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ElasticRaven

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    Bottle Rocketeer
  1. Linux 64-bit KSP Version: 1.0.5 The game crashes when switching to a different scene or loading a quicksave from the flight scene. Sometimes it happens multiple times an hour, sometimes it doesn't happen for several hours, despite multiple loads/scene changes during that time. I have a lot of mods installed, and the inability to reproduce the problem consistently means I can't track down which mods (if any) are involved in the crash. I'm just hoping someone has seen it before or the problem is obvious from the error message. UnloadTime: 81.812004 ms 11 UnloadUnusedAssets incorrect caused some assets to load. This can easily cause deadlocks or crashes. Log: https://dl.dropboxusercontent.com/u/59189482/Player.log It was doing this both before and after I installed ATM (which doesn't seem to be reducing my memory usage, but oh well). Installed Modules (reinstalled everything from CKAN yesterday, so they should be up to date): - ActiveTextureManagement-x86-Aggressive 5-0 - AdvancedJetEngine v2.5.4 - AIESAerospace-Unofficial 1.6.1 - B9-PWings-Fork 2.1 - CommunityResourcePack 0.4.8.0 - ConnectedLivingSpace 1.2.0.1 - CrossFeedEnabler v3.3 - DeadlyReentry v7.3.1 - EngineLighting 1.4.1 - EnhancedNavBall 1.3.6.0 - FASA 5.421 - FerramAerospaceResearch 3:0.15.5.4 - FilterExtensions 2.4.1.3 - FilterExtensionsDefaultConfig 2.4.1.3 - FirespitterCore v7.1.5 - HangarExtender 1:v3.4.6 - KAS 0.5.5 - KerbalAlarmClock v3.5.0.0 - KerbalJointReinforcement v3.1.4 - KIS 1.2.3 - KittopiaTech alpha-0-2 - KlockheedMartian-Gimbal 3.0.6.0 - Kopernicus 1:beta-06-2 - kOS 0.18.2 - KSCSwitcher 0.5 - KSP-AVC 1.1.5.0 - KSPSteamCtrlr autodetected dll - KWRocketry 2.7.0-community - KWRocketry-CommunityFixes 0.4.3 - KWRocketry-CommunityFixes-interstage 0.4.3 - MechJeb2 2.5.5.0 - MechJebFARExt 1.0.0 - MechJebForAll 1.2.0.0 - ModularFlightIntegrator 1.1.2.0 - ModuleManager 2.6.13 - NavBallTextureExport 1.3 - PreciseNode 1.2.1 - ProceduralFairings v3.15 - ProceduralFairings-ForEverything v0.1.1 - ProceduralParts v1.1.11 - RasterPropMonitor v0.24.2.1 - RasterPropMonitor-Core v0.24.2.1 - RCSBuildAid 0.7.6 - RealChute 1.3.2.6 - RealFuels rf-v10.8.1 - RealHeat v2 - RealismOverhaul v10.7.2 - RealPlume 2:v10.4.9 - RealSolarSystem v10.4.1 - ReflectionPlugin 1.2 - RemoteTech v1.6.9 - RemoteTech-Config-RSS 0.0 - RLA-Stockalike 13.3 - RN-SalyutStations-SoyuzFerries v2.0 - RN-SovietProbes v1.6 - RN-SovietRockets v1.3 - RSSTextures4096 v10.2 - SemiSaturatableRW 1.10.2.1 - SmokeScreen 2.6.10.0 - SolverEngines v1.14 - SovietEngines 1.1 - SovietPackCore v2.0 - Steamworks autodetected dll - TACLS v0.11.2 - TACLS-Config-RealismOverhaul v10.7.2 - TextureReplacer 2.4.11 - Toolbar 1.7.10 - Trajectories v1.4.5
  2. Is it possible to set the max output of the torque PID controllers? When I set a new steering, kOS maxes out the controls for a very short time. That triggers any structural instability in the craft to cause wobbling (unless you add a bunch of struts). I tried lowering the max stopping time, but it didn't help. Or another way to avoid that initial jolt?
  3. nextnode is always giving a null reference exception: System.NullReferenceException: Object reference not set to an instance of an object at kOS.Suffixed.Node.FromExisting (.Vessel v, .ManeuverNode existingNode, kOS.SharedObjects shared) [0x00000] in <filename unknown>:0 at kOS.Binding.FlightStats.<AddTo>b__11 (kOS.Execution.CPU param0) [0x00000] in <filename unknown>:0 at kOS.Binding.BoundVariable.get_Value () [0x00000] in <filename unknown>:0 at kOS.Execution.CPU.GetValue (System.Object testValue) [0x00000] in <filename unknown>:0 at kOS.Execution.CPU.PopValue () [0x00000] in <filename unknown>:0 at kOS.Function.FunctionPrint.Execute (kOS.SharedObjects shared) [0x00000] in <filename unknown>:0 at kOS.Execution.CPU.CallBuiltinFunction (System.String functionName) [0x00000] in <filename unknown>:0 at kOS.Compilation.OpcodeCall.Execute (kOS.Execution.CPU cpu) [0x00000] in <filename unknown>:0 at kOS.Execution.CPU.ExecuteInstruction (kOS.Execution.ProgramContext context) [0x00000] in <filename unknown>:0 at kOS.Execution.CPU.ContinueExecution () [0x00000] in <filename unknown>:0 at kOS.Execution.CPU.Update (Double deltaTime) [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Code Fragment 0000 jump 1 0001 push $nextnode 0002 call print() << 0003 EOF Pull request: https://github.com/KSP-KOS/KOS/pull/176 (hope I did that right)
  4. Figured out my issue. kOS (in use via a custom MM config) was draining power. For some reason, when I tried toggling the power earlier today, it didn't work (or maybe I simply misread it ).
  5. In the VAB, the Vanguard probe core says 36.0/hour (=0.01/s) electric charge required, but when I launch, it uses 0.2/s. Has anyone else seen this? My probe would just be a giant solar panel if I had to accommodate 0.2/s
  6. The new version massacres my framerate But only when I add the module to pods and probes. The standalone 1 m part seems to be fine. Has anyone else noticed this?
  7. Drag is nonlinear, so I think you'll have to solve it numerically. There are calculators online for it, like http://alterbaron.github.io/ksp_aerocalc. If we could get a closed form solution, KSP might be able to handle ships in an atmosphere while keeping them on rails
  8. It looks like you are sending the field values as part of the response to the client. If those values change on the server, the client wouldn't know. So what about on the server keeping a map from object IDs (which you make up) to the actual objects. The client can have a peer object, and when you call a method or get/set a field on the client peer object, it sends a message to the server to actually perform the operation. All state is maintained on the server, so there's no chance of the client thinking a field is one value but actually it has been changed on the server. Then it might be possible to write a script or some C# code to create all the client peer object classes instead of creating them manually. I'm working on some proof of concept code if you're interested. Btw, I'm not a C# developer, nor do I have much experience with networking code, so if any of that sounds like gibberish just let me know
  9. Thanks! Now that you mention it, I only see the rotation happening after EVA. I had forgotten about that I'm using the regular command pod and MechJeb, so 55. The lander (the part with problems) relies on the solar panels instead of batteries.
  10. I'm having two difficulties with 0.22: 1. I haven't been able to explain why my ship starts to rotate in deep space. Even outside of any atmosphere and when the engines aren't firing. I don't remember this happening (at least to this extent) with previous versions. My craft is slightly asymmetric, but that shouldn't cause a noticeable rotation. 2. I spent the evening working on a big mission to Duna, only to find my electric charge won't go over 10 . It stops at 9 something. I have SAS turned off and solar panels deployed. I've seen as high as 0.94 exposure on the panels. The charge goes up just like normal until gets to just over 9. Then stops even though I didn't retract the panels, turn on SAS, or (intentionally) send a transmission. Nothing shows up on the usual text display about a transmission. Does anybody know what is going on?
  11. MechJeb v1.8.1 works with KSP v0.14.4. But there is a new version of each: MechJeb v1.8.2 and KSP v0.15. If you are using the new version of MechJeb, you might also have to get the new version of KSP.
  12. You must add one of the MechJeb parts to your ship. They are under the command & control tab in VAB.
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