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Razorfang

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Posts posted by Razorfang

  1. I have the same problem. A quicksave/reload fixed the WASD problem, but still cannot grab ladders or enter pods. the F and B keys seem to not work. It started just after landing on the moon and using the F2 mode to take a screenshot.

    i9 10900k, RTX3080, 64GB RAM

  2. I'm getting the same NRE spam that @Apaseall is getting.

    Logs --> https://www.dropbox.com/s/59apmlkzi4aeh71/AmpYear Resource NRE Log.zip?dl=0

    Reproduction Steps:

    1. Create a vehicle with A Drill-o-Matic and a Convert-o-Tron 250.

    2. Deploy drill and start LFO conversion.

    3. Wait about 15-30 seconds. The second test took longer to start spamming. It began when I highlighted a different part of the vessel.

    I originally thought it was a glitch introduced by one of my many, many other add-ons, but it persists with a clean install with just AmpYear.

  3. Getting NRE spam on 1.1.3. Same as what's happening on KAC.

    (Filename:  Line: -1)
    
    MissingMethodException: Method not found: 'TimeWarp.SetRate'.
      at RemoteTech.FlightComputer.FlightComputer.OnUpdate () [0x00000] in <filename unknown>:0 
    
      at RemoteTech.Modules.ModuleSPU.Update () [0x00000] in <filename unknown>:0 

     

  4. I absolutely love this mod, but I'm running into a problem that is quickly making it unplayable. The background processing does not seem to scale well with larger numbers of vessels. I have 44 flights in progress and I'm getting about a 2.5:1 slowdown. I'm not certain that it's just Kerbalism causing the problem, but I do see that the background processing loops through every part on every ship in every update. Is anyone else having similar problems, or is this just me?

  5. Same issue as @TMS, also believe this is causing NRE spam for me.

    Spoiler

    (Filename:  Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
      at Vessel.<GetUnloadedVesselMass>m__7E6 (.ProtoPartResourceSnapshot x) [0x00000] in <filename unknown>:0

      at UniLinq.Enumerable.Sum[ProtoPartResourceSnapshot] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0

      at Vessel.GetUnloadedVesselMass () [0x00000] in <filename unknown>:0

      at Vessel.GetTotalMass () [0x00000] in <filename unknown>:0

      at Vessel.CalculatePhysicsStats () [0x00000] in <filename unknown>:0

      at Vessel.FixedUpdate () [0x00000] in <filename unknown>:0

    Never mind that. NRE spam is caused by something else. Trying to trace it now.

  6. 7 hours ago, ShotgunNinja said:

    That is a very interesting idea, I'll keep that in mind. I wanted to add something similar to TestFlight but I recon its beyond the scope of the tiny, simple malfunction mechanic so this could be an alternative to that. My only objection to it would be that if only money is necessary, then the player can just 'buy away' the mechanic. Maybe I can make them pay a small amount of research instead.

    Another Idea perhaps is to cap the about they can change the lifespan based on research. Allow none at the start and then +-10% after x node and so forth. That way late game you could buy off the penalty after you've reached a point that you'll be launching decade+ missions.

  7. Perhaps an idea for the malfunction issue would be to add a tweakable that'd increase the lifespan of a part for a cost. You could even allow the player to shorten the lifespan from default to save money too. My opinion is that it shouldn't be a 1:1 scaling however. Like 3x the cost increases the lifespan 2x, and 1/2 the cost reduces the lifespan to 1/3. It'd be nice to allow short life probes and missions to cost less, but allow longer missions to avoid malfunctions for a cost.

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