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habix

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Posts posted by habix

  1. I love this mod, but it doesn't work very well with RemoteTech. 

     

    If you're controlling unmanned craft remotely, triggering actions on parts is delayed depending on distance from home. With part commander I can skip this delay (possibly trigger action without connection back to home - which is not possible if you try to trigger by right clicking a part and selecting from menu). Any chance of making this 2 mods work together?

  2. 8 hours ago, IgorZ said:

    @Rob2222 @Bishop149 @cyberpunkdreams @StevieC

    Guys, please try this patch.

    • Detection of the uninitialized modules is now dirty but much more reliable. It should catch all the possible cases.
    • Logging is improved. The module that fails to cooperate with KIS will now be logged.
    • If bad module cannot be fixed it's removed from the part with an error message thrown into logs. Please, check the logs even if you think everything is working fine. There must be no errors from KIS. There will be warnings but if they start from word "WORKAROUND" then you're OK.

    On my test setup it works fine. At least in the editor and on the launch pad.

     

     

    Sorry.. didn't read up the forum to know what the original problems were, but this patch fixed some exceptions I was getting when putting some items in containers while in VAB

     

    [LOG 15:07:17.765] Start pickup in mode Move from part: SEP.solarPanel (Part)
    [EXC 15:07:20.065] NullReferenceException: Object reference not set to an instance of an object
        BaseFieldList.GetEnumerator ()
        KIS.KIS_Shared.CleanupFieldsInModule (.PartModule module)
        KIS.KIS_Shared.CleanupModuleFieldsInPart (.Part part)
        KIS.KIS_Shared.PartSnapshot (.Part part)
        KIS.KIS_Item..ctor (.Part part, KIS.ModuleKISInventory inventory, Single quantity)
        KIS.ModuleKISInventory.AddItem (.Part part, Single qty, Int32 slot)
        KIS.ModuleKISInventory.GuiInventory (Int32 windowID)
        KIS.ModuleKISInventory.GuiMain (Int32 windowID)
        UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
        UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)

     

    The exception is gone and items gets transfered to container now, thanks!

  3. 2 hours ago, Papa_Joe said:

    Ok, I think I have this issue licked.  RemoteTech is firing an event, and I think CLS was expecting data that could be null outside of my trycatch block.  I've added a null check.   I'm not releaseing a point release, as I do not have a proper test rig set up yet. (in process).  

     

    However, I've pushed my code up to Git, and made the ConnectedLivingSpace.dll available.  If you would like to test it. you can get it from Git here:  https://github.com/codepoetpbowden/ConnectedLivingSpace/tree/master/plugins/ConnectedLivingSpace/bin/Debug

    Just replace the existing dll with this one and let me know if it fixes it.

    I didn't have time for a full test yet, but the exception is gone and also FAR finishes voxelization process now. (took latest release and overwrote the dlls from last link)

  4. Still getting that nullref with 1.2.1.4

    [LOG 08:30:42.609] RemoteTech: ModuleRTDataTransmitter::OnLoad
    [LOG 08:30:42.609] RemoteTech: ModuleRTAntenna: Find TRANSMITTER success.
    [LOG 08:30:42.610] RemoteTech: ModuleRTAntenna: Add TRANSMITTER success.
    [EXC 08:30:42.611] NullReferenceException: Object reference not set to an instance of an object
        ConnectedLivingSpace.CLSAddon.RebuildCLSVessel (.Vessel newVessel)
        ConnectedLivingSpace.CLSAddon.OnVesselWasModified (.Vessel data)
        EventData`1[Vessel].Fire (.Vessel data)
        RemoteTech.Modules.ModuleRTAntenna.AddTransmitter ()
        RemoteTech.Modules.ModuleRTAntenna.SetState (Boolean state)
        RemoteTech.Modules.ModuleRTAntenna.OnStart (StartState state)
        Part.ModulesOnStart ()
        Part+<Start>c__Iterator25.MoveNext ()
    [LOG 08:30:43.984] bluedog.rangerDish added to ship - part count: 2
    [LOG 08:30:43.994] RemoteTech: ModuleRTDataTransmitter::OnSave
    [LOG 08:30:44.027] Updating Untitled Space Craft
    [LOG 08:30:44.088] Updating Untitled Space Craft
    [LOG 08:30:44.149] Updating Untitled Space Craft
    [LOG 08:30:44.207] Updating Untitled Space Craft
     

     

     

  5. On 5/29/2016 at 10:05 PM, ferram4 said:

    @habix: FULL log, not snippet.  I need to have EVERYTHING.

    Does it work without Remotetech, but still with BDB?  Does it happen with any other part in any way?

    @AccidentalDisassembly: Confirmed, I know what's causing it.  Stupid fix that I had to add to fix a bug introduced in part transform layers for KSP 1.1.2.

    Yes, it worked without Remotetech. Also it worked without CLS but with RemoteTech installed.

    I did have some trouble reproducing error consistently after a clean install.. so I didn't wan't to bother you with half logs. 

    Anyway the CLS author did say he found out why NRE is raised/how to handle it and he will have a fix soon (right now I'm not using CLS and everything works fine with FAR). I'll let you know if I have some more SOLID info (if NRE fix in CLS also fixes FAR in combination with all this mods).

  6. 19 hours ago, Papa_Joe said:

    Thanks for the report.  I will investigate!

    I'm trying to reproduce the error with fresh install and only "involved mods".. without luck.

    The error posted before was raised when using CLS, RemoteTech, Bluedog Design Bureau, FAR (last one was not really raising exceptions, it just didn't work because of exception before it-I guess), and some more..
    It happened when attaching antenna or command pod from BDB to existing vanilla command pod. Other parts from BDB mod worked with FAR (only antennas and command pods did not).
    Same exception was raised when using mod "Antennas (config based only - no code)" instead of BDB.. and attaching antenna to mk1 vanilla command pod.

    Removing CLS at any time solved the problem (as did removing just RemoteTech). 

    Well.. hope it helps somewhat to find out what is happening

  7. reproduction:

    Installed mods:

    FAR
    RemoteTech
    Connected Living Space
    Bluedog Design Bureau 

    Place command pod in VAB, attach any antenna from BDB or command pod to it - the voxelization doesn't finish after attach.

    The author of CLS is already investigating the problem, but maybe you can look it up too, to handle cases like this.

    Log looks something like this:

    [LOG 19:43:52.258] RemoteTech: ModuleRTDataTransmitter::OnLoad
    [LOG 19:43:52.259] RemoteTech: ModuleRTAntenna: Find TRANSMITTER success.
    [LOG 19:43:52.259] RemoteTech: ModuleRTAntenna: Add TRANSMITTER success.
    [EXC 19:43:52.261] NullReferenceException: Object reference not set to an instance of an object
        ConnectedLivingSpace.CLSAddon.RebuildCLSVessel (.Vessel newVessel)
        ConnectedLivingSpace.CLSAddon.OnVesselWasModified (.Vessel data)
        EventData`1[Vessel].Fire (.Vessel data)
        RemoteTech.Modules.ModuleRTAntenna.AddTransmitter ()
        RemoteTech.Modules.ModuleRTAntenna.SetState (Boolean state)
        RemoteTech.Modules.ModuleRTAntenna.OnStart (StartState state)
        Part.ModulesOnStart ()
        Part+<Start>c__Iterator25.MoveNext ()
    [LOG 19:43:53.661] bluedog.Diamant.Asterix added to ship - part count: 2
    [LOG 19:43:53.674] RemoteTech: ModuleRTDataTransmitter::OnSave
    [LOG 19:43:53.694] Updating Untitled Space Craft
    [LOG 19:43:53.727] Updating Untitled Space Craft
    [LOG 19:43:53.789] Updating Untitled Space Craft

     

  8. I was installing and uninstalling mods today to find out what is breaking FAR voxelization process. In the end, it was CLS exception that breaks things (possibly in connection with RemoteTech):

    When attaching antenna or command pod to original command pod:


    [LOG 19:43:52.258] RemoteTech: ModuleRTDataTransmitter::OnLoad
    [LOG 19:43:52.259] RemoteTech: ModuleRTAntenna: Find TRANSMITTER success.
    [LOG 19:43:52.259] RemoteTech: ModuleRTAntenna: Add TRANSMITTER success.
    [EXC 19:43:52.261] NullReferenceException: Object reference not set to an instance of an object
        ConnectedLivingSpace.CLSAddon.RebuildCLSVessel (.Vessel newVessel)
        ConnectedLivingSpace.CLSAddon.OnVesselWasModified (.Vessel data)
        EventData`1[Vessel].Fire (.Vessel data)
        RemoteTech.Modules.ModuleRTAntenna.AddTransmitter ()
        RemoteTech.Modules.ModuleRTAntenna.SetState (Boolean state)
        RemoteTech.Modules.ModuleRTAntenna.OnStart (StartState state)
        Part.ModulesOnStart ()
        Part+<Start>c__Iterator25.MoveNext ()
    [LOG 19:43:53.661] bluedog.Diamant.Asterix added to ship - part count: 2
    [LOG 19:43:53.674] RemoteTech: ModuleRTDataTransmitter::OnSave
    [LOG 19:43:53.694] Updating Untitled Space Craft
    [LOG 19:43:53.727] Updating Untitled Space Craft
    [LOG 19:43:53.789] Updating Untitled Space Craft
    [LOG 19:43:53.857] Updating Untitled Space Craft
    [LOG 19:43:53.907] Updating Untitled Space Craft
    [LOG 19:43:53.974] Updating Untitled Space Craft
    [LOG 19:43:54.023] Updating Untitled Space Craft
    [LOG 19:43:54.092] Updating Untitled Space Craft

    If I remove CLS, FAR finishes voxelization process without a problem.

  9. 21 hours ago, habix said:

    I'm quite new to ksp, but already feel like this mod should be in vanilla!
    I did manage to break it a bit.. Besides FAR I'm also using Mod "Bluedog Design Bureau". Everything works fine, except for when I put any of the antennas or dishes from that mod on a ship. It just spams the log with "[Log]: Updating CommSat" - it never finishes voxelization process. 
    I searched on forum and didn't find anyone mentioning it.

    Is there a way to run FAR in more verbose debug log?

    *****EDIT

    There is a "try - finally" block in code that suppressed the exception. I put a log on exception and this is what I get in a loop:

    ... repeats

    Not sure if it's problem in combination with TweakScale? Is there a way to ignore parts that break the voxelization process? 

    Thanks for help

    *****EDIT 2

    Same trouble appears if I use mod "Antennas" and put any part of it on ship. Wasn't able to reproduce with a clean install of ksp, FAR+bluedog tho. Must be combination of mods.. something to do with antennas. Will investigate more. 

     

    OK, found out what is going on. The real problem is mod "Connected living space" in combination with "RemoteTech" - it raises some exception when attaching antenna or command pod and breaks voxelization process. Long story short: removing CLS fixes voxelization process for me.

  10. I'm quite new to ksp, but already feel like this mod should be in vanilla!
    I did manage to break it a bit.. Besides FAR I'm also using Mod "Bluedog Design Bureau". Everything works fine, except for when I put any of the antennas or dishes from that mod on a ship. It just spams the log with "[Log]: Updating CommSat" - it never finishes voxelization process. 
    I searched on forum and didn't find anyone mentioning it.

    Is there a way to run FAR in more verbose debug log?

    *****EDIT

    There is a "try - finally" block in code that suppressed the exception. I put a log on exception and this is what I get in a loop:

    [LOG 23:31:25.126] Updating LR CommSat
    [LOG 23:31:25.126] We're not ready!
    [EXC 23:31:25.128] NullReferenceException: Object reference not set to an instance of an object
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes)
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms)
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData ()
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate ()
    [EXC 23:31:25.135] NullReferenceException: Object reference not set to an instance of an object
        TweakScale.TweakScale.UpdateByWidth (Boolean moveParts, Boolean absolute)
        TweakScale.TweakScale.OnTweakScaleChanged ()
        TweakScale.TweakScale.Update ()
    [EXC 23:31:25.148] NullReferenceException: Object reference not set to an instance of an object
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes)
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms)
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData ()
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate ()
    [EXC 23:31:25.158] NullReferenceException: Object reference not set to an instance of an object
        TweakScale.TweakScale.UpdateByWidth (Boolean moveParts, Boolean absolute)
        TweakScale.TweakScale.OnTweakScaleChanged ()
        TweakScale.TweakScale.Update ()
    [EXC 23:31:25.172] NullReferenceException: Object reference not set to an instance of an object
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.GetVisibleMeshData (UnityEngine.Transform t, Boolean onlyMeshes)
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.CreateMeshListFromTransforms (System.Collections.Generic.List`1& meshTransforms)
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData ()
        FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate ()
    [EXC 23:31:25.179] NullReferenceException: Object reference not set to an instance of an object
        TweakScale.TweakScale.UpdateByWidth (Boolean moveParts, Boolean absolute)
        TweakScale.TweakScale.OnTweakScaleChanged ()
        TweakScale.TweakScale.Update ()
    [LOG 23:31:25.191] Updating LR CommSat
    [LOG 23:31:25.192] We're not ready!
    ... repeats

    Not sure if it's problem in combination with TweakScale? Is there a way to ignore parts that break the voxelization process? 

    Thanks for help

    *****EDIT 2

    Same trouble appears if I use mod "Antennas" and put any part of it on ship. Wasn't able to reproduce with a clean install of ksp, FAR+bluedog tho. Must be combination of mods.. something to do with antennas. Will investigate more. 

     

  11. 7 hours ago, Jacke said:

    Do you mean Canada?  I'm in Calgary and have no issues.  I just downloaded it again from Spacedock.

    Be very careful if you can't access Spacedock.  I suggest clearing your browser cache and looking for other issues.  Try downloading other mods hosted on Spacedock.

    I'm from/was connecting from Slovenija. The link works fine atm.. but some day ago it only worked through a proxy. It wasn't browser problem, it was a clear 404.

  12. 18 hours ago, Kobymaru said:

    Context is key. That might be a fix for the Nullrefs, but the response you quoted is about predicting trajectories after future staging events.

    I really have no clue about ksp api or mods.. I only started playing ksp short time ago, but I do have long history with programming. That said:

    The exception is only raised before you enter the game - after that I don't get it anymore. So this would suppress errors on loading, while it should work ingame as intended. To fix it properly, I think, one would have to investigate why the event is raised/method called when "it shuldn't" or when is the proper event to read that property (eg. when is it not null). 

    Again, I'm just guessing from logs  and property name  FlightGlobals.ActiveVessel (which is probably not available when loading or on start menu)

     

     

  13. On 5/8/2016 at 9:30 PM, Youen said:

    Unfortunately, no.

    I've already started to look if it would be easy to do or not some time ago, and didn't find an easy way to implement it. Even discarding GUI issues (how to specify which stage, decoupled docking port, controlled from where etc.), the prediction itself would probably not be easy. For the stock model, it would require work, but should be possible (I think only parts stacked in front of another will affect drag, so the idea would be to "just" accumulate forces on the parts remaining in the staged vessel, and ignore attached parts that will go away when computing drag). For FAR however, it seems more complicated. A new voxel model needs to be built, and probably a lot of things need to be messed with.

    An alternative solution would be to instantiate a new vessel with only the remaining parts, without actually adding it to the world, but still use it for drag and lift queries. I don't even know if that's possible.

    In all cases, the feature seems to require quite a lot of work :(

    hows this for a 5 second fix?

      public void Update()         {
        if (FlightGlobals.ActiveVessel != null)
                attachedVessel = FlightGlobals.ActiveVessel;
            }

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