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Bluebottle

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Everything posted by Bluebottle

  1. @RoverDude just want to give you a heads-up, if indeed this is the cause of my new problem. MM has just updated to 2.7.5 (experience system/traits change due to EL builds being unable to function) and now I'm seeing a 5-kerbal craft consuming supplies at the rate of 3.14 per second, with a recycler. Wear is increasing at 1% every 5 seconds or so. I'm guessing something in the MM change might have thrown off some of your checks. This behavior goes back to normal if I revert MM to 2.7.4. So, peeps here might want to be very, very careful when upgrading MM to 2.7.5. A caveat: I am running USI-LS 0.5.4 (waiting for all this recent dust to settle) and USI-Tools 0.8.6, on KSP v1.2.1.
  2. Randazzo, sir, you get all teh likes. I use these engines everywhere.
  3. Wow, that sounds pretty fundamental, I wonder how long that's been there. Is it possible that another mod (e.g. your KerbalStats) could have been masking the problem in the past by doing that reinitialization? edit: or is that experience system new/redesigned?
  4. Thanks Taniwha. Grepping for "EL SurveyStation" actually returns nothing at all, but a case-insensitive search for "surveystation" shows mostly MM patches: A grep for "[EL" tells me: Vessel productivity is ~17.3, as in this screenshot:
  5. Hi Taniwha, got a problem with EL not recognizing that I have a pilot in the survey station. I put Valentina in there (she's a 3-star in this career game) and the range only goes up to 50m. From my log: $ grep "EL Workshop" KSP.log [LOG 21:51:46.829] [EL Workshop] ExWorkshop (Part) cap: 10 seats: 0 [LOG 21:51:47.293] [EL Workshop] ExSurveyStation (Part) cap: 4 seats: 0 [LOG 21:51:47.353] [EL Workshop] WBI.MCM (Part) cap: 2 seats: 0 [LOG 21:51:48.894] [EL Workshop] KER.RoverCab (Part) cap: 3 seats: 0 [LOG 21:51:49.167] [EL Workshop] WBI.Hacienda (Part) cap: 4 seats: 0 [LOG 21:52:09.896] [EL Workshop] Kerbal: Wehrlan Kerman 0.2305197 0.1411646 False 0() 1.011937 False 2 False True [LOG 21:52:09.896] [EL Workshop] Kerbal: Carty Kerman 0.003135749 0.7325507 False 0() 0.9951815 False 1 False True [LOG 21:52:09.896] [EL Workshop] Kerbal: Marline Kerman 0.22985 0.2064503 False 0() 0.7603534 False 0 False True [LOG 21:52:09.896] [EL Workshop] Kerbal: Gilwin Kerman 0.4905586 0.7687336 False 0() 0.6216807 False 3 False True [LOG 21:52:09.907] [EL Workshop] Kerbal: Valentina Kerman 0.4 0.55 True 0() 0.8512022 False 3 False False I don't know what each field is. Everybody except Valentina is an engineer. The savegame shows Valentina really is a pilot: I have tried running both with and without KerbalStats (the 1.1.x version). The only other mod that touches the kerbal data is USI-LS, I think. A new sandbox game shows the same problem too, with an EL survey station on the KSP launchpad, the Jeb himself inside at 5 stars, still limited to 50m. There is, however, something called "ExperienceSystem", which finds zero traits: KSP v1.2.1 on Linux x64, EL 5.5.3. I also have KeridianDynamics if that makes any difference, among many, many (so many) others.
  6. It was (v2.4.3), yes. With the three-tank craft, even just swapping the AIES tank for a Rockomax one made it work. Excellent, now I can't break it any more! Thank you! What was the fix? Edit: I see, a modelTransform.childCount that was 0 when you expected it to be at least 1. B9 Partswitch?
  7. Yes, well spotted. Unfortunately, removing it doesn't help. Yes, but two stock Rockomax tanks are fine. It's very weird: I have been able to weld huge station sections. Let me know if you want me to test anything.
  8. No IR parts in the weldment. I do have IR installed though, of course, but I have many, many mods. Maybe most of them! The only one you need is Mk4 space plane parts here. My GameData: All mods are as up to date as I can get them. I have done a lot of testing, and I have found that it matters whether or not I use stock Mk3 parts. Why, I don't know. But this vessel works: while this one doesn't: The only difference there is that changing 4 stock Mk3 parts to 4 stock Rockomax parts, makes it work. Same number of parts, no change in required modules, etc. Craft file here. EDIT: even a craft made of three tanks doesn't work. This one is just two SPS tanks (completely unremarkable) and an AIES tank. Actually, they're not using IFS, AFAICT. Everything is B9's fuelSwitch (part of PartSwitch, which I have at version 1.5.1). Anyway, the log of parts: Screenshot:
  9. Hey Diazo, is there any chance of this mod supporting the various autostrut tweakables in 1.2+? It would be great to be able to turn on a particular kind of autostrut, and turn it off again, in an action group. My use case is for IR rotatrons and using them to rotate engines on a VTOL craft. Autostruts prevent my engines bobbing around crazily, but of course those struts break IR parts when movement is needed. So, the way I would use such a function would be: 1) un-autostrut (action group) 2) rotate/extend with IR parts 3) re-autostrut (action group)
  10. Hi. Trying to weld a small collection of Mk4(a.k.a. Mk IV spaceplane, by Nertea) and Mk3 parts, gives me a UnityException to do with meshswitch: [LOG 12:17:15.867] [WeldingTool] ..newpart rotation (1.000, 0.000, 0.000, 0.000) [LOG 12:17:15.867] [WeldingTool] ..newpart rotation.eulerAngles (0.000, 180.000, 180.000) [LOG 12:17:15.867] [WeldingTool] ..newpart rotation.localEulerAngles (0.000, 0.009, 0.000) [LOG 12:17:15.867] [WeldingTool] ..newpart localRoot.rotation (0.000, 0.000, 0.000, 1.000) [LOG 12:17:15.867] [WeldingTool] ..newpart localRoot.rotation.eulerAngles (0.000, 0.000, 0.000) [LOG 12:17:15.867] [WeldingTool] ..position (-4.300, 20.292, -1.435) [LOG 12:17:15.867] [WeldingTool] ..rotation (0.000, 180.000, 180.000) [LOG 12:17:15.867] [WeldingTool] ..scale (1.000, 1.000, 1.000) [EXC 12:17:15.868] UnityException: Transform child out of bounds UbioWeldingLtd.Welder.loadMeshSwitchValues (.Part weldingPart) UbioWeldingLtd.Welder.addNewModel (UbioWeldingLtd.ModelInfo modelToAdd, Boolean containsMeshSwitch, .Part weldingPart) UbioWeldingLtd.Welder.weldThisPart (.Part newpart) UbioWeldingLtd.UbioZurWeldingLtd.weldPart (.Part partToWeld) UbioWeldingLtd.UbioZurWeldingLtd.OnMainWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [LOG 12:17:18.624] IR: [ServoController] OnEditorShipModified finished successfully [LOG 12:17:20.354] IR: [ServoController] OnEditorShipModified finished successfully [LOG 12:18:43.794] [WeldingTool] Config was saved [LOG 12:18:43.794] [WeldingTool] v2.4.3.0 - 1.2.1 - Continued [LOG 12:18:43.795] [WeldingTool] ----- Starting Welding ----- The result is that nothing happens when I click "Weld it", except for the ship being oriented veritically (this is in the SPH). Mk4 parts use B9 partswitch, and I have IFS giving me several fuel configurations for the stock Mk3 parts too. A screenshot of the parts: Edit: as in the log above, I'm using the latest UbioZur, v2.4.3.0 on KSP v1.2.1, 64-bit on Linux.
  11. Loving the look of those streamlined tanks - they'll work well for my part clipping.
  12. Yep. It isn't flawless: about 20% of the time, PartLoader hangs and I have to kill KSP. Never freezes on the same part either, so there's some threading issue there.
  13. Watch your logs as KSP loads. I've got 30k MM patches and it takes about 3 minutes to load after the first time (i.e. using RAM as disk cache).
  14. I thought that might be the case. The Blender .mu importer is a godsend for lost model sources. Thanks for the reply.
  15. @Denko666 How can I get my hands on the original models and Unity scenes for these parts? I just want to animate the spacedock lights so that I can turn them on and off. I can import the spacedock model into Blender using Taniwha's great plugin, but that means re-doing everything from scratch and probably making many, many mistakes. The Github links only have the released .mu models and source code for the plugin, though. Unless I'm missing something?
  16. When spawning a new craft, do you technically undock it from the parent vessel? I had an 800m-long vessel on Minmus that would teleport around to the other side of Minmus (lat/long/alt all set to 0) when it was undocked from a base, and my best educated guess was that it was caused by the CoM/origin of the newly-spawned vessel being outside that 200m force-application range.
  17. Glad to help in whatever small way I can. "tr -dc" indeed won't do recursive work, you'd have to run it via "find -exec", or "find -0" piped to "xargs -0". Very powerful and fast for batch work, but finicky syntax.
  18. Far from crazy! On Linux, this command would fix the problem instantly: iconv -f utf-16 -t utf-8 something.cfg That is, assuming no-one wants to write Japanese in there.
  19. Thank you. It wasn't found by my text search, and I see that it's a UTF-16 file, which is the reason. Might I suggest that plain text files are kept on UTF-8?
  20. Hi, I'm trying to use the KSPBlender script with a craft that contains parts from VSR. It can't locate the various Cubic Octagonal Strut parts in GameData, and I don't blame it: ~/Games/KSP-v1.0.5/game/GameData$ grep -r "Mk I" * ModuleManager.ConfigCache: title = Cubic Octagonal Strut Mk I ModuleManager.ConfigCache: title = Cubic Octagonal Strut Mk II ModuleManager.ConfigCache: title = Cubic Octagonal Strut Mk III ModuleManager.ConfigCache: title = Cubic Octagonal Strut Mk IV ModuleManager.ConfigCache.old: title = Cubic Octagonal Strut Mk I ModuleManager.ConfigCache.old: title = Cubic Octagonal Strut Mk II ModuleManager.ConfigCache.old: title = Cubic Octagonal Strut Mk III ModuleManager.ConfigCache.old: title = Cubic Octagonal Strut Mk IV VenStockRevamp/Squad/Parts/Structural.cfg: @title = Cubic Octagonal Strut Mk I The Mk II, III, and IV parts are not listed in any .cfg file, anywhere. How are they generated? edit: I don't mean to clog up a dev thread, but there's some voodoo going on and I reckon the people with the requisite knowledge hang out here.
  21. No, your code is better than many things I've written. At least you have some consistency checks and a file backup routine in there.
  22. Ahh, I just embarked on making a texture for the workshop yesterday. Did your model changes affect the UV map? I'm still using 5.2.95 on KSP 1.0.5, for the usual mod-availability reasons, but I guess I will need to update my texture sometime anyway - nothing lasts forever.
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