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ns88ns

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Posts posted by ns88ns

  1. KSP 1.12.4 - just found that the CommNet Constellation mod (v1.5.7) spams NRE exceptions to log non-stop (confirm the issue from nikawiwi) :

    ...
    [EXC 06:16:33.841] NullReferenceException: Object reference not set to an instance of an object
    	CommNetConstellation.CommNetLayer.CNCCommNetHome.Update () (at <8ec62eff1dfc42afb960f68e49dadfbe>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 06:16:33.842] NullReferenceException: Object reference not set to an instance of an object
    	CommNetConstellation.CommNetLayer.CNCCommNetHome.Update () (at <8ec62eff1dfc42afb960f68e49dadfbe>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [EXC 06:16:33.843] NullReferenceException: Object reference not set to an instance of an object
    	CommNetConstellation.CommNetLayer.CNCCommNetHome.Update () (at <8ec62eff1dfc42afb960f68e49dadfbe>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    ...

    Actually, tons of them in the log.
    New game, sandbox, no any vessels. The problem occurs right from the game start.

    Any ideas? A bug?

    Thx.

  2. Hi, community.

     

    Is there a way to enable trace/debug logs in CKAN? Suddenly CKAN started to return odd exception on start: Failed to connect to repository. Exception ... . The exception is returned in Russian language but translation is "Can't connect to remote server" CKAN version 1.27.2. Firewall is disabled.

    I guess, a mod(s) moved to other location - when I start CKAN on clean KSP instance with no mods installed or on an empty virtual instance - no any exceptions occur. So I need debug/trace logs to catch the broken mod(s).

    Yes, I know that there is a way Remove-Mods-One-By-One-Until-Catch_Bad-One. Unfortunately, it is very long way and, instead, I prefer to read trace logs.

     

    Thank you in advance.

  3. The-Grim-Sleeper :

    BTW, your pool-request (#12) is buggy a bit. In ReCouplerSettings.cs:

    if (!float.TryParse(cfgs[i].config.GetValue("allowRoboJoints"), out loadedAngle))
    	loadedAllowRoboJoints = allowRoboJoints;
    else
    	allowRoboJoints = loadedAllowRoboJoints;
    
    if (!float.TryParse(cfgs[i].config.GetValue("allowKASJoints"), out loadedAngle))
    	loadedAllowKASJoints = allowKASJoints;
    else
    	allowKASJoints = loadedAllowKASJoints;

    It must be:

    if (!bool.TryParse(cfgs[i].config.GetValue("allowRoboJoints"), out loadedAllowRoboJoints))
    	loadedAllowRoboJoints = allowRoboJoints;
    else
    	allowRoboJoints = loadedAllowRoboJoints;
    
    if (!bool.TryParse(cfgs[i].config.GetValue("allowKASJoints"), out loadedAllowKASJoints))
    	loadedAllowKASJoints = allowKASJoints;
    else
    	allowKASJoints = loadedAllowKASJoints;

     

  4. The-Grim-Sleeper : thank you a lot for your patch - it is actually useful but it seems the patch isn't completed. When stored craft is load in SPH or VAB  - plugin still doesn't automatically detects loops via BG servo/KAS items. Appropriate options are enabled via ReCoupler UI. There are several different cases:

     

    1: Recoupler window is opened before stored craft is loaded - then all loops are automatically detected properly.

    2: Stored craft is loaded while Recoupler window is closed - only default loops are detected automatically. But it re-detects all loops after click on  "Reset links".

     

    Could I ask you to check this behavior?

    Thank you in advance.

  5. Hi, community.

    A quick question: is there a way/method to check whether an other node is defined from root path? E.g.: I would like to apply patch to a part only in case if a resource is already defined:

    @PART[MyCoolPart]:AFTER[OtherCoolMod]
    {
    	(all the stuff)
    }

    but only if root node RESOURCE_DEFINITION[ResName] exists already?

    Thank you in advance.

  6. 1 hour ago, Aerospacer said:

    These were preparations for future improvements to the KK functionality. They appeared a long time ago, probably in the Kerbin Side by @AlphaAsh , but were never implemented.

    The advice - or forget or ignite with this idea both @Ger_space (current KK developer) and one of the static content developers. The second is much more complicated.

    Or reverse the mod or contact mod's autror or (thing 1 here) or (thing 2 here) or ... (tons of other things here)...

    It is implemented already but isn't documented. Nowadays nobody likes write documentation. It is much easier to "allow users to find all things in-game. It is much more interesting". I dug deep and found only one post related to this functionality which gave me a hint.. Anyway. To assign personnel to any office/production/recearch facility - first you need hire them. For this you need a building with facility type "barracks". Barracks hire staff and then other office/production/research facilities get unassigned staff from barracks. Just one thing - this mod comes with no barracks pre-configured and you need add one by your own. Then it works. Open any barrack facility with inflight base manager and hire personnel. Then it can be assigned to any other O/P/R facilities.

  7. Hi, @Eskandare and community. I see there are several facilities which can hold hired staff. Could anybody, please, explain, how to hire personnel and assign it to facilities? I tried anything I could imagine - but no luck: No unassigned staff available.

    Any advises?

     

    Thank you in advance. Best regards.

     

    Update: sorted it out.

     

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