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roxik0

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  1. Hi Poeple So I tried to attack Flow Graph error.. or maybe better apply error And I have one think to test if it works then I will put PR so Zer0Kerbal will be able to add this to release(and fix what I miss eventually). ScrapYard DLL Expected Results: - Flow Graph still occurs (But IMHO it's not a problem of ScrapYard it simply consequence of run event (OnEditorShipModified) with same ship). - However your parts should be taken from inventory correctly.
  2. Yes feedback was what I wanted it also should fix problem with wrong dV calculation between KER and KSP caused by messing up with part.ids. If in next 24h i will not found any errors in this fix I will put pull request for @zer0Kerbal So he will be able to introduce this fix in next release.
  3. Are sure is it good topic? It's more about KCT not scrapyard bug. EDIT: Btw https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing New ScrapYard fix candidate :P Previously still there was some problems this time there is temporary more logs just for my debugging but it should work better. If anybody have time please test it. I also trying to test it as much as I can in my daily save :)
  4. Ok.. Can you provide some details.. like when or what you are doing.. Are you 100 sure that's caused by scrapyard.(I;m not believe that this is error free mod but maybe I should look into other mod as well, or maybe there is some conflict between them) . The best if you can reproduce it on scrapyard only save and then send me a save If I cannot reproduce I cannot fix it Edit: Worked a little on this founded my own case so it looks that I underestimated a issue But don't worry I have some ideas @baldamundo https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing Can you check this version? :) As more i dig into I know more and more :) previous fix was a hide of isse not fix of the cause now it should be better.
  5. https://github.com/zer0Kerbal/ScrapYard/pull/5 I made a hotfix which maybe work maybe not or better saying it fix flowchart and dv problem but not sure if all other mods will cooperate with this fix correctly. You can download compiled version here: https://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing You need to change ScrapYard.dll in /GameData/ScrapYard/plugin/ folder. Hope it will work for you
  6. Hard to say because I;m not further than Mun on my KSP 1.10 save . But at this time seems ok for me. Of course I hate this dv bug because then It's hard to calculate some things.. Example it seems that BurnTime for manouver takes dv calculation from KSP so I need to look into KER like in old times. But at this moment nothing what crashes my game yet.
  7. Generally It work's besides this strange behaviours with dv in VA and flowgraph spamming log. Btw it could be connected issue that when part is added twice it breaks flowgraph
  8. I got another error in 1.10.1. 1. Create Ship. Check dv 2. Click Launch and then restore ship 3. Go To VAB, dv will be lower 4. Delete all ship and build the same ship, dv will be lower. It looks like scrapyard messing with ship and doubles parts when they are existing in ScrapYard inventory.. 5. When you detach and attach part bug will dissapear and calculation for that part will be correct. I Recreated it on KSP 1.10.1 + Scrapyard only.
  9. Have simillar issue. But I think that problem is in.... SCRAPYARD IF you go to VAB and use part with already exists then it will add it twice to KSP dvCalculation.. So you have double of ship mass and so one so one.. you can verify what is goin in debug window.
  10. Hello his majesty @linuxgurugamer One question or maybe bug: I got this during flight "NullReferenceException KronalUtils.KVrVesselShot.CalcShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.UpdateShipBounds () (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) KronalUtils.KVrVesselShot.PartModified (GameEvents+HostTargetAction`2[A,B] data) (at <8b98d01f9efa41b0bb26a9dc6b11f14a>:0) EventData`1[T].Fire (T data) (at <948fceea813942b7ac6b6d1b2dc2d0a3>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(HostTargetAction`2) Part:setParent(Part) ShipConstruct:LoadShip(ConfigNode, UInt32, Boolean, String&) ShipConstruct:LoadShip(ConfigNode, UInt32) ShipConstruct:LoadShip(ConfigNode) ShipConstruction:RestoreBackup(Int32) EditorLogic:RestoreState(Int32) EditorLogic:UndoRedoInputUpdate() KerbalFSM:UpdateFSM() EditorLogic:Update()" using KSP 1.10.1 On Linux. I think that it's because I;m using mod "Kerbal Krash System" So it,s possiible that one of debris collide with ground and caused some part recalculation however i don;t know why KVV tries to calculate something during flight scene.. Have a nice day and thank you for whole your hard work..
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