Rudolf Meier
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Everything posted by Rudolf Meier
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I don't think so... but describe it a little bit more precise. What do you do? Put this ship to the launch pad? Or the runway? Then what? Wait? How long? 1 second, 40 seconds? something starts to oscillate? Some numbers in the IR gui are running? How fast? If something breaks, what was the first part?... things like that... step by step. How did you launch it the second time? by "revert flight to ..." or completely from VAB/SPH again? ... or is "launch" really a "start engines" ?? and then? crash like "don't see anything and crah" or "arm moves out of position first and ...". I cannot get those things from logs, I need detailed descriptions... oh and do you use the latest version? Patch5?
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latest Kerbalism (1.5.0, build 88) with SM 5.2.1.0... simple lander can with a SC-9001 Science jr. on top... the science is there (data shows in the Kerbalism windows) but there's always a (0) in the SM windows only thing in the log is this [LOG 21:29:52.187] PartLoader: Compiling Part 'ModRocketSys/Parts/Engine/NB0mLFOengine1/part/NB0mLFOengine1' [ERR 21:29:52.198] [ShipTemplate]: No Resource definition found for RESOURCE [WRN 21:29:52.209] Could not create PartResource of type 'HypergolicFluid [ERR 21:29:52.209] Cannot find a PartModule of typename 'ModuleEngineIgnitor' [LOG 21:29:52.239] PartLoader: Part 'ModRocketSys/Parts/Engine/NB0mLFOengine1/part/NB0mLFOengine1' has no database record. Creating. ... I will try to find out something more... ok... what I did -> new KSP 1.4.2, installed SM -> works (with stock science, lander can + SC-9001) ... -> then install Kerbalism -> Science on (0) always... reproducible with no other mods installed
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was the same bug you fixed with the latest release... thanks just a detail: if you have an experiment that can run multiple times, then you start sending the file and in the meantime you restart this experiment, then it overwrites your file and you have to start the transmission again... maybe a detail that could be changed... e.g. showing a warning or ignoring the new data or whatever...
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Beta 3 Patch 5 is online it fixes a graphics problem (after destruction of a part or decoupling/undocking the fixed meshes were shown wrong until the next scene change) and it fixes the overshooting and uncontrolled spinning bug very important: if you are testing, ALWAYS use the latest version... every Beta 3 version contains the same files, simply overwrite all of your existing files... the bugs in early patch levels sometimes have huge effects (alltough they are all tiny in the code) up to the destruction of the universe in ksp or a complete game crash it's not worth trying something with those version... and yes, I know, sometimes I release them quickly and installing them every second day may be a bit annoying... but at the moment there is no other way and I hope we will have a perfect version soon
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I did put your arm into a payload bay (like you did), flew into orbit (suborbital) and... everything worked just fine... no problems...
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can you describe those parts? I cannot see everyone (if controlled, uncontrolled and things like that... ) just a list from attachment point to last part... or even easier... build a craft containing only this arm and put the save file of it online.
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for me this sounds like an auto strut problem or something... I cannot find anything else that could be the problem I'm always working with 64 bits... but it shouldn't make a difference for .net... "shouldn't"
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... no, this one is a bug in a class I that I have built
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Bug found... I'm not sure if this can explain everything. But I found a bug that can cause a joint to go into uncontrolled very fast rotations when it is near its limits (it seems that it can overshoot the limit and then freak out) ... I will report when I have more ...
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I need the picture of the arm... that's the interesting part for me I have tested your craft (1.3.1 and .1.4.2) and it works here... but I'm testing with a fresh KSP always... ... to be honest, right now I don't have a strategy on what to do with all those reports of errors that I cannot see on my machine. I don't say they aren't happening... sometimes I see very strange things... like the rotational force that seems to be applied to a part in space when it is not moving. That's something I can see sometimes on Kerbin too... if the joint is braking very quickly and then ... something happens (no idea what), then it can be, that we suddendly have a huge rotational force on this part... and seconds later it's in space
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hi... I did rename some parts in IR but not build a new release for the sequencer... you need alpha 2 for the latest IR Next Beta3 Patch4 I've to say that I never worked with the Sequencer and all I did was modify how it accessed the IR/API and then I compiled it... in case there are problems, I'd have to contact the original developer... maybe he can help us... but I will try to help as far as I can
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I cannot see this with the latest patch... could still be there, but I don't see it
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how did it "drift" ... I cannot see the problem and how did you connect the parts? Flt-400, then on it's bottom the hecs and then again one down the Mainsail? what was the first part? the flt400?
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No, that's not possible. Because the game engine (unity) is simulating physical relations only between objects. If we would start building parts that contain multiple parts, then those are no objects anymore (for unity) and we would have to do the physics simulation ourself. I would only do this for parts that don't need physics... yes... normally they say "no logs, no support"... that's not how it works here (because those game crashes will most likely not be in the logs), but I need some information about the craft you built... so, either a picture or a save file of the ship would help and a description of what you did. Did it crash directly when you launched it or after some time, when you went into space... those information would help to reproduce it. Only then I can start debugging it. ... it would also help if you could build the most minimalistic craft that shows the problem. That makes the job easier ...
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I've got a science problem... maybe someone can explain me how to use this. First... when I run an experiment, this works. In stock game I can later go to "review data" ... how's that done with Kerbalism? and I don't get a warning that my data will be lost when I rerun the experiment... what's the point I didn't understand? is the data "going away" somehow? into storage space? where? how can I see what's inside? Second... how can I abort a transmission of data? Let's say I see that I'm running out of electricity and I want to stop the transmission... Third... this "Data" button e.g. in the menu of a capsule... should it do something? why is it a button if it shouldn't do anything? ... but, nothing happens when I click it... is that normal? ... I didn't go through the logs, sure, and I also didn't download the source (that's what I normally do, not reading logs) ... I still hope for an easy explanation for my questions
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yeah... KSP is reacting with a destruction of the sun in such situation... or maybe Kerbin is removed from its starsystem... whatever... can you explain how you did build the craft? what parts did you use? maybe a picture of it or a save file would be helpful.
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That's why I'm still using VS 2010 with .net 3.5 target for all KSP mods. I recently found out how to compile for .net 2.0 with VS 2017 (we need this for MMC support on Windows 7) ... but, still I didn't try to do KSP mods with VS 2017... yet... maybe in the future, but for the moment it seems to work. No idea if there are better settings... (normally I'm working with C/C++ on my day job ... with the exception for some parts that need to be done with .net).
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*hmm* ... interesting see, they said "with .net there will be no dll hell anymore" and now we are dealing with problems like those... on top of the bugs we write ourself ... it's difficult to find problems like these what system do you use? ... I didn't try what you described (had no time) but I will... I'm wondering if that happens on my machine too
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Yes, you should test that ... or try to show the autostrut connections. The problem could be a bug in KSP (how autostruts are built). I've reported that, but didn't get an answer so far. no, it's just a technique that is internally used to make translational joints stronger so that they remain more stable on the moving axis (e.g. an extendatron doesn't bend that much to the side and the moving part of a rail doesn't move away from the rails)
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the VTOL something and the hinge that starts at 90°... I think the VTOL thing isn't very interesting and you could use the hinge that starts at 0° and rotate it to 90° to get the same result... so, not a big problem
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Yes, except for things that are not moving, like the landing foot or magnetic endeffector and things like that. The servos should be in and all (except 2 of the legacy ones that probably cannot be fixed because of model problems) should work.
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Beta3 Patch4 is online... little fix for the 3joint stability that I added with the last patch. This one looks pretty good for me now... at least good enough for me to start a new game and try it in a real game play
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correct... normally I also build special debug versions that log and release versions that don't... and they also don't have debug-checks. Because I want releases to be efficient. And with efficient I mean "written like the software for the Apollo computers". Those guys flew to the moon with just about 70 kb of memory! ... ok, other topic... where were we? oh yes... I made a 3 joint test and ... I think I will keep this in the code. Seems to be good.
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I do have at least one ... you have set the axis to 1, 0, 0 and the pointer too... but you need 90° between axis and pointer, therefor you should use 0, 1, 0 or 0, 0, 1 as pointer. I would suggest to use a value that points directly from your axis towards the blade (activate the BuildAid in the editor and you understand why I recommend that). ... maybe I should add code to catch this error? Seems that you're not the only one doing this.