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GFX5000i

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  1. There, I fixed it. The issue seemed to be the logic that tried to find the nodes and the active Gizmo to override the stock behavior. The way that setup ended up with nothing happening, neither the logic activated nor any errors popped up. I tested the new logic by creating and deleting multiple nodes while orbiting Kerbin, but I don't know any edge cases to test more. As a bonus I also fixed the translation for the button "+ Orb" that was displays as "- + Orb". On another note, I found that the Descending Node button is behaving strangely when there is no target (equatorial DN). While in an inclined orbit the AN button will always move the node to the same place, but the DN button will always select a new place depending on the vessel position. I couldn't fix this since the calculation was completely cryptic to me What I could see is that the KSP provides a function to get the equatorial AN, but not one to the DN, so the manual calculation is probably doing something wrong. Edit: I shamelessly copied the code for "Eq Desc" from Maneuver Node Evolved and it worked like DMagic.
  2. I was testing the suspension lock (to use in the default legs to save a lander in the Mun full of Kraken power) and noticed the action group was not working, changed to the code below and seems good now. from [KSPAction("Lock Suspension")] public void suspensionLockAction(KSPActionParam param) { suspensionLockChanged(null, null); } to [KSPAction("Toggle Suspension Lock")] public void suspensionLockAction(KSPActionParam param) { lockSuspension = !lockSuspension; suspensionLockChanged(null, null); }
  3. I've found quite an interesting bug. When using KIS + Universal Storage 2 + Kerbalism(or TACLS) the EVA-X (from US2) will keep adding mass and value to infinity when equipped. Searching for the bug source what I found out is that when an object is equipped the _resourceMass and _resourceCost are not being reset when CaptureItemStateFromPart() is called every frame. This makes the mass and coast of any resource inside an equipped item to be added each frame instead of being recalculated. I made a test version with them being reset to 0 before the calculation (similar to the _contentMass and _contentCost) and it seems to be working. KIS_Item.Equip() > KIS_Item.AlignEquippedPart() > KIS_Item.CaptureItemStateFromPart() KIS_Item.cs lines 739 and 740
  4. Searching the Dev branch on the Github I found 3 places with references to shaders that are now in "Legacy Shaders/" like @sarbian mentioned. I changed, compiled and tested. No more errors in the debug. KSPWheelVesselDebug.setupDebugRenderers() line 236 KSPWheelRepulsor.postWheelCreated() line 144 KSPWheelDustEffects.setupDustEmitters() line 186 On another topic(s): - Two legs are named as "KF Folding Hydralic Leg" - I noticed two leg types deploy/retract too fast (with the exception of the folding leg). A vessel on the ground can hop quite high with that or be stuck on the ground. Using the deploy speed of the leg extension/angle might be optimal. - Suggestion: Animate when changing the leg's angle/extension to avoid similar "hops".
  5. I made a quick test using stock KSP 1.8.1 + Foundries. The mod seems to be spamming null exception errors in 3 specific situations: Standing on the runway (gears, wheels and tracks) In flight (any part) On pause/resume game (any part) These are the most common error origins I found in the output log: KSPWheel.KSPWheelDustEffects.OnDestroy () KSPWheel.KSPWheelDustEffects.onOriginShift (Vector3d o, Vector3d n) KSPWheel.KSPWheelDustEffects.setupDustEmitters () KSPWheel.KSPWheelRepulsor.postWheelCreated () KSPWheel.ParticleSystemExtensions.ext_setEmissionEnable (UnityEngine.ParticleSystem ps, System.Boolean value) The Output Log: https://drive.google.com/open?id=1ehDBtDyVwHcrFiecMYA7F7KwjWppNbUo
  6. In that case this script might not fix your problem entirely. It was made to fix the parachutes not showing when using the search box, but it still consider you have the category.
  7. It adds a filter on the Utility category to hide parachutes. With this they will only show in the "Parachute" category that is created by this mod. If you are looking for a more technical answer: The invert = true change the filter from add (the default) to subtract. The type = moduleName specifies the filter criteria as the internal name of the modules and value = ModuleParachute, RealChuteModule are the default and RealChute modules respectively.
  8. Use these 2 patches instead. They are less likely to bork anything and you won't have to re-apply them every time the mod update. As a bonus, if you use Filter Extensions, it will make the parachutes only show in their own category. If the "Parachutes" category is not showing, use only the first patch.
  9. I've learned here that Module Manager made some recent changes in the syntax that can break some patches. In the case I've noticed SETIrebalance > SETI-ScienceSettings.cfg was affected in the biome changes for crewReport and evaReport. The fix is to remove [*] in both patches, but there might have other patches with the same issue.
  10. I'm using this custom patch to allow any command module to "Collect All" without the need to go EVA. Then I add an action group to make it even easier. @PART[*]:HAS[@MODULE[ModuleCommand]&@MODULE[ModuleScienceContainer]]:Final { @MODULE[ModuleScienceContainer] { %evaOnlyStorage = False %canBeTransferredToInVessel = True %canTransferInVessel = True %showStatus = True } } @zekew11 On a similar topic, I've learned here that Module Manager made some recent changes in the syntax that can break some patches. In this case Revised_Crew_v_EVA_Report.cfg was affected. The fix is to remove [*] in both patches for crewReport and evaReport.
  11. Documentation Suggestion: Add the "Camera Focus" to the list of features and to the list of Default Keybinds in this thread. The feature exists but is not mentioned. Feature Suggestion: I know SHIFT lowers the snap distance and MOD+C / MOD+X can swap between free and snap, but could it be possible to make a temporary swap using MOD+Left Click for offset and rotate. This is easier to use and similar to how it works on 3D softwares.
  12. I imagined that would be the case. My script is working, so the issue is (kind of) solved.
  13. They were missing from the search box system. When I made the first change they appeared in Utility while still being in Parachutes. Additionally, they also appeared when I used the search box. The new script hide them from the Utility without using category = none. That way they still appear in the search box and in the Parachutes category. The only drawback is that the script only works if you have Filter Extensions.
  14. Now that you mentioned it, they are really showing up in both places. With that in mind I made a personal script for Filter Extension to change each parachute to "Utility" and then added an exclusion filter in the Utility category to hide them, now they will only appear in one place and are still searchable. If anyone want the script, just create a .cfg file with these lines: Example: GameData\My_Patches\MM_RealChutes.cfg @PART[*]:Final:HAS[@MODULE[RealChuteModule]|@MODULE[ModuleParachute]] { @category = Utility } @SUBCATEGORY[Utility] { @FILTER,* { CHECK { type = check invert = true CHECK { type = moduleName value = ModuleParachute, RealChuteModule } } } } My suggestion for a more clean result is to not make any category changes in the mod's code, instead add them to the FilterExtensions Default config (or make a small cfg to integrate with it) and suggest the players to use FilterExtensions. This makes every mod focus on each area, but also make the mod dependent of another for a feature it already has.
  15. For some time I have not been able to find any of the parachutes using the VAB search box and it seems some other people are having the same issue, so today I took some time to search in the code and found the problem. All parachutes are set to "category = none" and, for some reason that I don't know, makes them unsearchable. To solve that I changed all categories to the game default "category = Utility". This change had no negative side effects in my game, but I have some other mods like Community Category Kit and I don't know if there is a reason for those lines, so further testing might be necessary. Below are the files that I made these changes. RealChute\Parts\cone_double_chute.cfg RealChute\Parts\radial_chute.cfg RealChute\Parts\stack_chute.cfg RealChute\Parts\cone_chute.cfg category = Utility RealChute\ModuleManager\Stock_RealChute_MM.cfg (delete all lines with) @category = none I hope it helps.
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