Jump to content

Deimos Rast

Members
  • Posts

    1,392
  • Joined

  • Last visited

Everything posted by Deimos Rast

  1. But it should! (Clarification: I hate mods that stubbornly refuse to add support for your lovely toolbar, always irks me). Also, I swear I posted a bug report yesterday or the day before in this thread about entering and exiting map view moving the toolbar around, did it get deleted? Oh well, it was for the older version anyway - grabbing new version now. Thanks.
  2. I wasn't using the 1.1.2 version, which I suspect will fix the issue (and yeah, NanoGauges was being grumpy because I was in another dimension, and all the instruments were at NaN). Oddly enough, I occasionally get SRBs that, even when staged together, end up firing unevenly. I know "Balance" doesn't work on them, due to their NO_FLOW status....well, shouldn't work on them...(I may have made "special" SRBs with alternative fuel which it does work on, just for this situation, and other niche scenarios). Thanks!
  3. It might be me then, as I'm currently in the middle of what seems to be a massive failure cascade of legendary proportions (trying to see which 1.0.5 mods will work in 1.1.2...turns out not too many). If you're not getting it, then I wouldn't worry about it. As my game is currently in a non-loading state, this the log I gave you yesterday for the AmpYear report. Although in it I didn't fiddle with the DeepFreeze settings, it might still show if there is a loading conflict. I'll try to get a better log as soon though. Fixed my install and put DeepFreeze + AmpYear in a 1minute old install (absolutely fresh & clean) and I'm still getting it. I'll try removing AmpYear to see if that's a conflict (but I mean, really?). Only thing I can think of is being on different operating systems and how they handle fonts but I doubt it. Log. --edit--- Tried with just Deepfreeze + Squad Install and still get it. Log of that here.
  4. FYI: your conversion of the icons to .dds seems to have 'inverted' a few of them (for lack of a better term), or at least the backgrounds of them. I'm thinking of mainly the ScienceParts icon off the top of my head. The picture on the left is the old PNG and the right is the new DDS. In game the background of the DDS is pressed in and dark in contrast to the surrounding icons (I can get a screenshot of that as well if you need it later, but my game is currently not in a working state). Don't get me wrong, I like the memory savings and such and prefer the DDS standard; it's just something seems to have happened in the translation. Not really an area I have any real knowledge of but I'll try running them through the DDS4KSP app and see if I get any better results.
  5. So neither Mod+Clicking the button nor rightclicking the button brings up the settings for me (linux x64bit 1.1.2 or whatever version we're on now).
  6. So while looking at another issue in my log, I noticed some NRE's from KRnD. I'm guessing it's 1.1.2 related, as it seems to have done a ripe number on everything. For the record, some of these parts I have still, some I've since removed. A commonality is that they all have landing gear/strut of some type though (including the MechJeb Pod). Log here (sorry, it's a train wreck). Linux 64 bit, a number of mods. Cheers. I should mention I'm on 1.1.2 and this mod is technically rated for 1.1...so, yeah. [KRnD] updateGlobalParts(Mechanical Jeb - Pod version 2.0): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(LT-POD Landing Assembly): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(Cruiser Landing Gear): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(Cruiser Landing Gear Mk2): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(Radial Micro Leg): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(Ventral Micro Leg): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(SpaceY 5m Rigid Recovery Landing System): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [KRnD] updateGlobalParts(Radial Lander Leg): System.NullReferenceException: Object reference not set to an instance of an object at KRnD.KRnD.updateGlobalParts () [0x00000] in <filename unknown>:0
  7. It does indeed seem to be contained to the Partloader section, which I take to be the initializing of the game. Unfortunately, it's after every part it seems Thank you for clearing things somewhat. I'll still wait for a fix. Cheers. ---edit--- In the brief time I was in game and looked at the map, it did seem to work, but I didn't really look at in in depth.
  8. So this mod no longer seems to work in 1.1.2; worked for me in 1.0.5 and 1.1; nothing now. Apparently you snuck a new version out that I missed. I'll try that.
  9. Bug report: I'm not sure if this is because of the recent string of patches and updates, but whenever I enter then exit map mode, it moves my toolbar to the right edge of the screen (when I had it been else where before). Here's a log if you need one (it's a mess, sorry). Linux, 64. Let me know if you need more info; it's a 100% of the time at the moment (I have the latest verision of the toolbar).
  10. I would say that's an exact match Capt'n. As the titles suggest, left is DeepFreeze, right is AmpYear. Bytes are both 92, dimensions are the same.
  11. Possible clue - in the parts calculation is says 0 Ec usage (as in no SAS registered), but in the Subsystem calculation it says 0.017/s (as in SAS registered?). Unless that's a dummy variable. Craft is just a Mk1 pod, some modded fuel tanks, stock decouplers, embedded MechJebCore in the pod (no SAS here), saturated Reaction Wheel mod, parachute (realchute), the Flare engine from SXT, and some science stuff. Log (excuse the KeepFit spam, it's apparently a debug build) Suggestions listed here as per request: https://github.com/JPLRepo/AmpYear/issues/23
  12. Something I noticed, not sure if it's intended, but when I have the AmpYear window open in flight with the Subsystems submenu open, even with the SAS button unchecked, it continually tries to apply SAS (or at least I'm getting the error message that it's trying to but is unable to). I don't have SAS at the moment, so it can't. If this is "unintended functionality" I can post a log.
  13. So about that log spam... anyway I can disable it? I'm not necessarily noticing any adverse effects from it, but it's making it difficult to wade through other issues. I suppose I could just snip it out.
  14. I looked at your log, all I see is over and over: MissingMethodException: Method not found: 'PopupDialog.SpawnPopupDialog'. I can't tell you why it's happening, only that it works for me in Linux. Also, you seem to have Debug mode on, which is probably what you should have on anyway for a log report, but will probably impact performance later. Although...my KSP version is 1.1.2:1260 and your log actually says you're at [KSP Version]: 1.1.0.1230 (WindowsPlayer) (x64). I suspect that's your problem. This is meant for 1.1.2 and you're on 1.1.0. --edit-- Module manager 2.6.24 is for 1.1.2 as well I believe.
  15. Sorry to hit all your threads like this in such short order; I know you're working on getting some of your mods out of 1.0.5 land still, so throw these suggestions either out or at the bottom of the list. Some modules to consider adding and possible suggestions: What about ModuleGenerator? Combine solar panels modules into one option (curved/regular)? Combine Data Transmitters into one option? RemoteTech users aren't using regular DataTransmitters and regular DataTransmitter users aren't using RemoteTech A lot of lights use AnimationGeneric (although I don't think that has a resource cost associated with it, so I guess it doesn't really matter then). RWSaturatable module (saturatable reaction wheel mod) Is it smart (i.e. pull from list of installed mods?) or did you have to add these manually? I'm guessing manually. How are the average users supposed to know which module corresponds to which ingame item? You and I might know, but they might not. Maybe a tooltip or a descriptive text (resourceharvestor = drill). Not sure what a NavLight is (or how it's different from a regular light). Is there anyway for users to add their own modules to the list (or remove some)? I really like what you've done with this mod.
  16. Suggestion of the absolutely lowest priority possible (as always, I know you're busy, especially now): - Change the Tooltip Text Color/Background color in the Settings to match that of AmpYear. As it is, it's really hard to read - basically white on light grey. The second image is AmpYear (you know, in case you forgot).
  17. oh, wow, that was not the response expected, but thank you. I was doing it mainly because it seemed like the thing to do (I just got the converter tool, and when you have a new tool, well use it on all the things!). I probably was going to revert the changes anyway once I figured out how it worked. Honestly, I wasn't trying to make more work for you -- it was more of a "it's 3am and why can't I figure this out" post. But thank you. Ooo, and Indicator light support.
  18. I realize there have been a lot of changes recently and our heads are all kind of spinning, but... (In reference to my question I asked about the RW saturated mod over-riding ability to tweak reaction wheels). I noticed you added some features that show max reaction wheel potential, but not the option to reach that potential (there's a cruel joke in there somewhere). Maybe it does already without a user interface?
  19. So I'm reading through the wiki for this and I think I found a typo: The module strictly speaking requires no configuration: MODULE { name = JSITransparentPod } Which seems to be missing the Adv (unless I'm misreading it). You then go on to reference it as (which I believe is the proper way?) : @PART[CRY-0300Freezer]:FOR[DeepFreeze]:NEEDS[JSIAdvTransparentPods] { MODULE { name = JSIAdvTransparentPod } } So henceforth, will JSITransparentPod modules even work? I'm assuming no. I see the repeated parts about "visual artifacts" if those legacy modules are present - not entirely sure what that means, other than "not working as desired." I ask because I have set of transparent pods made by the esteemed nli2work using the old JSITransparentPod (and conveniently lists the transparentTransforms), so to my untrained eye it should just be an issue of adding "Adv" to the module, since I'm reasonably sure (well, more of a hunch really) it fulfills the criteria listed. One way to find out I guess. ---edit--- Hot damn! It worked!
  20. Congrats on a new thread! Looking forward to where this goes as I always really liked the models and texures; I'll have to give this another download. Out of curiosity, why the change in ownership? If I were a betting man, I'd say Angel has a full plate and I know he just released a number of mods fully, so my guess is he's just busy. About the poll: What does the plugin do again? Is that just the asteroid spawner? I remember having issues with it back in the day conflicting with Custom 'Roids I believe. ----edit----- misread poll as "plugin" not spawner
  21. Holy cow, you went a bit krazy with this update, yeah? Really like the Emergency Processor concept. (I also really like that added support for Deep Freeze - I hear that's a great mod too.) Keep up the great work!
  22. So I decided on a whim to convert the lot of your mods to .dds, which as it turns out wasn't the best of ideas, given your penchant for texture swapping (I use pretty much all of your mods except Burger Time). Anyway, I'm stubborn and am (somewhat) determined to press forward (I seem to remember getting it to work in the ancient days of 1.0.5 aka last week, but I forgot how). The long and the short of it is, I'm stuck on your SYengine7mR9 engine -- where exactly does its' texture swapping patch live? I can't find it anywhere and I've spent the past 30 minutes looking -- in every one of your mod folders no less. The message I get when I load the game is about what you'd expect and as clear as can be (the file definitely exists, but as a dds, not as an mbm). So my thinking is point the patch at the new files...or you know, learn to leave well enough alone and leave things as I found them originally. PartLoader: Compiling Part 'SpaceY-Expanded/Parts/Engines/SYengine7mR9/SYengine7mR9' PartCompiler: Cannot replace texture as cannot find texture 'SYengineRbell-Emissive' to replace
  23. Bug Report: should be fairly easy to reproduce, (I'll see about getting a log in a sec as I just accidentally erased the one I was going to upload), but hitting "Balance" on SRB's (probably on anything with a NO_FLOW status would be my guess) while in the flight scene causes either a CTD (more common last game version 1.0.5) or more recently warps you into another dimension, screen goes black, instruments go NaN. Reverting mission doesn't fix it, clearing Camera Input Stacks doesn't fix it, only restarting and/or verifying cache fixes it. Hitting "Balance" in the editor is fine by the way. Log
×
×
  • Create New...