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Lisias

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Everything posted by Lisias

  1. Well, it costs nothing to come back to this issue now and then. KJR Continued is the old and faithful (and sometimes buggy nowadays) KJR, with some fixes needed by modern KSP as new parts and changes happened. KJR/Next is a kinda rewrite of the KJR, fixing the root cause of some problems and so no workarounds and punctual fixes are needed at all. It's also way faster on less beefier machines, but at expenses of framerate when parts are destroyed. In a nutshell, if you have a pretty powerful rig and do videos, you will probably be better served by Continued because the old KJR uses more CPU (what you would have more than enough) on the normal flying, but it does not taxes the CPU when parts are destroyed (what can be an issue if you want to publish a video on Youtube). Everybody else will be, probably, better served by Next. Wee need the KSP.log to diagnose the problem - if there's a problem at all, KJR is "transparent", it loads and just works without pesking the user with controls or other UI dingbats.
  2. From the Tarsier Space Technologies thread: Wish granted! Let me know how this will work for you, I'm a bit unsure if the scaling values I used are the best ones. Announce TweakScale Companion Multipass was updated, adding support for Tarsier Space Technologies. Please note that this is still Beta, and fixes and changes can happen - the Exponents are not proven on the field, the numbers may need some revision. Happy Scaling!
  3. Hey, nice to see you around here! Some of the original assets were lost in time due accidents, I'm relying to Blender and io_object_mu to reverse engineer them. In special, I'm fighting to bring back that gorgeous landing gears!
  4. The code is not going anywhere. Take your time. I will update the PRs if I find something new (or a bug on it)
  5. I think you guys are overreacting. Half Life demonstrated that it's possible to delay a game for 10 years and yet get it delivered.
  6. "We are going to die!"
  7. Hi², @whale_2! I finally undestood what was happening on lgg's bug report. You got bitten by the KSP's UpdatePipeline. I made a pull request with this (and some more) fixes here. In a nutshell: Restores Equip/Remove helmet for EVA capable Tourists (something I enjoyed a lot on 1.4.x with KIS) Preventing regular Crew to be "promoted" to Tourists at all Silly mistake on the "IF" that was sorting Crew from Tourists Surviving KSP's UpdatePipeline Restoring Tourists Configuration between loading savegames This was what "solved" by accident the lgg's incident, as reloading the savegame undid a lot of things KT had changed on the kerbalEVA Applying Tourists rules to Tourists sitting on External Command Seats This will fix correctly and safely lgg's issue Also enforces some restrictions on the kerbalEVA's, that was not being applyed because usually KT's only applies restrictions to Kerbals on EVA, and Kerbals on External Command Seats are parts with some EVA attributes. [Now with Selfies! :)]
  8. That you need to publish the full KSP.log so we can check what's happening. -- post edit -- On the OP, there's a Spoiler with instructions about how to get help (on the bottom of the post)
  9. Announce TweakScale 2.5.0.25 Beta is now available for the brave Kerbonauts that don't fear burning savegames in sacrifice to the Krakens. This is a maintenance release, mitigating some more annoying bugs not handled on the .23 and .24 -- scaling symmetric counterparts is now working again, and I fixed a forgotten bug on the Scale Chaining where a part without TweakScale support was preventing the chaining to go over it. Attention please: Parts with variants that change cost and mass are now correctly supported, but I STILL having my cheeks bashed on scaling variants with attachment nodes. The problem was identified, but mysteriously refuses to be fixed - I'm pretty sure I'm missing something very stupid... The problem on attachment nodes on KSP 1.9, obviously, still persists. I will update KSP Recall (where the problem will be mitigated) as soon as I manage to fix that annoying and persistent problem with the attachment nodes from parts with variants... Please note that TS Beta is to be used on disposable savegames only. I'm using this stunt on my own savegames, obviously, but now and then a bug passes through - but I know how to edit and fix my own savegames, and I'm a S.A.V.E. heavy user! Any reports about it (being a bug or not) should be posted on issue #42 (or I will get lost - again - on the sea of bug reports!). Happy Scaling!
  10. Flying Submarines. Ruskies made it first, shove it Kerbals!
  11. None taken. I detected a dead end on the line of investigation and explained why it was a dead end. In a corporate way (bluntly), as it appears. Side effects of stealing time on working hours to read this forum. Well, since I'm not stealing working hours (I'm stealing sleeping hours now... ), let me explain why TS cannot be involved on this problem. TweakScale has two main lines of execution: On the first time the Main Menu is loaded, when it runs the GameDatabase looking for trouble On the PartModule life cycle. On the Main Menu, it checks every Part on the GameDatabase and now and then remove itself from a Part. Since statics are not Parts, even by utterly borking TweakScale cannot influence on statics. On the PartModule life cycle, ditto. TweakScale runs when Unity or KSP call it, and on PartModules this things only happens on Editor or Flying Scenes (and once on Loading time, when KSP is compiling the parts). Again, completely outside the Statics life cycle. A bork on TweakScale would affect the flying or the editing (or damage a Part or halt KSP loading at all on the worst case, on the compiling part phase), there's no way for TweakScale to change anything on a Static - unless something changing a Static, by some reason beyond me, decides to force a call to TweakScale somehow. But by then, we are handling a problem on a rogue code, not on TweakScale.
  12. So you probably got bitten by an Unity 2019 bug. There's no forum rules compliant fix for it - we would need to deactivate the particles thingy on the whole game, and this is not possible without reverse engineering. It only affects D3D 11 capable GPUs, as it appears, as these GPUs has support for the thingy Unity broke. Reverting to D3D9 or OpenGL doesn't helps, as the problem is on Unity itself. The latest 2019 release has this fixed, if Squad manage to update engine, I think this will be finally fixed.
  13. Play a bit with these settings: Setting V-Sync also can help. Use each second V-Sync if Every V-Sync didn't helps. (V-Sync and FPS are mutually exclusive - if you set V-Sync, the FPS is ignored)
  14. Yes. There's a lot of parts around with this problem, it's something weird on KSP's colliders at startup. I call this one "Jumping Jack Effect". Use World Stabiliser. It worked for me.
  15. I know the feeling - updates from Apple makes me willing throw my Mac through the Window (pun not intended). It's less worse than you think. You will find that manually looking for duplicates is way more troublesome - unless you remember all the copies you did and so know exactly what do remove. And are sure you didn't moved something by accident - what's another very common source of headaches. In a way or another, do the thing on a backup - copy the whole shebang to another directory and start fixing things there - assume that you will make a mistake sooner or later, and it's better to do such mistake on a copy, so you can restart everything from scratch instead of loosing the instalment.
  16. Wow! 167 show stoppers!!! [LOG 10:32:15.837] [TweakScale] INFO: WriteDryCost Concluded : 4194 parts found ; 0 checks failed ; 0 parts with hotfixes ; 0 parts with issues overruled ; 167 Show Stoppers found; 12 Sanity Check failed; 2032 unscalable parts. [LOG 10:32:15.852] [TweakScale] "Houston, we have a Problem!" about show stoppers on patching was displayed Usually such amount of FATAlities are related to duplicated patches by user errors on installing. Exactly. Removing the rogue duplicates will shut up the Houstons. @Darkuss, this is the patching process of just one of the affected parts (Box.Sensor.GasAnalyzer): [LOG 10:10:46.095] Applying update FMRS/FMRS_MM/@PART[*] to Interkosmos/Parts/Box_Sensor_GasAnalyzer.cfg/PART[Box_Sensor_GasAnalyzer] [LOG 10:10:48.270] Applying update Interkosmos/Compatibility/Tweakscale/Interkosmos_Tweakscale 2/@PART[Box_Sensor_GasAnalyzer]:NEEDS[TweakScale] to Interkosmos/Parts/Box_Sensor_GasAnalyzer.cfg/PART[Box_Sensor_GasAnalyzer] [LOG 10:10:48.629] Applying update Interkosmos/Compatibility/Tweakscale/Interkosmos_Tweakscale 3/@PART[Box_Sensor_GasAnalyzer]:NEEDS[TweakScale] to Interkosmos/Parts/Box_Sensor_GasAnalyzer.cfg/PART[Box_Sensor_GasAnalyzer] [LOG 10:10:48.869] Applying update Interkosmos/Compatibility/Tweakscale/Interkosmos_Tweakscale 4/@PART[Box_Sensor_GasAnalyzer]:NEEDS[TweakScale] to Interkosmos/Parts/Box_Sensor_GasAnalyzer.cfg/PART[Box_Sensor_GasAnalyzer] [LOG 10:10:49.099] Applying update Interkosmos/Compatibility/Tweakscale/Interkosmos_Tweakscale/@PART[Box_Sensor_GasAnalyzer]:NEEDS[TweakScale] to Interkosmos/Parts/Box_Sensor_GasAnalyzer.cfg/PART[Box_Sensor_GasAnalyzer] It was parched 5 times alone. This another one, KIS.Container3, was even multiple patched by more than one AddOn! [LOG 10:10:46.134] Applying update FMRS/FMRS_MM/@PART[*] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:10:46.134] Applying update FMRS/FMRS_MM/@PART[*] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:11:10.256] Applying update TweakScale/Deprecating/patches/KIS_TweakScale 2/@PART[KIS_Container3] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:11:10.256] Applying update TweakScale/Deprecating/patches/KIS_TweakScale 2/@PART[KIS_Container3] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:11:10.367] Applying update TweakScale/Deprecating/patches/KIS_TweakScale 3/@PART[KIS_Container3] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:11:10.367] Applying update TweakScale/Deprecating/patches/KIS_TweakScale 3/@PART[KIS_Container3] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:11:10.480] Applying update TweakScale/Deprecating/patches/KIS_TweakScale 4/@PART[KIS_Container3] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:11:10.481] Applying update TweakScale/Deprecating/patches/KIS_TweakScale 4/@PART[KIS_Container3] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:11:10.641] Applying update TweakScale/Deprecating/patches/KIS_TweakScale/@PART[KIS_Container3] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:11:10.642] Applying update TweakScale/Deprecating/patches/KIS_TweakScale/@PART[KIS_Container3] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:12:35.727] Applying update XyphosAerospace/Plugins/BuoyancyControl/BuoyancyControl 2/@PART[*] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:12:35.728] Applying update XyphosAerospace/Plugins/BuoyancyControl/BuoyancyControl 2/@PART[*] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:12:38.621] Applying update XyphosAerospace/Plugins/BuoyancyControl/BuoyancyControl/@PART[*] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:12:38.623] Applying update XyphosAerospace/Plugins/BuoyancyControl/BuoyancyControl/@PART[*] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] [LOG 10:13:02.435] Applying update kOS/kOS-module-manager/@PART[*]:FOR[kOS] to KIS/Parts/container3/part 2.cfg/PART[KIS_Container3] [LOG 10:13:02.435] Applying update kOS/kOS-module-manager/@PART[*]:FOR[kOS] to KIS/Parts/container3/part.cfg/PART[KIS_Container3] But since only TweakScale complains, you think that only TweakScale has problems. I think you should reinstall everything from scratch. It will be easier and faster than trying to hunt every single rogue patch on your rig....
  17. I can give it a try, scaling things is my core business. But I'm not sure about the problem to be solved - are you talking about a patch to copy a part, applying some hard coded scaling on it by parch, and then hiding the original?
  18. Hi. TweakScale maintainer here. I need the full KSP.log to diagnose your problem, as it's there that TweakScale logs anything it finds weird, so I can start digging for misbehaviours on the ModuleManager's logs. P.S.: I would had find you sooner if you had posted the problem on TweakScale's thread! I'm taking a sabbatical from KSP, but I monitor my threads daily. Cheers!
  19. You are getting a crash. Interestingly, the crash report is being uploaded to somewhere!! Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at Restock.ModuleRestockDeployableMeshHider.OnDestroy () [0x00007] in <ae8c8c31ff6242a3a85d638156a0e998>:0 (Filename: <ae8c8c31ff6242a3a85d638156a0e998> Line: 0) NullReferenceException: Object reference not set to an instance of an object at Restock.ModuleRestockDeployableMeshHider.OnDestroy () [0x00007] in <ae8c8c31ff6242a3a85d638156a0e998>:0 (Filename: <ae8c8c31ff6242a3a85d638156a0e998> Line: 0) NullReferenceException: Object reference not set to an instance of an object at Restock.ModuleRestockDeployableMeshHider.OnDestroy () [0x00007] in <ae8c8c31ff6242a3a85d638156a0e998>:0 ReStock is involved in the mess for sure, but it may be only the screaming victim, not the perpetrator. Further digging on the problem, I also found: Uploading Crash Report NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00020] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at DialogCanvasUtil.get_DialogCanvasRect () [0x00027] in <c1858a3f77504bd1aaa946fdccf84670>:0 at CrewHatchController.get_CrewHatchTooltip () [0x00065] in <c1858a3f77504bd1aaa946fdccf84670>:0 at CrewHatchController.HideTooltip () [0x00000] in <c1858a3f77504bd1aaa946fdccf84670>:0 at CrewHatchController.DespawnUIs () [0x00006] in <c1858a3f77504bd1aaa946fdccf84670>:0 at CrewHatchController.OnDestroy () [0x00058] in <c1858a3f77504bd1aaa946fdccf84670>:0 And also Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at KSPPreciseManeuver.PreciseManeuverToolbar.OnDestroy () [0x00089] in <148a8ec2de454d9cbd6a3d0df7bebbc1>:0 (Filename: <148a8ec2de454d9cbd6a3d0df7bebbc1> Line: 0) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00005] in <c1858a3f77504bd1aaa946fdccf84670>:0 at KRASH.FlightModule.OnDestroy () [0x00000] in <13ef8314150d4696ac808140015c5bfd>:0 And [SCANsat] Error in destroying planetary map overlay: System.NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject.GetComponentInChildren(UnityEngine.GameObject,System.Type,bool) at UnityEngine.GameObject.GetComponentInChildren[T] (System.Boolean includeInactive) [0x00001] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at UnityEngine.GameObject.GetComponentInChildren[T] () [0x00003] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at SCANsat.SCAN_Unity.SCAN_UI_Overlay.removeOverlay (System.Boolean immediate) [0x00034] in <5a779e0d8edb4222b7a30eefe694c524>:0 and this is the first screaming victim I found on your log: Uploading Crash Report XmlException: Root element is missing. at System.Xml.XmlTextReaderImpl.Throw (System.Exception e) [0x00027] in <b92efb6eef6e41b5abd458f107e6d92e>:0 at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo (System.String res) [0x00017] in <b92efb6eef6e41b5abd458f107e6d92e>:0 at System.Xml.XmlTextReaderImpl.ParseDocumentContent () [0x0035d] in <b92efb6eef6e41b5abd458f107e6d92e>:0 at System.Xml.XmlTextReaderImpl.Read () [0x0008c] in <b92efb6eef6e41b5abd458f107e6d92e>:0 at System.Xml.XmlLoader.Load (System.Xml.XmlDocument doc, System.Xml.XmlReader reader, System.Boolean preserveWhitespace) [0x000a6] in <b92efb6e at System.Xml.XmlDocument.Load (System.Xml.XmlReader reader) [0x0002e] in <b92efb6eef6e41b5abd458f107e6d92e>:0 at System.Xml.XmlDocument.Load (System.String filename) [0x00013] in <b92efb6eef6e41b5abd458f107e6d92e>:0 at KSP.IO.PluginConfiguration.load () [0x0006a] in <c1858a3f77504bd1aaa946fdccf84670>:0 at TweakableEverything.TDNProtoUpdater.OnDestroy () [0x00007] in <a73916ddc84c4aad97c4602d57fff7ce>:0 All of them are borking on the OnDestroy thingie. It makes sense, as when you dock a shipt, the game "merges" the former two into one big vessel. So, they are "destroyed" on memory and the big one "respawns" in their place. All of this hints me that, indeed, they are all screaming victims of the real problem. So I kept digging and found this: B9TankSettings: The tank type tundraSupplyAllSewage already exists (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [ModuleManager] Post run call threw an exception in loading DSEVUtils, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ModuleManager.MMPatchLoader+<ProcessPatch>d__31.MoveNext () [0x00cce] in <dd928f26aeed424cbf258e95a9937336>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception) ModuleManager.Logging.UnityLogger:Exception(String, Exception) ModuleManager.Logging.ModLogger:Exception(String, Exception) ModuleManager.<ProcessPatch>d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0) This one is the very first occurrence of the "Crash Report thingy". Apparently MM is borking while trying to load a thingy called DSEVutils.dll . WELL, the first occurrence of the string "DSEVUtils" on your log is: Load(Assembly): Notantares Space Industries/Notantares_Station_Parts/Plugins/DSEV_Transplants/DSEVUtils So my first suspect is Notantares, but then I realised that DSEVUtils is a thingy made by Angel-125! So, it's a guess but I think this should work: delete DSEVUtils.dll (all the copies) on Notantares, and install DSEV . You are running KSP 1.10, and that DLL is pretty old - and most authors don't care about backwards compatibility. Byinstalling the newest DSEV, you will have all that DLLs updated to the latest version, that should work fine on KSP 1.10. But you need to delete the rogue old DLLs on your system too.
  20. TweakScale resizes PARTS, not "things". There's no way for TweakScale to affect statics.
  21. Try hitting CTRL-K. It will enable/diable the Scale Chainning. It will scale at once all parts down the subtree of the scaling one. Cheers!
  22. The economics are too simple (and somewhat flawed, I think - but I'm on the game for less than 60 hours, I may be missing something) to deserve the title "copy and paste" from Port Royale. But SId Meyer's Pirates! was the base for this game for sure - including some subplots. What I really enjoyed on this game is the naval battles - clearly inspired on the Assassin's Creed Black Flag naval combat - you can zoom in on the ship's deck and play from there the whole game if you wish, I found this pretty interesting (and difficult). Black Flag OST, however, are light years ahead of this one - the game OST is not bad, Black Flag it's magnificent on this point. Of course, they had to tamper the thing with "magical artifacts" - I think this spoiled a bit the environment, but I can live with that. I'm trying to avoid using these things as a personal challenge.
  23. Play something else. I got burned out these weeks, and decided to play something completely different. I'm playing Tempest - I love these "Pirates!" rip-off, some are pretty decent. Less than two weeks of playing, and now and then I see a bug or flaw and think to myself ("on KSP, I know how to fix this..."). I suspect I will be playing KSP again in a week at most.
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