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Bluebottle

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Everything posted by Bluebottle

  1. @swjr-swis: with no IVA, I get this NRE ~20 times a second from JSI's transparent pods: [EXC 21:39:56.270] NullReferenceException: Object reference not set to an instance of an object JSI.JSITransparentPod.ResetIVA () JSI.JSITransparentPod.OnUpdate () Part.ModulesOnUpdate () Part.Update () [LOG 21:39:56.329] JSITransparentPod: Need to reset IVA in part [LOG 21:39:56.329] JSITransparentPod: Need to actually respawn the IVA model in part Part That is while the vessel is idle, before EVA. When I EVA, the focus does not switch to the kerbal, and I have to switch focus manually. Many things are complaining by now. Returning from EVA spews out InvalidOperationExceptions. Never seen them elsewhere. They continue at a rapid rate until I pause. And now I have the doppelganger still on the ladder. Switching to the doppelganger results in something I can control unless I reload the scene ("mystery object" kerbal kraken) or go to the map view, in which case the UI locks up and everything goes nuts with orbits, etc. No log messages about that, though. Unity's Player.log is just filled to the brim (40+ MB) with these, repeating very fast: So, yeah, there could be many culprits. JSI is a dependency of the Karibou rover parts I'm using, so I can't remove it as such, but maybe I could disable the DLL. There's also Final Frontier, USI life support (v1.7.0), KIS, TAC Fuel Balancer and MFI messages in there. Yikes. edit: it's JSI. I'd only tested vessels with JSI parts before (*facepalm*) but there is no issue on a vessel without a transparent pod. Anybody using Karibou rovers or K&K planetary bases, at least, would have issues with no IVAs. edit 2: Changing the filter of the no-IVA patch to this: @PART[*]:HAS[@INTERNAL[*],!MODULE[JSITransparentPod]]:FINAL fixes the problem. Sure, the transparent pods still have their IVAs, but there aren't so many of them. Now I don't have to suffer an FPS drop from all the kerbals in Hitchhikers.
  2. "Hard mode"? Sounds like "not fun mode". I certainly hope any hard mode will be released as an optional extra, and remain that way, since I'm having plenty of fun and challenges with EL as-is. Building a 1300-ton (dry, according to KER) station doesn't need to be any harder! Like this little beauty... 1982t of RocketParts... hmm. Think I might be waiting 100 days for Kerbin's best to put that together on Minmus. Anyway, EL is the only way I can satisfy my craving for monstrous stations, so, thank you Taniwha.
  3. Sure, I'll reproduce it tomorrow. It was completely consistent and reproducible. I have a _lot_ of mods, but I had very similar issues on 1.0.2 and 1.0.4 too, with welded parts that were missing IVAs. What I find very odd is that I don't have the problem with the EL workshop part that lacks an IVA, but if the entire vessel lacks IVAs, then I get it. It's as though a mod is expecting an IVA to be there. Do you use Ship Manifest?
  4. I'm getting CTDs with the spacedock part. Try adding 6-7 spacedocks to any station or ship in the SPH or VAB. Gives me a CTD every time. Absolutely nothing in either log file - it's a real, instant crash. My guess for the cause would be the number of light sources, since each dock has 8 omnidirectional lights, so it could be dependent on whether OpenGL or DirectX is used. I'm on Linux (GL only) and can't test for Windows (i.e. DirectX) - can anybody else verify that the CTD does, or doesn't, happen on Windows too? edit: in fact, it's trivially easy to get a CTD, just by moving a part that has a few (4+) large docks attached to it.
  5. Ah, I see how that was ambiguous. No, I meant that NH was the mod that had a similar problem, and that comment just described it better than I did (finally came across it again!). PWB still gives me incrementally more buttons with each scene change.
  6. You can indeed EVA, but trying to get the kerbal back inside is where things go bad for me with that patch. The kerbal boards, but an uncontrollable doppelganger is left floating outside. Reloading the scene leads to a kerbal kraken, with the uncontrollable kerbal being hideously deformed (torn up) and flying off in a random direction, with a NaN orbit. They get recorded as an "unknown mystery object". Endless exceptions and the GUI locks up. I even had Kerbin flying around in what looked like a polar orbit of the Mun! So, guess it's back to low FPS and IVAs for me.
  7. Here's an IFS-only patch to add the zero-boil-off option to Ven's CryoX tank range. The tanks are marketed as being specifically for cryogenics so this seems reasonable to me. More reasonable than the patch itself, though. I would describe it as "brutal", and perhaps "uneducated". I experimented with many variations of deleting and adding resources before the CryoTanks patch ran, directly replacing ModuleCryoTanks post-patch, and so on. I couldn't see a way to maintain both the ZBO feature and reasonable dry masses with IFS - not a new problem. LH2-only tanks were weighing nothing at all! So, I had to duplicate all the calculation logic, and that makes me uncomfortable. Probably somebody else knows a much more elegant way to do this. The dry masses end up slightly higher than Nertea's CryoTanks. This makes sense from an RP perspective, as Ven's tanks appear to be of sturdier construction. So, they're now a nice alternative for vessels that aerobrake, pull high Gs, etc.
  8. As someone with 192 mods installed, 190 of them via CKAN, proper dependency management is critical. This is just KSP's version of good ol' DLL Hell. I can't have 10 mods all trying to use IFS when they bundle 3 different versions of it, and so on. Which one to choose? KSPAPIExtensions is another example of such a timebomb. The real solution is for API/library modders to version their interfaces and package with the version number appended. All major Linux distributions do this with software like Python or Automake, so you can actually have 5 different versions installed and things still work fine. And, no, I'm not manually updating and managing dependencies for 190 more mods. I also don't manually download all my Linux source and manually manage my software stack, for the same reason. A package manager is a necessity and I would give up on KSP without CKAN.
  9. Hi NecroBones. This is one of my favorite mods (in every install since 1.0), so it troubled me when I noticed something with the inline drill. If I build a vessel with the inline drill as the root part, I get a bizarre result when reloading it/refreshing the scene. The initial launchpad load is OK. On reload, I get this exception: The result is that the entire vessel disappears except for the drill (root part). If it's in orbit, the orbit freezes, along with much of the UI. If it's an on-the-launchpad reload, the drill is suspended in its original location, floating in mid-air and wobbling. FAR joins in by throwing ~100 NREs per second, about missing objects and rebuilding meshes. If I use any other part as the root, everything is fine on a vessel reload. One thing: the stock drill is not able to be used as a root part, at least without SelectRoot trickery, and since you're using the same animation as the stock drill, a missing or invalid part of that animation wouldn't show up as a problem with the stock drill. That's presuming that a problem with the stock animation is causing your drill to halt the vessel loading process, since it's the root part. I do have 192 mods installed but a text search reveals that none of them patch your inline drill, not even for tech tree nodes. Linux x64 KSP v1.0.5, MRS Lite v1.10 via CKAN.
  10. That's some beautiful modeling and texture work, right there. Installing, alongside all your other mods!
  11. Thank you. I'd been looking at doing this myself. Hadn't got anywhere near as far as you have, though.
  12. Sounds good, be sure to take a break and keep those modding fires burning for 1.1.
  13. Thanks for looking into it. I had the same problem at the Armstrong memorial. It seems to trigger when the CoM moves far away from the anchor (moving Metal between Chuckwagons makes it easy to test). I could even remove the saddle after the base landed, but since it was the root part much hilarity ensued. Have you considered a physics dampener/remover like Roverdude had for his MKS mod? He removed it after implementing support for disconnected parts to share resources, so it certainly wasn't a silver bullet.
  14. Both the habitat and the geology lab cause this, I think. I'll wrangle CKAN into downgrading to 0.9.5. Here's my log, from game unpause, with Endun getting a Casa out of KIS inventory, carrying it, and falling over. I've filtered out all the NREs from other things like AIES landing legs and ships with missing resources (e.g. old DRE installation). These parts looks interesting: [LOG 03:15:09.726] WBIMultipurposeHab [FFAB2444][5120.6180]: Part is not inflatable. ... [EXC 03:15:10.078] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.WBIScreenPropHelper.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () I don't know if the "inflatable" one is normal or not. The second might be a red herring caused by me removing the IVAs, as you asked for? Edit: it doesn't happen with 0.9.5. I can carry Casas again!
  15. I set my Mod key to be the "Super" Key. settings.cfg: MODIFIER_KEY { primary = LeftWindows secondary = RightShift group = 0 modeMask = -1 modeMaskSec = -1 }
  16. It's just the Casa. Ponderosas explode immediately and a phantom Ponderosa remains in inventory. Attaching the phantom Ponderosa to something produces a ghost object that can't be interacted with and disappears on save/reload, but looks OK in the game world until then (right model, the same decal on top that it had before, etc). Getting rid of the Spaces directory makes no difference.
  17. Hmmm, I have a Casa module that won't stop moving around. When it's attached to anything it keeps jumping and I get the collision FX banging sounds. If I carry it on a kerbal's back, the kerbal keeps getting knocked over by the module jumping around. My log is filled with these: It might just be a KIS/KAS bug. The only Google hits for this are for Internal Robotics and RealChute parts though. More: it's all my Casas. My Ponderosas also spontaneously explode when put on a kerbal's back. Other modules seem fine so far. My kerbals just have nowhere to live.
  18. Go ahead, glad to help, even if I cause confusion sometimes. Nice update too!
  19. That happened to me too, even when attaching to the Saddle. I think I had to drop the Ponderosa upside-down, pick it up again, turn it the right way up, and only then attach it to the Saddle.
  20. Thank you Taniwha. It does indeed appear to be a volume-based converter. Based on your ratios, I've come up with a Quick and Dirty Hack. At least it's a standalone patch. The mass-based ratios are scaled down to make the Ironworks only 1/3 the speed of an EL workshop; there's still a good reason to haul that 15t juggernaut around, even when (because?) its production speed is "unrealistic". Matches my play style at least.
  21. Oh... that dredges up memories from reading your thread months ago. Does that mean that any part including the ExWorkshop module should also use mass? Because the Pathfinder parts don't seem to - the MM ratios are directly applied, including the specialist bonuses (in my case: v1.0.5, Linux x86_64). I wonder if it's because the Hacienda gets reconfigured according to the Ironworks template, and perhaps that breaks something. I can't find anything suspicious in my log file. Everything about Ironworks: Everything about the Hacienda: Edit: might have found something. Upon scene load I am getting 4 separate groups of "index exceeds" messages relating to applying modules to the Hacienda parts. I have 4 Haciendas in the scene, so that makes sense. I'm getting them for all the WBI parts with modules, but these are only the Hacienda ones: The whole block, for one Hacienda: Wow, apologies for all these logs.
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