needed contract conditions. However, when it's another flight that just by incident lives up to the conditions, then it's not optimal- 5,206 replies
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[1.0.2] FTL Drive (Updates on development)
Warezcrawler replied to krh42's topic in KSP1 Mod Development
I noted what I did in the post where I uploaded it. And yes I can upload the updated source, no problem. I'll get back with that. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Warezcrawler replied to nightingale's topic in KSP1 Mod Releases
I can't double click or right click to change to the vessel, that's right. It simple does not react - there is no exception thrown when doing this. This behavior exists both in map view and in the tracking station. In the tracking station, I can however use the vessel list one the left to select the vessel, and that works just fine. Otherwise the vessel would have been totally lost to me. If I get close enough to the vessel, like the 2,5Km range, then I can target the vessel (not in map mode though, but in the normal flight mode). NEWS, this just in.... I just managed to target a double boxed vessel by clicking on it's orbit line instead. Annoying, but a viable workaround (the unset target is not available though.....) Last thing. If CC is not the issue, should we move this discussion to the Orbital Science threat?- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Warezcrawler replied to nightingale's topic in KSP1 Mod Releases
I pretty sure it's a DMagic orbital science contract. No amount of left, right, double or middle clicking highlight the crafts. Most of the time this works great, and when contract are not identified targeting works as usual. But when the contract is identified, e.g. when collection needed science, this happens. At first I noticed it, and was actuals happy with it, for my satelites doing the specific contract. I was only when my transfer vessel got marked by this it got problematic.... I really really don't want to do a rendezvous blind.... Well to it then. I have uploaded some screen dumps, and found the contract in the cfg files I believe is connected to this. I don't have any exceptions regarding contract configurator, so an error was not my first thought. I was just thinking it's somekind of changed behavior. Therefore I haven't supplied a log file. I'll have to get back to you regarding the stock contract part. I don't remember that right now. I've had this behavior in several contracts, and I definately think of it as related with tracking contracts that need time to complete, like stay in the orbit for 10 days....- 5,206 replies
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Copy Config Node
Warezcrawler replied to Warezcrawler's topic in KSP1 C# Plugin Development Help and Support