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Krazy1

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Everything posted by Krazy1

  1. I tried to do it stock but eventually used Tweakscale and it was still hard but I did it.
  2. Just a possibly related issue for engine plumes: https://github.com/net-lisias-ksp/TweakScale/issues/27
  3. The thread you linked was started before 1.11.2 was released and EVA construction was horrible before that. I got all kinds of explosions when placing parts. But this time I just removed the part from inventory and got the Null Refs before I could even try to place the part. It's probably still a core game bug. I also installed other types of lights and they worked. I tried the same Mk1 Illuminator again and it gave the Null refs again. I might try it in stock if I find motivation. Thanks
  4. Well, everything was working smoothly until I I blew up the log with Null Refs and had to Ctrl-Alt-Del. I was on EVA on the Mun beside a ship with cargo storage and I tried to remove a light from storage. It looks like something on Recall or TweakScale? I was using older versions of Recall and maybe TweakScale when I launched the ship around 2 months ago. Just before this I did EVA construction with a probe core, a command seat, a strut - no problem. It didn't like the light. [WRN 23:06:43.184] [Part]: PartModule indexing mismatch at spotLight1, index 1. Node 'ModuleCargoPart' found in loaded data, but 'Refunding' is defined in prefab. Looking for ModuleCargoPart in other indices... [WRN 23:06:43.184] ...no ModuleCargoPart module found on part definition. Skipping... [WRN 23:06:43.184] PartModule is null. [WRN 23:06:43.184] [Part]: PartModule indexing mismatch at spotLight1, index 1. Node 'TweakScale' found in loaded data, but 'Refunding' is defined in prefab. Looking for TweakScale in other indices... [WRN 23:06:43.184] ...TweakScale module found at index 2. [EXC 23:06:43.190] NullReferenceException: Object reference not set to an instance of an object ModuleInventoryPart.PreviewLimits (Part newPart, System.Int32 amountToStore, AvailablePart slotPart, System.Int32 slotIndex) (at <06f13185617646e5bc801baeab53ab75>:0) ModuleInventoryPart.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 23:06:43.213] NullReferenceException: Object reference not set to an instance of an object ModuleInventoryPart.PreviewLimits (Part newPart, System.Int32 amountToStore, AvailablePart slotPart, System.Int32 slotIndex) (at <06f13185617646e5bc801baeab53ab75>:0) ModuleInventoryPart.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [EXC 23:06:43.231] NullReferenceException: Object reference not set to an instance of an object ModuleInventoryPart.PreviewLimits (Part newPart, System.Int32 amountToStore, AvailablePart slotPart, System.Int32 slotIndex) (at <06f13185617646e5bc801baeab53ab75>:0) ModuleInventoryPart.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP log
  5. Hi all, I had a big ship hit within 200 m of a passive seismometer on the Mun and only got 3 science points- very annoying. I'm not the only one. @RizzoTheRat Perhaps we should read the directions: What point? I did some trials: My best effort was >0.9999 at 3978 m. It impacted >1000 m/s and I got >100 science. That's more like it! Using the Impact Marker in Kerbal Engineer Redux is very helpful. I don't know if the optimal distance is the same for other celestial bodies. Please report if you try it elsewhere. Good luck! 5/9/21 update: I got a quite satisfying gigajoule impact on Minmus for 354 science. Attenuation was 88% at 6491 m, so the curve does seem different on Minmus. Details from KSP log:
  6. You can try Planning Node - it's a pretty new mod that lets you use a maneuver node in Sun SOI and based on that it puts a 3d bullseye to aim for at the edge of the planet SOI you're escaping from. Gives a time to hit it and a dynamic deltaV display to get the speed right. Makes it much easier but doesn't do the burn for you. PS I'm not sure if you're doing a specific challenge but the Caveman Challenge doesn't allow ANY maneuver nodes or even KER. So I expect that means Planning Node wouldn't be allowed either.
  7. The Alt-F12 AeroGUI has "sideslip" and AoA if you can access that. https://forum.kerbalspaceprogram.com/index.php?/topic/105524-105-aerogui-v30-14-nov/
  8. I'm trying to get the resource panel to open automatically when entering flight scene. Seems simple enough, but without any plain English descriptions in most of the KSP API "documentation", I'm just guessing how to do it. I'm trying to use ShowResourceList but it doesn't do anything. I'm using Update(), which starts before the Resource app is launched, resulting in some initial Null Refs, but once it's loaded, then it does nothing AFAIK. using System; using System.Threading; using UnityEngine; using KSP.UI.Screens; // has class ResourceDisplay namespace Rememberer { [KSPAddon(KSPAddon.Startup.Flight, false)] public class RememFlight : MonoBehaviour { private bool setResourcePanelNotDone = true; private int iter = 0; public void Start() { Debug.Log("RememFlight - Start"); } public void Update() { if (setResourcePanelNotDone) { iter++; Debug.Log("RememFlight - Update " + iter); ResourceDisplay.Instance.ShowResourceList(true); //tried true and false if (iter > 160) { setResourcePanelNotDone = false; } } } public void OnDisable() { Debug.Log("RememFlight - Disable"); Debug.Log("RememFlight - Disable iter= " + iter); Debug.Log("RememFlight - Disable setResourcePanelNotDone= " + setResourcePanelNotDone); } } } Here's log: KSP log I could try to clear the Null Refs with a callback/ delegate but why bother if the basic function doesn't work? Unless the Null Refs are causing ShowResourceList to not work later? Doubtful. I could try looking in the AlternateResourcePanel mod but not sure what that might yield. So... is this normal for everyone, to guess how to use the KSP API? UPDATE: This basically works: ResourceDisplay.Instance.appLauncherButton.SetTrue()
  9. @linuxgurugamerIf/ when you you get around to updating this for 1.11 it would be nice if it tracked EVA Experiments.
  10. Hi @Lisias I noticed Recall is still at 0.1.0.5 on CKAN.
  11. Here's the one up above I posted. I didn't capture the one I saw recently. So far, the triggers and errors don't seem consistent. 1 in 3 might be exaggerated. I'll see if I can break it.
  12. Naw... it still blows up about 1 in 3 sessions. Why would there be rumors?
  13. The only issues I've seen are: what @Hyperspeed1313 reported above Friday for the alternate launch sites. post here I did not retest this with the latest 6.0.0.6 but since he just reported it and I saw it before and the rev history doesn't mention it, I assume it's not fixed. bubbles sound doesn't play when changing biomes. I can play "bubbles.wav" sound file directly in Windows. Log error: "[LOG 19:12:00.960] [4/20/2021 7:12:00 PM [x] Science!]: <Debug> (Noise) - No noise to play!" KSP.log player.log
  14. Umm. Yeah. I'm blaming github ... somehow. Thanks. BTW it still doesn't play the bubbles sound. I'm not sure if you saw that I mentioned it before. There's no issue in github and I really don't see how to add one. Are you using that to track?
  15. @linuxgurugamer Me too. I "strongly suspect" it is because there is no .DLL here or in subfolders: KSP-X-Science-master\GameData\[x]_Science!
  16. We need another log file for your minimal install. Some general ideas... In case you didn't know, KSP 1.8 had a major change to the Unity engine that changed to dotnet 4.x. So I recommend not using mods prior to KSP 1.8. I'm using 1 older one myself but you need to be extra careful. In the log you posted... with 2000+ errors and 33 exceptions... the first EXC (exception) is on EVE I believe: Exceptions are usually very bad and shouldn't be ignored. You can get all kinds of bad behavior after that. I recently had to wipe my whole mod install because my Steam install had errors when I did the local file integrity check and I didn't check that before I copied Steam to modded. I was getting weird "key not found in dictionary" errors I thought was a mod but was the base game. It looks like you modded your Steam install - I wouldn't do that. Better to make a separate install. It's easy with CKAN.
  17. Just in case anybody else does this: I hit quickload by mistake then ESC to exit quickload menu but that doesn't exit, it opens the pause menu (second mistake- I'm not a smart guy). Then I hit Cancel to close the quickload menu and then ESC to close the pause menu... that does close the pause menu BUT the game is still paused. Just hit ESC again. I thought it froze KSP I was about to Ctrl-Alt-Del kill it.
  18. Just wanted to show off... proper ground clearance kerbalx link
  19. So... just noticed in flight when I do ESC and Load Save, it gives the stock load menu. I doubt most people will do that since the quickload works.
  20. Gaaaaa... another stock KSP blunder. The sensitivity of the wing control surfaces varies depending on if it's at the wing root or tip. An aileron at the tip has much higher gain and reaches full deflection much sooner than the root control surface. If you have something like a glider, the aileron goes to full deflection when the joystick is at less than 20% deflection! It's almost digital, all or nothing roll control. What were they trying to do SMH
  21. 2.5.3.3 fixed the cancel button issue. The quicksave button is/was working in flight: tapping Quicksave button saves without dialog; ALT-(quicksave button) opens "save as". From KSC overview, the quick save button is always launching the "save as" menu but it does this in stock too. I didn't realize that. It doesn't make sense to change the button functionality based on the scene IMO. I'm claiming a sanity defense. Sorry @linuxgurugamer
  22. But... when I hold the stick with axis 0 at a 0.4 reading in AFBW the aileron is at full deflection. I keep moving the stick and it goes to 1.0 reading in AFBW, so it's not hardware.
  23. I never saw any way to do it in Win... maybe because they hide it Brilliant.
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