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Grtschnk

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Everything posted by Grtschnk

  1. Excited to try KSPIE, however I can't get it to fully run. Having the same issue as mentioned two pages back. Also using Kerbalism (v3.11) +KSPIE (v1.25.23), and not able to launch the game (v1.10.1.2939) Edit: Just realised I posted it in the wrong thread. Here in Kerbalism, not KSPIE.. Will link to this post in KSPIE thread. The relevant(?) part of the log [LOG 09:12:24.061] DragCubeSystem: Creating drag cubes for part 'KspiCentrifuge' [LOG 09:12:24.190] PartLoader: Compiling Part 'WarpPlugin/Parts/Command/CommandCenterDome/part/KspiCommandCenterDome' [LOG 09:12:24.199] [OKS] Could not find secondary animation - Rotate [LOG 09:12:24.199] ERROR IN USIAnimationOnLoad - Object reference not set to an instance of an object [LOG 09:12:24.327] [ModuleRealAntenna] OnLoad from MODULE: [+RA] KspiCommandCenterDome [1.5 dBi L 30 dBm [TL:0] BPSK 31.5 Kbps] [LOG 09:12:24.343] PartLoader: Part 'WarpPlugin/Parts/Command/CommandCenterDome/part/KspiCommandCenterDome' has no database record. Creating. [LOG 09:12:24.343] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes. [LOG 09:12:24.355] DragCubeSystem: Creating drag cubes for part 'KspiCommandCenterDome' [EXC 09:12:24.440] IndexOutOfRangeException: Index was outside the bounds of the array. FNPlugin.FNHabitat.AssumeDragCubePosition (System.String name) (at <f1d7585dabaa4eeba51e757112346ca8>:0) DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I dug around the sourcecode and the config files but I have no exact clue why it is not working. If I remove the FNHabitat module from the part.cfg (KspiCommandCenterDome) it seems to load. The weird thing is that the IXS_Command module, which is also non-inflatable, spawns the same error/exception, yet the game seems to recover from that and continues loading. My wild guess is: In FnHabitat.cs, the very first line of AssumeDragCubePosition tries to access an empty array. If the part is not deployable, there should not be any animation, right? However, I am still confused as to why the IXS_Command module seems to work (well, causes an error here, yet does not fail completely..). That would indicate that the error happens further down the line. I guess for now I will just disable this module inside the part. I am probably not far enough in the TechTree anyway public void AssumeDragCubePosition(string name) { var anim = part.FindModelAnimators(deployAnimationName)[0]; ... ... Maybe a quick check like .. var anim_array = part.FindModelAnimators(deployAnimationName) if (anim_array == null || anim_array.Length == 0) { enabled = false; return; } .. at the beginning of the function might help? Cheers
  2. Great mod! Thank you very much for it. For me, the change to "127.0.0.1" from "localhost" also did the trick. Got it successfully running on my vanilla-playthrough. Any chance this could play nice with Principia? I am aware it modifies parts of the game quite drastically, so I am not expecting a positive answer, but one can hope. Server and Client sync is working, but the client trajectory is the stock one. Principia does not get used, even though it is in the GameData folder.
  3. Works on 1.2.2 for me. Too many mods to update to 1.3 at the moment. Don'nt need localization, so not feeling rushed. Wanted to quickly ask: Does the cloud bugfix mean better performance? Seems my computer has good and bad days, don't mind if the fps go up a bit. Awesome mod! Sometimes I still like to cancel warp during sunrises/sunsets Cheers
  4. Really love it. But one thing that's bugging me: The presets sometimes get messed up between controllers and I need to start messing with the settings file of the plugin. (Controller A has assigned the presets of Controller B) Sometimes I have up to 4 different controllers connected. At first I thought the cause was vJoy, because vJoy controllers share the same name. But looking through the code it seems more like it just depends on the order of the joysticks as loaded by the input wrapper. Can anyone confirm this? When I find time I will start dabbling in the code. I will try to add internal identification of the controllers by a custom name that is generated from number of axes and buttons (as stated vJoy devices are just called vJoy, and would therefore be ambiguous). The latest code is the ksp-1.2-fixes branch in taniwha's fork? Thank you guys for the code/fixes, makes the game even more enjoyable!
  5. @nlight Thank you so much for this mod! Just signed up to post this message. Was able to run an old joystick and a 3D mouse simultaneously with vJoy. Without this mod KSP messes up multiple vJoy devices. Also the in-game programming and calibration is just gold. @Boris-Barboris Thank you for the contribution! I can confirm your dll/method works. KSP 1.2.2, W10 x64
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