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vossiewulf

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Everything posted by vossiewulf

  1. Thanks for the help. I already reproduced it with a single MJ unit, but I'll try again just to be extra sure. The intake management though is a good guess as that's how it acts, like air-breathers with no air - they turn on but just idle. BTW this forum framework usually has image functions and file attachment, neither of which I see - are they just really paranoid here and I'm still denied certain functions because I'm new, or am I missing them somewhere?
  2. I'm having a problem with an OPT plane, so I was looking in my log. I didn't see any mention of OPT or MechJeb (the problem children) but I did see these two repeating over and over- I made a K-type OPT plane and one of the items being carried is a Procedural Parts tank, and it looks like JSI is having a problem figuring out where the PP tank's collider is: [EXC 16:36:41.015] NullReferenceException: Object reference not set to an instance of an object JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) ProceduralParts.ProceduralPart:OnPartColliderChanged() BaseEvent:Invoke(BaseEventDetails) Part:SendEvent(String, BaseEventDetails, Int32) ProceduralParts.ProceduralAbstractShape:ColliderChanged() ProceduralParts.ProceduralAbstractShape:RaiseModelAndColliderChanged() ProceduralParts.ProceduralAbstractSoRShape:WriteMeshes(LinkedList`1) ProceduralParts.ProceduralShapePill:UpdateShape(Boolean) ProceduralParts.ProceduralAbstractShape:OnUpdateEditor() ProceduralParts.ProceduralPart:InitializeNodes() ProceduralParts.ProceduralPart:DoInitialize() ProceduralParts.ProceduralPart:OnInitialize() Part:InitializeModules() ShipConstruct:LoadShip(ConfigNode) ShipConstruction:LoadShip(String) FlightDriver:Start() [ERR 16:36:41.020] Exception handling event onVesselWasModified in class RPMVesselComputer:System.NullReferenceException: Object reference not set to an instance of an object at JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 I have yet to see any game play issues, so not critical (I think), but it definitely looks like JSI and PP are not working and playing well together at the moment. If the above is useful, let me know if there's anything else you need. This is KSP 1.30 + OPT 2.01 + RPM 0.29 and Starwaster PP 1.2.12, all latest correct versions AFAIK.
  3. Using this for the first time, I've built a K-based plane that's flying well and has plenty of cargo room, very nice, thank you very much for the mod efforts. I'm having one problem though - if a MechJeb unit is attached to this plane anywhere, the engines will start on the runway but they drop instantly to 0% and they won't respond. Speaking of which, these are J-92 Nebulas. Take off the MechJeb unit, they start and function fine. I discovered this as the cargo container has three modules destined for a space station, each of which has RCS and some mono, an HECS or OKTO2, and the standard 1970s transistor radio-looking MJ unit. At first I thought it was the probe cores, that somehow the game was getting confused about which was the master vehicle it was starting and which were attached. But as I tested I finally realized it was the MJ units, if one was attached either directly to the plane or to an object attached in the cargo bay, engines no wanna work. Looking at the log I see mostly unrelated stuff but it eventually starts repeating these two over and over: [EXC 16:36:41.015] NullReferenceException: Object reference not set to an instance of an object JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) ProceduralParts.ProceduralPart:OnPartColliderChanged() BaseEvent:Invoke(BaseEventDetails) Part:SendEvent(String, BaseEventDetails, Int32) ProceduralParts.ProceduralAbstractShape:ColliderChanged() ProceduralParts.ProceduralAbstractShape:RaiseModelAndColliderChanged() ProceduralParts.ProceduralAbstractSoRShape:WriteMeshes(LinkedList`1) ProceduralParts.ProceduralShapePill:UpdateShape(Boolean) ProceduralParts.ProceduralAbstractShape:OnUpdateEditor() ProceduralParts.ProceduralPart:InitializeNodes() ProceduralParts.ProceduralPart:DoInitialize() ProceduralParts.ProceduralPart:OnInitialize() Part:InitializeModules() ShipConstruct:LoadShip(ConfigNode) ShipConstruction:LoadShip(String) FlightDriver:Start() [ERR 16:36:41.020] Exception handling event onVesselWasModified in class RPMVesselComputer:System.NullReferenceException: Object reference not set to an instance of an object at JSI.RPMVesselComputer.onVesselWasModified (.Vessel who) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 But that looks like the JSI mod having issues with Procedural Parts, not your stuff. I'm not seeing any mention of OPT in the errors. Oh and I am running 1.30 + OPT 2.01. I'd love to say it doesn't matter, but this is 316.98 tons on the runway, I'd really rather not tackle trying to dock that at my station solo.
  4. It's not the probe cores, it's the standard MechJeb 1970s transistor radio units. If one is attached to this plane anywhere, engines start but are stuck at 0%. I asked here as I wasn't sure if this was some known general thing, but it's looking more specific to OPT (since I haven't seen this elsewhere) so I'll go ask over in the OPT thread. Thanks Captain.
  5. Very good idea and duh, I knew that hibernation was there! Tragically, however, it didn't work. Still was a good thought. Anyone else have any ideas why this would happen? If nothing else I guess I can store them separately in KIS containers and attach them in orbit before detaching the modules from the spaceplane.
  6. What seemed straightforward to me when I was using a rocket was to give each module RCS thrusters, a bit of mono (or more), a probe core and MechJeb, as I detached each module I'd fly them close and then have Jeb dock them. Worked fine. However I'm now trying to use an OPT spaceplane, and when I try to take off with three modules in the bays bound for the station, I start the spaceplane engines and the throttle goes instantly to zero; engines on but zero thrust and the throttle won't respond to any command. If I take the HECS/OKTO units off all of the modules, the spaceplane now starts and takes off normally. I'm assuming for some reason with the probe cores in place (one of which has a Terrier for later Kerbin return), it's getting confused as to which vehicle is the master and which ones are just being carried. What's the best way to do this? TIA
  7. Thanks, that was what I was hoping you'd say, considerably clarifies it for people trying to understand what they need. I had a couple hours of confused searching looking for a current DL of Deployable Engines.
  8. BTW had a couple other mods mention Deployable Engines as a requirement, but every link I tried ended up taking me to Kerbal Atomics. I asked Nertea and yes KA is the replacement for Deployable Egnines.
  9. FYI, I get this hitting the download link with Chrome, odd considering it's hard to figure out how a zip file is a phishing site but there ya go. Deceptive site ahead Attackers on github-production-release-asset-2e65be.s3.amazonaws.com may trick you into doing something dangerous like installing software or revealing your personal information (for example, passwords, phone numbers, or credit cards). Automatically send some system information and page content to Google to help detect dangerous apps and sites. Privacy policy Back to safety HIDE DETAILS Google Safe Browsing recently detected phishing on github-production-release-asset-2e65be.s3.amazonaws.com. Phishing sites pretend to be other websites to trick you. Learn more.
  10. Thanks. I've been having problems with the procedural fairings, there is something about them the physics load really doesn't like, at least with large ones. I wish I'd been recording with one, the whole fairing ripped off (usual failure) and the large solar panels inside were hurled out at near relativistic velocities. Seriously, they completely disappeared climbing over KSC on a dead flat trajectory. I've been wondering the same as you were, thanks for getting to it
  11. An honest question as I haven't seen an explanation, why 50%? I've seen a few reduced-scale mods and I don't understand what their purpose is. I very much like the parts and the modeling/texturing quality in this mod, can I use Tweakscale to bring their size in line with all my other parts in my career-mode game?
  12. One question - it says above one of the dependencies is Deployable Engines, but I don't see a link for that here and the links I do find take me to Kerbal Atomics. Is KA a replacement for Deployable Engines?
  13. Was that the only change? I removed those two NVPs and I still get no equip option either from the KIS storage container I brought them in or in a Kerbal's inventory. Oh, BTW, if you drop an EVA-X on Minmus, it very slowly sinks into the ground... and then explodes for no reason. Amusement factor canceled out annoyance at still not being able to use them.
  14. Came here looking for this, ditto thanks. Although why you tried that first, I don't know. Opening the config file the first thing I would have changed is this: name = ModuleKISItem shortcutKeyAction = drop useName = use ===>usableFromEva = false usableFromContainer = false
  15. First, thank you very much for a really nice mod that adds depth to a game that definitely needs it on the RPG side, and just categorizing everything at that level of detail and then bucketizing them so groups share the same based ribbon - like the real ones do - must have been a considerable amount of work. One suggestion, on the post-mission ribbon-award dialog, if there are more than two rows of ribbons or more than one crew member, mousing over ribbons puts the explanatory text over more ribbons or something else that makes it very hard to read. Could you instead add a little text field below the crew member list and draw all the text explanations there? I would like to be able to read them The more data you can save post mission, the better, even if you don't have a display method just yet. Part of RPG depth for a mission-based game like this is simply being able to go back and review what you did in any given mission in some detail. Screenshots at key points (like every time a pilot crashes), what vehicle type was used, now show me what that vehicle looked like, now show me a MechJeb-style flight recorder output for that mission, etc. And then of course slice and dice that data you collect into various reports and analytics.
  16. Ok, and thanks, although it's hardly a game-breaker. Also, although it sounds like a good idea to fix a broken mask, just to be safe could you also add a brightamoli attenuator module (BAM!)? I just know Jeb is going to get blinded without one.
  17. Not sure if this is a known issue or what - in an attempt to light my landing area should I land on the Mun or Minmus or elsewhere in something other than pure daylight, I put an LED Headlight on the bottom side of each of the four landing legs. Unfortunately it didn't work too well as they were too aligned and what I ended up with was a more or less a one-meter white laser that washed the area out rather than making it more visible. If I turn them down to like 10%, mount them single, and fiddle the aim a bit I think it will probably work correctly. That's not the issue that has me here. The thing that brought me here is that I left those lights on while I burned for escape from Minmus, didn't notice anything odd until I lined up the ship so it was pointed directly away from Minmus. This is me totally lighting up most of Minmus' surface from a distance of 192km with light much brighter than it's seen since the Great Gravioli Explosion of '93. Gragnabit, I'm still so new I can't upload images. Fine, using Imgur below. Only things I can think of are 1) Unity lights don't have attenuation distances and decay curves which seems unlikely, 2) those settings were overlooked , 3) Minmus is a Brightamoli attractor of previously unimagined power, actually pulling the Brightamoli particles from the lights at such a prodigious rate that they overflow the attractor field and spill all over the surface of Minmus. Personally I'm betting on 3).
  18. This. You're playing the sounds backwards, does it really matter whether it's Apollo 15 or random launch/flight chatter, and as um... snotmaster pointed out, for a good selection of "instruction/response" chatter just take any of the eleventy zillion public recorded ATC/pilot conversations. And if you could detect bad things about to happen, like impact with Kerbin at 1700mps, so you could switch to stressed out/confused pilot ATC conversations, that would be cool. Just don't use crash ATC comms, that would be creepy. In fact no reason you couldn't record them yourself or with some help, then you can get really creative and wouldn't be constrained by space mission recorded comms - like have an optional full Houston-type preflight go/no go sequence from the teams ("Flight?" "Go!" "CAPCOMM? "GO!") - properly Kerbalized it would be both awesome and amusing. And then an optional countdown as well from 60/30/10 depending on settings, with good consistent gibberish words for each number, those shouldn't be totally random. Actually seems to me (you can see I'm new) that is something Squad have to have done at some point, but if they didn't (and no one else has) you also get to make up the canonical Kerbal numbers Suppress it for testing, then when you're ready for full mission, kick in the whole go/no go sequence and a 30 second countdown- that would be very cool. Now off to actually try the mod whereupon I will find that everything I'm suggesting is already there
  19. Didn't see a site issues forum. I've been running searches, or trying to today, was getting about half 500s earlier now all attempts resulting in 500. Looks like something isn't responding and timing out and it's required so the code errors out. HTTP 500s aren't browser issues but because someone will ask anyway I tried both Chrome and Dull Edge, both same result. HTTP 500 error That’s odd... the website can’t display this page The site may be under maintenance or could have a programming error.
  20. Yeah, that was one of those ask a question and immediately figure out the answer on your own things, I finally saw the merge button on the load screen and face-palmed. I don't know much about the implementation side but I understand MM can patch other people's stuff, and I think you're saying via that someone could provide a texture-switching UI on all parts. It'd still need to be coded with a central cloud repository or local via texture packs or something- cloud would be better as point was not to have one guy try to create multiple textures for eleventy zillion parts, but to enable a way for anyone to create textures and upload them so everyone else can use what they've made. That way you have a chance of enabling easy creation for enough people that you might end up with a goodly number of texture sets for parts and people would have even more design options.
  21. I have to think this exists already, but I haven't seen it yet - the ability to import one craft into the craft you're working on, so you can save various stage components and then easily tie them to different launch stages depending on destination. Who knows, maybe it's a stock feature but if so not seeing where. Also, what IFS does for fuel tanks with the multiple selectable texture sets but for all parts. In short, something that modifies all existing (or added) parts so that they will all have the capability to switch between texture sets. Have a way to upload/approve texture sets and some way to limit/choose from the number of options so the user can control install size. I haven't seen that either (but still new so could be missing one here too).
  22. Probably but not due to mods, I have two games running and I think I had Photoshop in the background also. I'll double check but unless you see me reply with more information, assume it works fine until I drop in those particular folders and then it falls down whether I'm running out of mem or not. Also two people from Steam seeing the exact same thing failing at the identical point suggests something besides running out of memory just at the time we're both loading this mod. If there's something broken about which executable it's running or where it's installed and launching from, then the Steam installation is broken as this is all default Steam- I let it do its normal install and just hit the Play button from my library. One thing I just saw was that if I right click on the game listing in my Steam lib, there are two options: play KSP and launch KSP (64 bit). For this log you can see I manually ran the 64, not sure how Steam would be affecting how it executed. But I'll try the launch 64 option and see if it works.
  23. Hmm I don't seem to be able to post a screenshot of the 1.3 Steam crash, but here are what seem to be the relevant logs. All worked before copying in the Coatl Aerospace, DMagicScienceAnimate, and Firespitter folders. Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:a6320e18. Error occurred at 2017-06-19_190906. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by vossie. 84% memory in use. 8066 MB physical memory [1270 MB free]. 18273 MB paging file [2727 MB free]. 134217728 MB user address space [134215434 MB free]. Read from location 00000000 caused an access violation. ************************************************************************ Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager.2.7.5 v2.7.5.0 DMModuleScienceAnimateGeneric v0.16.0.0 Firespitter v7.3.6212.36331 KAS v0.6.3.0 / v0.6.3 for KSP 1.3 MiniAVC v1.0.3.1 KIS v1.5.0.0 / v1.5.0 for KSP 1.3 KSPDev_Utils.0.23.0 v0.23.0.0 / v0.23.0 for KSP v1.2 MiniAVC v1.0.3.0 PlanetarySurfaceStructures v1.4.4.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0 MiniAVC v1.0.3.2 MiniAVC v1.0.3.2 Folders and files in GameData: Coatl Aerospace CommunityResourcePack DMagicScienceAnimate Firespitter FuelTanksPlus KAS KIS OPT PlanetaryBaseInc Stock folder: Squad StationPartsExpansion UniversalStorage ModuleManager Licence.txt ModuleManager.2.7.5.dll Universal Storage.pdf ************************************************************************ CodeAssetLoader: Compiling all code assets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) GameDatabase: Assets loaded in 59.945s (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Version strings do not match. Creating part database. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Compiling Part 'Coatl Aerospace/GroundOps/Parts/Landvermesser/landv_battery/ca_landv_battery' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) EffectList: Created 14 effect types (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Part 'Coatl Aerospace/GroundOps/Parts/Landvermesser/landv_battery/ca_landv_battery' has no database record. Creating. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) DragCubeSystem: Creating drag cubes for part 'ca.landv.battery' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Compiling Part 'Coatl Aerospace/GroundOps/Parts/Landvermesser/landv_cam_s1/ca_landv_cam_s1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! ========== OUTPUTING STACK TRACE ================== 0x00007FFBA6320E18 (mono) mono_reflection_type_from_name 0x00007FFBA6321723 (mono) mono_custom_attrs_construct 0x00007FFBA632538A (mono) mono_reflection_get_custom_attrs_by_type 0x00007FFBA62D3ECA (mono) mono_domain_finalize 0x0000000004CF2EA1 (Mono JIT Code) (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x0000000004CF2D51 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider,System.Type) 0x0000000004CF2411 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributes (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x000000002742D8BE (Mono JIT Code) System.Reflection.MonoMethod:GetCustomAttributes (System.Type,bool) 0x000000002742D63D (Mono JIT Code) BaseEventList/ReflectedData:.ctor (System.Type) 0x000000002742D453 (Mono JIT Code) BaseEventList:GetReflectedAttributes (System.Type) 0x000000002742D0EA (Mono JIT Code) BaseEventList:CreateDelegates (object) 0x000000002742CFCD (Mono JIT Code) BaseEventList:.ctor (Part,PartModule) 0x0000000000E495ED (Mono JIT Code) PartModule:ModularSetup () 0x0000000000E49162 (Mono JIT Code) PartModule:Awake () 0x0000000004C7725B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFBA63B4FFB (mono) mono_set_defaults 0x00007FFBA6308341 (mono) mono_runtime_invoke 0x00007FF675F6517D (KSP_x64) ScriptingArguments::AddString 0x00007FF675F65481 (KSP_x64) ScriptingArguments::AddString 0x00007FF675EB9AE1 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF675EBC7D8 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF675EBCB97 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF675F18CCB (KSP_x64) DestroyObjectHighLevel 0x00007FF675F18F15 (KSP_x64) DestroyObjectHighLevel 0x00007FF675E250CD (KSP_x64) CollisionMeshData::~CollisionMeshData 0x00007FF676045FAA (KSP_x64) Mesh::GetRuntimeMemorySize 0x0000000004CF1F6B (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (System.Type) 0x0000000004CF1EB5 (Mono JIT Code) UnityEngine.GameObject:AddComponent (System.Type) 0x0000000000E48B89 (Mono JIT Code) Part:AddModule (string,bool) 0x0000000000E48A36 (Mono JIT Code) Part:AddModule (ConfigNode,bool) 0x000000002742965B (Mono JIT Code) PartLoader:ParsePart (UrlDir/UrlConfig,ConfigNode) 0x0000000027426CEB (Mono JIT Code) PartLoader/<CompileParts>c__Iterator66:MoveNext () 0x0000000004D2BC29 (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) 0x0000000004D2BD41 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr) 0x00007FFBA63B4FFB (mono) mono_set_defaults 0x00007FFBA6308341 (mono) mono_runtime_invoke 0x00007FF675F6517D (KSP_x64) ScriptingArguments::AddString 0x00007FF675EB6FCA (KSP_x64) mono_array_length_safe_wrapper 0x00007FF675EB7258 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF675EB72B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF675EB72B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF675EB72B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF675D7F199 (KSP_x64) Behaviour::InitializeClass 0x00007FF675F3673B (KSP_x64) CallbackArray1<bool>::Invoke 0x00007FF675FF3050 (KSP_x64) Object::GetInstanceID 0x00007FF675FF384A (KSP_x64) PlayerMainWndProc 0x00007FF675FF6BEE (KSP_x64) PlayerWinMain 0x00007FF6764AC344 (KSP_x64) RectT<int>::GetYMax 0x00007FFBD60D2774 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****
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