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Rudolf Meier

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Everything posted by Rudolf Meier

  1. Yes... that's what caused all the problems of beta3. It should not happen anymore (or, at least it should just shift as much as normal joints would also... but this should be just in the margin of rounding errors of floating point calculations... not visible at all). I thought this should work now... you cannot activate a limit if you are outside of it (at least in flight) ... but they should be respected. I'm not sure anymore if they are ignored in the VAB/SPH... But I will try it again when I'm fixing the scaling problems. Interesting... I know they can bend and therefor show values outside the range (because you can see the readout of current position, not of the currently commanded position... maybe I should change that?). But still, they shouldn't get stuck because of that... I will look at it... Inside the VAB? When detaching parts they reset some values. That's normal... or, lets say... I did this to solve some problems we had in the past. Maybe I don't have to reset that many things now that we have a better version. I will see if I could keep some more values set.
  2. sure... http://meiru.square7.ch/reg554ui9wert/DMModuleScienceAnimateGeneric.zip
  3. I can confirm this... that's a really interesting one. There is something very wrong when a joint is scaled down. I've to make some other tests to tell what it could be.
  4. Interesting... I will try it. Could still be KJR related... but I should find it with your description. Thanks a lot...
  5. now that's an interesting case... it was my joystick... but, it was not my connected joystick, it was my dis-connected joystick... restarting the game did not help... I had to start the game and then connect my joystick and... suddendly the problem went away... after re-disconnecting it, it still is stable... seems, that the input position somehow got stuck even though the joystick was disconnected... ... very strange... I didn't know that's possible
  6. it is related to KJR ... the problem is the v3.4.1 ... it does not happen with v3.4.1-p1... I have marked this version now as release and no longer as pre-release (it was marked like this because I'm working on a performance improvement and I wanted to release it together) ... so, in a way it was already fixed... now I can fly very stable without problems I hope it's the same problem. Otherwise, if it's not solved with the new KJR (see first page for link), then send me a picutre or craft save file and I will try to get the same results on my machine
  7. it seems, that the problem is related to extendatrons, but also to KJR (my version) ... I'm currently doing some experiments to find out which type of reinforcement it is
  8. my reproduction is getting better and better... try to put an extendatron to a ship (not perpendicular, but with some angle), then a radial decoupler and a little tank to the side of the ship and then decouple this tank... then everything goes wrong
  9. thanks ... that's what I think too... I'm currently writing a "trim surveillance mod" to investigate this
  10. ah yeah... sorry, I forgot to inform you... I'm currently writing a mod that helps me to debug this... (also for the non-un-attached parts) ... I don't expect to see anything from the log files... but, debuggers are always a good starting point and if everything fails, I can still do the non-allowed things... I'm not really expecting help from official sources... I can only remember one single case in my career where a software company fixed a bug that I had... so you see, I have no confidence in those companies... zero... none... NULL...
  11. *hmm* ... it is related to trimming... but I'm not sure how at the moment... at least I can reset it with alt-x ... never thought that, because I'm not using this in flight... maybe really a mod conflict, but I'm still searching...
  12. confirmed There is a bug. What I know so far is that it is related to translational parts. That it is happening because of a decoupling and that we have heavy rotations because of that. Might be that this is also somehow related to the rotations I see when no IR parts are involved, but I cannot confirm this... I can also not imagine why this should be the case. But I'm investigating it. Edit: the non-IR part rotation is related to trimming... but I've no idea if IR can affect trimming...
  13. I don't think it is related to Kerbalism... but I'm still asking. Maybe someone knows something. ... could you imagine why ships in 1.4.2 are rotating? SAS runs constantly and after a while it cannot control the rotation anymore and ... the longer the mission goes, the more I do have this rotations. After a while I cannot keep it... not even manually. I already said, I don't think it is related to Kerbalism... but I've been told that it could be some sort of "mod conflict" ... I don't know... I personally think, that it also happens without mods installed. But... maybe you know more... sorry for asking this here... I know it's not a "support thread" ... but I do have to exclude this possibility. Otherwise all I will hear from support is "it could be related to mod xy"
  14. Yes, constantly active and as described very strange, because of the changes over time and because of the fact that I can hold it manually (there is enough power in my reaction wheels) but it doesn't hold it correctly... plus it looses the ability to controll it on a per axis basis... ... I don't want to solve it myself. But ...
  15. sometimes in the VAB my parts are non-attached (red) but still attached to the ship... when I try to pick them, it picks the whole ship... and I cannot remove them anymore... and they also move when I pick the ship itself... I had to edit the craft files to get rid of them
  16. 1.4.2 my ships rotate 1) following situation: I got into orbit and my ship starts rotating slowly... but sas can handle this... after 2 orbits sas cannot handle it anymore, but I can still manually work against it... after flying to Minimus and back (just a flyby) the rotation is even bigger and I have problems to handle it manually and after 10 orbits (preparing reentry) the spinning is a huge problem and reentry fails because I cannot control the craft anymore 2) other flight: I did put some Agena-target like stuff into orbit and tried to dock with another ship... it was almost impossible and then I found out... the target is rotating ... after restarting KSP it kept its position and I started the docking again... after a while my sas stopped working partially... it only stopped my rotations in 2 axis and on the third axis only when rotating in one direction but not in the other... a restart of the game helped again here... no idea what's going on here and I cannot imagine that Kopernicus or Kerbalism (or just custom made parts) can be the reason for that and I do also have a lot of game crashes... I didn't analyze them for the moment, but I will do that later does someone else see the rotational problem? some told me that they have it also... but it seems they think that it's related to some mods and I don't think so...
  17. yes, but that's not "my" mod... and... somehow I don't recommend it... I think the new version provides more ... but I have to say that
  18. Pas de problème ...ce ne sont pas les pièce "_v3" ... alors, je crois que tu as construit cet appareil avec la version 2 de IR. These are not parts "_v3" ... so I think you have built this ship with version 2 of IR.
  19. That's fine... tell me what to do and I'll try it... I'm not one of those guys who are saying "case closed" just because it's not easily reproducible in the first 2 minutes. But it still is needed to find some sort of reproduction.
  20. Is Kerbalism affecting the contracts that I get? ... the problem I have is, that almost all of my "put a satellite in orbit" at the beginning of my carrer want that I put it into an orbit higher than the mun... is this normal? Or is this ... some sort of bug? ... I'm not saying it's related to Kerbalism... I'm just asking
  21. after recompiling it for 1.4.2, it works... no changes made...
  22. I do have a problem with it... the camera included in bluedogs mod throws this [EXC 00:04:23.067] NullReferenceException: Object reference not set to an instance of an object DMModuleScienceAnimateGeneric.DMModuleScienceAnimateGeneric.canConduct () DMModuleScienceAnimateGeneric.DMModuleScienceAnimateGeneric.gatherScienceData (Boolean silent) DMModuleScienceAnimateGeneric.DMModuleScienceAnimateGeneric.DeployExperiment () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() ... but I've also installed Kerbalism... no idea if that makes a difference. Tell me if you need more info or if I should look into it.
  23. the latest patch fixed this bug... and just to explain this a little further... the problem is not the overshooting of the joint under load, but the wrong commands that were given to the joint. And this was because of a bug inside my module... but now it's done differently and it shouldn't be possible anymore now.
  24. can you find a configuration with stock parts that crashes and send me the craft file?
  25. does it happen too when you only use the arm without ship? just e.g. holded by a clamp?
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