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Lisias

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Everything posted by Lisias

  1. My bet is this one: Screen position out of view frustum (screen pos 1570.000000, 688.000000) (Camera rect 0 0 1920 1080) (Filename: Line: 3431) Look rotation viewing vector is zero (Filename: Line: 85) Screen position out of view frustum (screen pos 1570.000000, 688.000000) (Camera rect 0 0 1920 1080) (Filename: Line: 3431) Look rotation viewing vector is zero (Filename: Line: 85) Crash!!! The rotation is calculated using a Quaternion, and Quaternions used for viewing angles are never zero. Googling around, this is known to precede a crash on Unity. This suggests something related to the Camera View. Some code related to it is not running, leaving the Quaternion used on it uninitialized.
  2. Sorry to hear about it. Please consider an automatic installing tool. It will really help you.
  3. The install instructions are available on the very same zip file, as well in the repository: https://github.com/net-lisias-ksp/KSP-Recall/blob/master/INSTALL.md The Extras folder contains examples and since they are not rarely specific for a certain KSP Recall version, publishing them separately is the same as not publishing them at all. Each one of that files have a header with instructions about how to proceed, but virtually all the time I end up recommending installing them when giving support. For example: // This patch activates the fix that correctly initialise the Attachment Nodes // of every Procedural Part on the rig, disregarding the current criteria // implemented on ModuleManagerSupport.cs file. // // Of course, it can be adapted to force the deactivation of the feature, by // shoving `false` on the value. // // If needed, copy this file to GameData/__LOCAL/KSP-Recall subdirectory. // On a side note, manual installing usually involve reading the instructions about how to install things. Perhaps you would prefer to use a automatic installer? Cheers!
  4. When done on a show, it's a beautiful demonstration of airmanship. When done on a "commercial" flight full of Kerbals err PAX, not that much... Looks like me trying to land the plane on the runway... I eventually manage to do that, but... Boy... Thanks Kraken nobody made a addon to make passengers to scream in terror!!! === == = POST EDIT huummmm....
  5. Hi, I'm trying to diagnose an installation problem on a Fellow Kerbonaut rig, and asked for a CKAN export from their rig. So far, so good. But then I realized that the CKAN Export doesn't mention the exact release numbers from the installed Add'ons, only the names. Worst, while installing the add'ons, CKAN asked me about alternatives to be installed, and the user don't remember what they had chosen some time ago when installed them. There's a way, option or whatever, in which CKAN would export exactly what the user had installed (including versions and specific alternatives), and then import it on my test bed and getting exactly the same installment as the user have, disregarding compatibilities or what else - I need an exact replica of the user's installment, and asking them for a übberzip with the whole GameData is not only cumbersome, but potentially troublesome on legal grounds...
  6. ANNOUNCE KSP Recall 0.4.0.5 I overreacted while restoring the PAW’s entries, and ended up allowing some entries to be shown when they shouldn’t. Fixing it. Properly implemented what I intended to be the DebugMode at first place. Closes issues: #76 Implement the PAW’s DebugMode properly #75 0.4.0.4 is screwing PAW In 0.4.0.4, I restored the KSP-Recall "debugging" PAW entries, but did a shoddy work on it. Implementing the features (both of them) properly. My bad². — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.
  7. Damn, something is screwing up with your KSP!!! [Edit: yes, and it was me] This is what is being shown on mine: On Editor: On Flight: Do you have KSPCF installed? [EDIT: Just installed KSPCF and nothing wrong happens. KSPCF may, at worst, be just the trigger or the enabler, the root cause is something else] === == = POST EDIT I opened a ticked on KSP-Recall to investigate this issue!!! https://github.com/net-lisias-ksp/KSP-Recall/issues/75 @Krazy1, can you please share your CKAN Export and KSP.log where the problem happens? --- -- - POST EDIT Found the problem, my fault. Fixing it.
  8. No that vague if you know the context. Editor have a bug, and I worked around it using a PartModule on KSP-Recall. Then KSPCF implemented BetterEditorUndoRedo, that changed the order (or time) in which some internal events happens in Editor, and this screwed that PartModule that started to be feed with the values too early (before the values were effectively applied), and never realizes the part's position had changed. The user managed to workaround the problem by deactivating the PartModule. Ideally, the user also should had reached me asking why this was happening, so I could investigate the problem. KSPCF deactivates BetterEditorUndoRedo when KSP-Recall's affected PartModule is active, so my best guess is that there's something else on his rig mangling with that order of events that ended up screwing KSP-Recall. But... In a way or another, the feature is back, but is can be easily deactivated by a MM patch. Unless we are talking different things, most Text in the PAW have a widget associated (most of the time, a button) at the left.
  9. Nope. They are needed at Flight time too, because the PartModules are used at flight the same. Even the AttachedOnEditor - you will eventually Revert To Editor, and then this thing will be active. The ones that handle resources are specially relevant at the end of the flight. However, you can write a MM patch to hide then, if you are sure you won't ever see the need to deactivate them punctually to debug problems at runtime (as it was happening with the fellow Kerbonaut I linked above).
  10. ANNOUNCE KSP Recall 0.4.0.4 Restores the presence of the PAW’s entries, setting them to be shown by default from now on. A patch can turn them off. Closes issues: #74 Restore the KSP-Recall buttons on the PAW In 0.4.0.3, I removed the KSP-Recall "debugging" PAW entries by default, as I was advised that these entries were cluttering the PAW and, well, I wasn't aware that they would be still needed in wild. My bad. This release bring them back to be shown by default, and a MM patch against KSP-Recall.cfg can be issued to turn them off. — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.
  11. No. What KSPCF handles is the "Refunding" related to the IPartCostModifier not being called. The "steal back" handles another problem related to lack of precision on using floats while handling funds and, in fact, KSPCF's fix do the exact same mistake (not that it has too much choice, as the KSP's foundation when handling costs are the problem). Yeah, I was (unfortunately, as it appears) advised to remove these buttons, as they were "cluttering" the PAW. I will have it restored by the morning. It's my understanding that KSPCF would disable the BetterEditorUndoRedo, that changed some fickle synchronization inside KSP guts and got Recall (used by TweakScale™) with its pants down. There's something else happening on your rig, as it appears.
  12. This is not a joke, they REALLY called the thing HMS Zubian!!! Merging crafts was always a nightmare, by the way...
  13. 23 days on an airplane, doing maintenance while in flight. And getting snacks delivered by another plane. Yeah, very Kerbal! https://www.fai.org/news/ninety-years-ago-hunter-brothers-spent-23-days-flight-without-landing
  14. Sacré Bleu!!! https://velocetoday.com/and-how-mr-stapps-imaginative-lsr/
  15. This was terribly heart-breaking (every one is, but by some reason some are perceived differently than others). They almost managing to get control back, but then stalling again (~2:10) makes things even harsher. Some time ago, I was toying with an AutoPilot and due an input error, the damned thing nose dived and hug the grass before I could manage to disengage the auto-pilot. Remarkably similar to the 737MAX accidents, and not too much time after them. My spine froze during the whole "event", and I took some precious seconds before overcoming my surprise and stupor (I immediately correlated that to both crashes, it was really, really awful) before started to salvage the situation. I couldn't fly a plane on KSP for a couple days after it. Sometimes, being able to reproduce Real Word "Karbalisms" on KSP can be very troubling...
  16. ANNOUNCE KSP Recall 0.4.0.3 on the Wild, featuring: Closes issues: #72 Fix the Sanity Check report #68 Add an option to to not show the KSP-Recall entries on the PAW — — — — — This Release will be published using the following Schedule: GitHub, reaching manual installers and users of KSP-AVC first. Right Now. CurseForge. Right Now. SpaceDock. Right Now.
  17. ANNOUNCE Release 2.4.7.6 is available for downloading, with the following changes: Backports from Beta a long standing bug on AutoScale when attaching parts with different scaling methods. Found an idiocy of mine while trying to prevent a hypothetical problem - and ended up creating a concrete one instead. If you know a priest in need to a job, we are hiring... Closes Issues: #323 Auto-Scale is screwed since 2.4.7.0 A major screw up of mine was (finally) detected and fixed. When I diagnosed yet another misbehaviour on Editor on KSP-Recall, "I thought if could be a good idea"® to really remove TweakScale from the Parts Life Cycle when the part is on the default size. At very least, it would be a module less to debug when weird behaviours like the one on KSP-Recall#61 are detected. BUT... I completely forgot that unescaled parts can be called to be scaled up or down when Auto-Scale is active, and, so, I broke the toy. "Fix is pretty obvious." ©2018 Elon Musk, so fixed it I did. Since I was here, I remembered to backport another Auto-Scale fix into the mainstream branch, this one related to AutoScaling parts scaled with Percentages on Parts scaled in Meters (and vice versa). Thing are slow, but still ongoing. Keep scaling walking. Know Issues Attachment nodes are being reset when changing Variant on a scaled part. Please change the Variant before scaling the part as a temporary workaround. See issues #307 and #314 for the gory details. There's a long standing issue on TweakScale about scaling ModuleEnginesFX's plumes - some engines' plumes is just not scaled, while others scaled pretty badly. It's something that never worked right on TweakScale, and it will only be really fixed on TweakScale 2.5 (when this thing goes gold) The best workaround (and also the reason I'm dragging my feet on this) is to use SmokeScreen or Waterfall. For SmokeScreen, you need: SmokeScreen itself. Real Plumes (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on Real Plumes. For Waterfall, you need: Waterfall itself. StockWaterfallEffects (to enable SmokeScreen on Stock parts) Additional Part Sets and Add'Ons may need specialised support not included on StockWaterfallEffects. See Issue #27 Disclaimer By last, but not the least... This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock. Right now. Since this is a minor fix (for a major bug), all the Distributions Channels were updated at once.
  18. Try taking a walk in the Sun, and buying yourself a nice ice cream - it's what I do when I'm feeling like this. If where you live is winter now, take a hot chocolate instead (but ice creams can be nice on winter too). it doesn't changes anything, really - but Sun light helps on Vitamin D, the exercise is good for the body, and the ice cream is good for the mood. Speaking seriously now - our body and minds need Sun light to be healthy. Nothing changes, but our moods - a very little bit, but a little bit for the better. Keep Walking!
  19. Some years ago, I bought and played VirtuaVerse. Nice game, reminded me from the good old times of the Point and Click Adventures, with an esthetic that I enjoy a lot. But the really big thing on this nice freaking game is the Sound Track - boy, I really enjoyed it!!!
  20. Boy, this is how one should motorize a car!!
  21. Someone needs to make an addon using this as theme!
  22. Looks like some 3rd party borking on you. Please send me your KSP.log after reproducing the problem (and quitting KSP to prevent it from truncating the log) and I will try to figure out what's happening. --- POST EDIT --- Note to my future self: case diagnosed, but I can't further help due the add'on involved.
  23. Send me your KSP.log. I have a hunch about what it can be, but I want to be sure analyzing your log first. Additionally, what are these parts? I recognized the Mk1-3 and the Hitchhiker Storage , but I don't know the two between them.
  24. The interesting thing on this video is that while designing my own crafts, I got exactly the same problems and ended up exactly with the same results. For example, when using flaps, I usually trim the elevators slightly down to compensate the tendency to have the nose up. Watching these videos can help you to make better planes on KSP! (and vice versa!) Besides that, this is an incredibly detailed tutorial on how to turn up these old beats of the past!!
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