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1something

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Posts posted by 1something

  1. On 9/16/2024 at 7:27 AM, dlrk said:

    In the recent dev versions, the scripting module is missing - has it been removed?

    EDIT: Also, the DeltaV readout doesn't work in the latest dev version - perhaps it has an incompatibility with cryoengines? Has anyone else tried the current Mechjeb dev version with Cryo Engines and can confirm/deny?

     

    Log:https://file.io/BNaBk6HVah61

    16 hours ago, dlrk said:

    Took a look at my log file - it appears this is what's happening -
     

    [LOG 17:36:17.636] [MechJeb2] Exception in MechJebLib.FuelFlowSimulation.FuelFlowSimulation: System.AggregateException: One or more errors occurred. ---> System.Exception: FuelFlowSimulation hit max steps of 100 steps in rcs calculations
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.SimulateRCS (MechJebLib.FuelFlowSimulation.SimVessel vessel, System.Boolean max) [0x0004a] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.ComputeRcsMinValues (MechJebLib.FuelFlowSimulation.SimVessel vessel) [0x00000] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.SimulateStage (MechJebLib.FuelFlowSimulation.SimVessel vessel) [0x0001e] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.Run (System.Object o) [0x00043] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at System.Threading.Tasks.Task`1[TResult].InnerInvoke () [0x0002b] in <9577ac7a62ef43179789031239ba8798>:0
      at System.Threading.Tasks.Task.Execute () [0x00010] in <9577ac7a62ef43179789031239ba8798>:0
       --- End of inner exception stack trace ---
    ---> (Inner Exception #0) System.Exception: FuelFlowSimulation hit max steps of 100 steps in rcs calculations
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.SimulateRCS (MechJebLib.FuelFlowSimulation.SimVessel vessel, System.Boolean max) [0x0004a] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.ComputeRcsMinValues (MechJebLib.FuelFlowSimulation.SimVessel vessel) [0x00000] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.SimulateStage (MechJebLib.FuelFlowSimulation.SimVessel vessel) [0x0001e] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at MechJebLib.FuelFlowSimulation.FuelFlowSimulation.Run (System.Object o) [0x00043] in <1c9d42023c6f451f9730b1cc64104c7f>:0
      at System.Threading.Tasks.Task`1[TResult].InnerInvoke () [0x0002b] in <9577ac7a62ef43179789031239ba8798>:0
      at System.Threading.Tasks.Task.Execute () [0x00010] in <9577ac7a62ef43179789031239ba8798>:0 <---

    @sarbian

    This is happening for me too, apparently with Artemis Construction Kit's auxiliary thrusters specifically (with RSS/RO configs by Skypheonix). The issue occurred with BDB Saturn V/Apollo as well, although I haven't identified the exact part there. I guess I will revert to the previous versions until this is fixed.

  2. I understand that when ModuleFuelTanks, B9PartSwitch and Tweakscale are together on a part, Tweakscale gets disabled because of https://github.com/TweakScale/TweakScale/issues/12.
    Has there been any progress on this issue? I know about the hotfixes which remove either MFT or B9, but there are many situations where I need all three of the modules (obviously TS, MFT and B9).
    Or perhaps, is there an option or patch for tweakscale to not get disabled?

  3. I'm using RSS and there seems to be a bit of a problem with the edges of sunlight on Earth. It feels like the surface (land, water) texture becomes too dark before it should:1Mox6Pa.png

    EqZyy8E.png

    I don't think this is a bug, but the orbital sunsets look kinda bad now, so any possible help would be appreciated. I'm using KSp 1.11.2, RSSVE 16k (latest release), and Scatterer and EVE which were bundled inside the RSSVE folder.

  4. On 10/23/2022 at 4:18 AM, Nertea said:

    It's really hard to maintain such a list so no. I know BDB has good support I guess?

     

    I have no idea what I'm supposed to be looking at.

    This seems unlikely because I manage that myself and there's no issues 

    I troubleshooted the problem at traced the errors to tweakscale companion, and I'm assuming it occurred because I messed with some of the files in NFLV.  I reinstalled it and its okay now.

  5. I am getting these NullRefs spammed in my log:

    NullReferenceException: Object reference not set to an instance of an object
      at ModuleEngines.ThrustUpdate () [0x00207] in <cf1abf6b50ac49c3b967fb61a43f1e5f>:0 
      at ModuleEngines.FixedUpdate () [0x0005c] in <cf1abf6b50ac49c3b967fb61a43f1e5f>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
     
    (Filename: <cf1abf6b50ac49c3b967fb61a43f1e5f> Line: 0)

    Based on my troubleshooting, it seems to be caused by Waterfall, specifically Plugins/Waterfall.dll, as it fails to show up if I delete Waterfall or the dll.

    Can someone please tell me how to fix it?

    I am running KSP 1.11.2 with 100+ mods on a Mac.

    I posted this in Modded Technical Support, but that was before I realised that Waterfall was the issue.

    EDIT: nvm, reinstalled tweakscale companion and it got fixed, probably was the NFLV waterfall stuff.

  6. I am getting these NullRefs in my log:

    NullReferenceException: Object reference not set to an instance of an object
      at ModuleEngines.ThrustUpdate () [0x00207] in <cf1abf6b50ac49c3b967fb61a43f1e5f>:0 
      at ModuleEngines.FixedUpdate () [0x0005c] in <cf1abf6b50ac49c3b967fb61a43f1e5f>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
     
    (Filename: <cf1abf6b50ac49c3b967fb61a43f1e5f> Line: 0)

    Based on my troubleshooting, it seems to be caused by Waterfall, specifically Plugins/Waterfall.dll, as it fails to show up if I delete Waterfall or the dll.

    Can someone please tell me how to fix it?

    I am running KSP 1.11.2 with 100+ mods on a Mac.

  7. Hi,

    I have recently installed this mod, but I can't enter the game without getting some errors.

    What happens is: I load in, and on the home screen Kopercinus tells me something along the lines of 'There was an error in the loading process; cannot load custom planetary systems'.

    If I try to load a save (its a new one, so my old ones don't get corrupted), the loading screen stays there forever, with the planets in the bottom-right spinning unusually fast.

    What I see in the logs is that Kopernicus seems to have failed to load Jupiter and KSP is spamming NullReferenceExceptions (I'm not an expert).

    Also, I used to run RSSVE without problems, and I also installed GGE without problems. However, I installed EVO and this mod, and they both have the same issue (described above). So I'm assuming EVO is causing the errors.

    I am running KSP 1.11.2 with ~100 mods.

    LOGS: https://www.dropbox.com/sh/k66104hyl6gcom1/AABXcUidTa5hVVvzTP6TlLP6a?dl=0

  8. Hello

    I've been playing scatterer for a while now, it's a great mod!

    I'm playing on 1.11.2.

    The scatterer version I use most often is the 0.0767 Pre-Release. 

    However, once, I tried using 0.0722. This version's sunflare is a bit messed up, but makes TUFX and Engine Effects and Reentry effects look much better.

    0.0767 Doesn't have the cool effects, but the sunflare works.

    Does anyone know a version that has a working sunflare and cool effects, or a config that makes 0.0767 have cool effects, or a config that makes 0.0722's sunflare work?

    Images

    https://imgur.com/a/DDCjvPJ

    I also don't have the log right now, if you need it. I'm quite new to the forums. I hope this problem doesn't need it.

    This is in RSS with mods that may or may not affect this such as Reentry particle effects renewed, EVE, scatterer (obviously), RSSVE, Engine Lighting Relit, TU, TUFX (I use Fox's Warm HDR Profile) and Waterfall, if that helps.

    Thanks!

  9. 14 hours ago, panarchist said:

    Crew (i.e. having to have one, or having to have a specific class like Engineer, still applies in sandbox. So does skill if you have "Use Kerbal experience" checked in the save settings.

    Oh yeah. The Centrifuge required three engineers to be able to deploy. I got all of them onto the ship but, now it requires repair/material kits. With skill though, I believe that's what those stars are. However, all of the crew have five stars.

  10. On 11/10/2021 at 8:20 AM, modus said:

    MKS is awesome, but beware of the rabbithole you're stepping into. It's a whole new game.

    If you don't want something that's  'too hard' I wouldn't use it. Are you sure you can't just deploy the centrifuges? Not really sure, I use MKS :cool:

    I just thought it was a funny claim (probably just in my head), because you are new and no one else has complained, meant no disrespect. 

    Right. I checked the forum post again and saw a lot of stuff I didn't want hear - life support, equipment wear, etc. Not going to get that. Anyway, I'll take a screenshot when I try to deploy it again later.

    And no, I know it wasn't disrespect. I was just trying to sound 'normal'. Guess I didn't look at enough posts before signing up. :D

    On 11/10/2021 at 8:33 AM, danfarnsy said:

    The patch for MKS also patches for Ground Construction (which is now Global Construction) and will add a material kits requirement if you have that installed. The total mass to orbit is similar to that without MKS or GC, though, since the patch lowers undeployed mass by 60%. 

    edit:
    That is to say, if you didn't have the material kits requirement, that centrifuge would weigh 2.5x on the launch pad. So it would still be too hard. :D

    2.5x isn't a big problem. I have plenty of parts and engines capable of lifting over 200t payloads into LEO so it wouldn't be too hard.

    On 11/10/2021 at 9:10 AM, Firebird989 said:

    @1something Just out of curiosity (I dont even have SSPX installed anymore) I checked the cfgs to see if I see something related to your problem. There is a crew and skill requirement, maybe it's that why you cant deploy the centrifuge. (Or, you know, just delete those lines and see if it works :P)

    I don't think it has anything to do with crew or skill. I'm playing sandbox.

  11. On 11/9/2021 at 3:43 AM, Nertea said:

    Doesn't for me. If you're using MKS there is a material kit requirement, which is not a repair kit.

    Hmm. Maybe I read wrong. I don't know what 'material kits' are so I may have read it as repair kits.

    I'll have another check. In the meantime, I'll also see what 'MKS' is. Didn't see it anywhere. Edit: Yeah, I don't have that. I'll download it today.

    On 11/9/2021 at 4:29 AM, modus said:

    Also, "that's way too hard" is a bold statement that no one else has made:sticktongue:

    What else could I say? Give me suggestions, I am new.

  12. I've heard that using Parallax for RSS would kill your computer. That is why I am scared to install it. My game already runs on a low fps (best is around 20-30, has been down at 3-5 with high-part crafts, not too often though) with my (a big number) mods. 

    I've also heard, however, that parallax doesn't have much of a performance impact. Now I'm confused.

    Someone, please tell me if I should install Parallax for RSS, bearing in mind that if the FPS stays below 10, I will go mental.

  13. 16 hours ago, Hay said:

    Have you tried retracting the ring?

     

    15 hours ago, Zorg said:

    Added a variant to the Skylab/S4B fairing without the wallbase for a shorter minimum length (still adjustable via wall segments). This option is only available on the fairing base itself not the airlock modules.

    unknown.png?width=970&height=782

     

    the ring is to be kept extended for intial "soft docking" to make contact and align. Once soft docked and the petals are interlocked, retract the ring on the active version to hard dock. If this doesnt work its probably due to the rescale.

    Although I do have a question:

    What if I skip the soft docking and don't extend the ring at all? Would that work?

  14. 12 hours ago, Hay said:

    Have you tried retracting the ring?

    No, but I'll try that.

    11 hours ago, Zorg said:

    Added a variant to the Skylab/S4B fairing without the wallbase for a shorter minimum length (still adjustable via wall segments). This option is only available on the fairing base itself not the airlock modules.

    unknown.png?width=970&height=782

     

    the ring is to be kept extended for intial "soft docking" to make contact and align. Once soft docked and the petals are interlocked, retract the ring on the active version to hard dock. If this doesnt work its probably due to the rescale.

    Ok, thanks guys!

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