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jefferyharrell

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Everything posted by jefferyharrell

  1. Is this a known issue, and is there an easy fix for it? [LOG 19:50:05.152] AGX Load Actions Visibility Fail! [LOG 19:50:05.153] AGX Update error: 24f System.NullReferenceException: Object reference not set to an instance of an object at (wrapper stelemref) object:stelemref (object,intptr,object) at ActionGroupsExtended.AGXFlight.LoadGroupVisibilityNames (System.String LoadString) [0x00000] in <filename unknown>:0 at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0 I had a vessel docked to a space station and AGX worked okay. When I brought up the UI it showed me the action groups from the vessel; I'd never created any for the space station. Now I've undocked the vessel and I have it parked a hundred meters away from the station. AGX refuses to work on either craft, filling my log with those two messages repeated over and over. Any suggestions? I'm not even sure where to start. Your mod seems to add a lot to the game, both in the persistence file and in the AGExt#####.cfg files (of which I'm already up to 113) and I haven't yet quite made heads or tails of it. It looks like you're adding a PartModule to every single part in the entire game? Am I reading that right?
  2. Not any more. I added a brief note to the Github issue, so we can take this over there now if you prefer.
  3. I use two different sets of small, man-portable (kerbal-portable) parts to carry stuff around in just that way. They come in different sizes and shapes, which appeals to my peculiar affectations. When properly installed you get variations for food, water, O2 and the various waste products. Couple that with KERT and you've got a whole system going. http://forum.kerbalspaceprogram.com/threads/70986-0-23-Cargo-Transfer-Bags-and-Tanks(for-TAC-life-support)-0-7 http://forum.kerbalspaceprogram.com/threads/76018-VTS-The-Versatile-Toolbox-System http://forum.kerbalspaceprogram.com/threads/93627-0-90-Kerbal-EVA-Resource-Transfer-v1-3-1-2015-01-01
  4. I have the worst bug report ever. 1. Start with a fresh copy of KSP 0.90. 2. Install MechJeb 2.4.2.0, Procedural Fairings 3.11, Kerbal Construction Time 1.1.2 and Tweakable Everything 1.8, all by the prescribed drag-and-drop-to-GameData method. 3. Launch KSP and start a new sandbox game. Dismiss the Kerbal Construction Time start-of-game dialog box; its settings are irrelevant. Go to the VAB. 4. As your root part choose an "Interstage Fairing Adapter" from Procedural Fairings. (It's in the Aerodynamics section.) 5. From the Pods section, choose a "Mechanical Jeb Pod version 2.0" part and attach it to either of the upper nodes on the interstage fairing adapter. (The adapter has two nodes; one floats above it and the other is on its upper surface. Both nodes lead to the same behavior so pick whichever is convenient.) 6. Right-click the interstage fairing adapter. With the right-click menu up, attempt to move the camera around by the right-click-and-drag method of orbiting. Note the extreme lag in the scene. If you maneuver the camera to the right angle to see the trucks moving around in the background, you'll see they're moving at just a few frames a second. This persists until you dismiss the right-click menu. The reason I'm posting this here is because this behavior disappears if I do this: @PART[*]:HAS[@MODULE[ModuleDecouple],!MODULE[ProceduralFairingAdapter]]:FOR[TweakableEverything]:NEEDS[TweakableStaging] { MODULE { name = ModuleTweakableDecouple decouplerModuleName = ModuleDecouple } } In other words, the behavior only appears if ModuleTweakableDecouple is on ProceduralFairingAdapter … and then it only appears if one of the parts connected to the adapter's nodes has MechJebCore on it … and then it only appears if Kerbal Construction Time is installed. (Which is why I'm copy-pasting this message into the Kerbal Construction Time thread as well.) "Harrell, where is your log file?" There's nothing in the log file.. I know, right? This kind of behavior you'd expect to be related to a zillion null reference exceptions (or whatever) flooding into the log file, but nope. Here's the whole shebang, from the start of the VAB scene: [WRN 10:35:01.316] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== [LOG 10:35:02.012] Parsing string [LOG 10:35:02.751] No Input Locks in effect right now [LOG 10:35:02.904] AddonLoader: Instantiating addon 'KCT_VABEditor' from assembly 'KerbalConstructionTime' [LOG 10:35:02.904] AddonLoader: Instantiating addon 'KCT_SPHEditor' from assembly 'KerbalConstructionTime' [LOG 10:35:02.905] AddonLoader: Instantiating addon 'EditorScreenMessager' from assembly 'ProceduralFairings' [LOG 10:35:02.923] ------------------- initializing editor mode... ------------------ [LOG 10:35:02.923] editor started [WRN 10:35:03.011] [RDTechTree]: No tech node found called [WRN 10:35:03.011] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.013] [RDTechTree]: No tech node found called [WRN 10:35:03.013] [RDTechTree]: No tech node found called [WRN 10:35:03.014] [RDTechTree]: No tech node found called [WRN 10:35:03.014] [RDTechTree]: No tech node found called [WRN 10:35:03.015] [RDTechTree]: No tech node found called [WRN 10:35:03.015] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called Unresearcheable [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called Unresearcheable [WRN 10:35:03.017] [RDTechTree]: No tech node found called [WRN 10:35:03.017] [RDTechTree]: No tech node found called [WRN 10:35:03.017] [RDTechTree]: No tech node found called Unresearcheable [WRN 10:35:03.025] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [WRN 10:35:03.025] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [LOG 10:35:03.076] 2/11/2015 10:35:03 AM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [LOG 10:35:03.082] 2/11/2015 10:35:03 AM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [WRN 10:35:03.115] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [LOG 10:35:03.845] [KAE] Registering field prefabs for version 1.7.2.0 (latest) [LOG 10:35:03.846] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit [LOG 10:35:03.847] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit [LOG 10:35:03.850] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption [LOG 10:35:03.850] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption [LOG 10:35:03.851] [VersionTaggedType] found KSPAPIExtensions.UIPartActionLabelImproved_1_7_2_0 for KSPAPIExtensions.UIPartActionLabelImproved [LOG 10:35:03.852] [VersionTaggedType] found KSPAPIExtensions.UIPartActionResourceEditorImproved_1_7_2_0 for KSPAPIExtensions.UIPartActionResourceEditorImproved [LOG 10:35:03.859] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 10:35:20.770] Game State Saved to saves/default/persistent [ERR 10:35:24.328] Cannot find fx group of that name for decoupler [LOG 10:35:24.362] Parsing vector2 [LOG 10:35:24.362] Parsing double [LOG 10:35:24.366] Parsing vector2 [LOG 10:35:24.366] Parsing double [LOG 10:35:26.910] Parsing vector2 [LOG 10:35:26.910] Parsing double [LOG 10:35:26.914] Parsing vector2 [LOG 10:35:26.914] Parsing double [LOG 10:35:26.916] Parsing vector2 [LOG 10:35:26.916] Parsing double [LOG 10:35:26.917] Parsing vector2 Not a peep of an error. So I'm stumped. It's taken me a lot of debugging time to narrow the problem down this far, to this bizarre intersection of Kerbal Construction Time, Procedural Fairings, Tweakable Everything and (of all things) MechJeb. So as to where to go from here, I'm at a loss. I really want to use Kerbal Construction Time, I refuse to play without Tweakable Everything (I'm too spoiled by it by now), and I think I can live without having ModuleTweakableDecouple on PF's interstage adapters. So I think I'm going to try that workaround. But I'd really love it if a proper fix for this weird thing could be found. I consider these to be four of my most-favored mods, and I really want them all in my game at the same time. Let me know if I can help.
  5. I have the worst bug report ever. 1. Start with a fresh copy of KSP 0.90. 2. Install MechJeb 2.4.2.0, Procedural Fairings 3.11, Kerbal Construction Time 1.1.2 and Tweakable Everything 1.8, all by the prescribed drag-and-drop-to-GameData method. 3. Launch KSP and start a new sandbox game. Dismiss the Kerbal Construction Time start-of-game dialog box; its settings are irrelevant. Go to the VAB. 4. As your root part choose an "Interstage Fairing Adapter" from Procedural Fairings. (It's in the Aerodynamics section.) 5. From the Pods section, choose a "Mechanical Jeb Pod version 2.0" part and attach it to either of the upper nodes on the interstage fairing adapter. (The adapter has two nodes; one floats above it and the other is on its upper surface. Both nodes lead to the same behavior so pick whichever is convenient.) 6. Right-click the interstage fairing adapter. With the right-click menu up, attempt to move the camera around by the right-click-and-drag method of orbiting. Note the extreme lag in the scene. If you maneuver the camera to the right angle to see the trucks moving around in the background, you'll see they're moving at just a few frames a second. This persists until you dismiss the right-click menu. The reason I'm posting this here is because this behavior disappears if I do this: @PART[*]:HAS[@MODULE[ModuleDecouple],!MODULE[ProceduralFairingAdapter]]:FOR[TweakableEverything]:NEEDS[TweakableStaging] { MODULE { name = ModuleTweakableDecouple decouplerModuleName = ModuleDecouple } } In other words, the behavior only appears if ModuleTweakableDecouple is on ProceduralFairingAdapter … and then it only appears if one of the parts connected to the adapter's nodes has MechJebCore on it … and then it only appears if Kerbal Construction Time is installed. (Which is why I'm copy-pasting this message into the Kerbal Construction Time thread as well.) "Harrell, where is your log file?" There's nothing in the log file.. I know, right? This kind of behavior you'd expect to be related to a zillion null reference exceptions (or whatever) flooding into the log file, but nope. Here's the whole shebang, from the start of the VAB scene: [WRN 10:35:01.316] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== [LOG 10:35:02.012] Parsing string [LOG 10:35:02.751] No Input Locks in effect right now [LOG 10:35:02.904] AddonLoader: Instantiating addon 'KCT_VABEditor' from assembly 'KerbalConstructionTime' [LOG 10:35:02.904] AddonLoader: Instantiating addon 'KCT_SPHEditor' from assembly 'KerbalConstructionTime' [LOG 10:35:02.905] AddonLoader: Instantiating addon 'EditorScreenMessager' from assembly 'ProceduralFairings' [LOG 10:35:02.923] ------------------- initializing editor mode... ------------------ [LOG 10:35:02.923] editor started [WRN 10:35:03.011] [RDTechTree]: No tech node found called [WRN 10:35:03.011] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.012] [RDTechTree]: No tech node found called [WRN 10:35:03.013] [RDTechTree]: No tech node found called [WRN 10:35:03.013] [RDTechTree]: No tech node found called [WRN 10:35:03.014] [RDTechTree]: No tech node found called [WRN 10:35:03.014] [RDTechTree]: No tech node found called [WRN 10:35:03.015] [RDTechTree]: No tech node found called [WRN 10:35:03.015] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called Unresearcheable [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called [WRN 10:35:03.016] [RDTechTree]: No tech node found called Unresearcheable [WRN 10:35:03.017] [RDTechTree]: No tech node found called [WRN 10:35:03.017] [RDTechTree]: No tech node found called [WRN 10:35:03.017] [RDTechTree]: No tech node found called Unresearcheable [WRN 10:35:03.025] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [WRN 10:35:03.025] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [LOG 10:35:03.076] 2/11/2015 10:35:03 AM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [LOG 10:35:03.082] 2/11/2015 10:35:03 AM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [WRN 10:35:03.115] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [LOG 10:35:03.845] [KAE] Registering field prefabs for version 1.7.2.0 (latest) [LOG 10:35:03.846] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit [LOG 10:35:03.847] [VersionTaggedType] found KSPAPIExtensions.UIPartActionFloatEdit_1_7_2_0 for KSPAPIExtensions.UIPartActionFloatEdit [LOG 10:35:03.850] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption [LOG 10:35:03.850] [VersionTaggedType] found KSPAPIExtensions.UIPartActionChooseOption_1_7_2_0 for KSPAPIExtensions.UIPartActionChooseOption [LOG 10:35:03.851] [VersionTaggedType] found KSPAPIExtensions.UIPartActionLabelImproved_1_7_2_0 for KSPAPIExtensions.UIPartActionLabelImproved [LOG 10:35:03.852] [VersionTaggedType] found KSPAPIExtensions.UIPartActionResourceEditorImproved_1_7_2_0 for KSPAPIExtensions.UIPartActionResourceEditorImproved [LOG 10:35:03.859] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 10:35:20.770] Game State Saved to saves/default/persistent [ERR 10:35:24.328] Cannot find fx group of that name for decoupler [LOG 10:35:24.362] Parsing vector2 [LOG 10:35:24.362] Parsing double [LOG 10:35:24.366] Parsing vector2 [LOG 10:35:24.366] Parsing double [LOG 10:35:26.910] Parsing vector2 [LOG 10:35:26.910] Parsing double [LOG 10:35:26.914] Parsing vector2 [LOG 10:35:26.914] Parsing double [LOG 10:35:26.916] Parsing vector2 [LOG 10:35:26.916] Parsing double [LOG 10:35:26.917] Parsing vector2 Not a peep of an error. So I'm stumped. It's taken me a lot of debugging time to narrow the problem down this far, to this bizarre intersection of Kerbal Construction Time, Procedural Fairings, Tweakable Everything and (of all things) MechJeb. So as to where to go from here, I'm at a loss. I really want to use Kerbal Construction Time, I refuse to play without Tweakable Everything (I'm too spoiled by it by now), and I think I can live without having ModuleTweakableDecouple on PF's interstage adapters. So I think I'm going to try that workaround. But I'd really love it if a proper fix for this weird thing could be found. I consider these to be four of my most-favored mods, and I really want them all in my game at the same time. Let me know if I can help.
  6. When I used that config file â€â€.none none none everywhere â€â€.the main-menu RAM use was 1,110 MB compared to 1,115 MB. So you're right, it did save me a little. I would've naively expected more though. As I remember it, when I stripped unwanted audio assets out of Chatterer, I saved a significant amount of RAM … though now that I think about it I can't remember exactly how much. I was hoping, again naively, that unloading those music assets would save me dozens of megabytes or something. Just to be crystal-clear, when Soundtrack Editor rewrites its config file and puts a bunch of tracks into the "Unused Tracks" section, that's not causing the game to load those tracks into memory, right? (Also for the record, I've been only looking at RAM use at the main menu, the one where "Start Game" appears. I haven't loaded a saved game or entered the VAB or anything. Also for the record, I'm playing the Mac version, though I can't imagine that makes a difference.)
  7. It doesn't actually unload the unused music assets from memory, though, does it? I did a very quick-and-dirty test on a brand new install of 0.90. At the main menu, it consumed 1,115 MB of RAM. When I installed Soundtrack Editor with a minimal config file that disabled most of the music, the memory consumption at the main menu was 1,119 MB. Here's the config file I used. Did I do it right? astroComplexAmbience = KSP_AstronautComplexAmbience credits = KSP_Credits menuAmbience = KSP_MenuAmbience menuTheme = KSP_MainTheme researchComplexAmbience = KSP_ResearchAndDevelopment spaceCenterAmbience = KSP_SpaceCenterAmbience SPHAmbience = KSP_SPHAmbience trackingAmbience = KSP_TrackingStation VABAmbience = KSP_VABAmbience SpacePlaylist { track = none } ConstructionPlaylist { track = none } UnusedTracks { track = KSP_Construction01 track = KSP_Construction02 track = KSP_Construction03 track = KSP - VAB_SPH_SneakyAdventure track = Groove Grove track = Brittle Rille track = KSP_SpaceAmbience01 track = KSP_SpaceAmbience02 track = KSP_SpaceAmbience03 track = KSP_SpaceAmbience04 track = Arcadia track = Bathed in the Light track = Dreamy Flashback track = Frost Waltz track = Frost Waltz (Alternate) track = Frozen Star track = Impact Lento track = Wizardtorium } I like being able to disable the (repetitive, grating) music, but all things considered I'd rather have that memory back if there's a way to reclaim it.
  8. That idea is genius. I'm going to be watching this thread intensely now.
  9. You're a genius. Just the other day I staged an elaborate rescue mission to recharge the batteries on a poorly designed upper stage and I resented the lying little green lights the whole time.
  10. I have kind of an oddball request. The Universal Storage mod includes a fuel cell that consumes hydrogen and oxygen and generates electric charge. Thing is, it's implemented as a Regolith resource converter, which Fusebox doesn't seem to know about. Is there any way that Fusebox could be extended to know about Regolith converters? The Karbonite pack includes a part that consumes Karbonite and generates electric charge; it's implemented the same way, as a "REGO_ModuleResourceConverter," and it'd be great if Fusebox knew to look for that. I know this is kind of a niche thing. I don't know how many people are using Regolith or mods based on Regolith. If you're just not into it, that's totally okay. Thanks anyway. Universal Storage: http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-1-0-90-2-(For-KSP-0-90)-19th-January-2015 Karbonite: http://forum.kerbalspaceprogram.com/threads/89401-0-90-Karbonite-Mineable-Burnable-and-Community-Driven-0-5-2-2015-01-27 Regolith: http://forum.kerbalspaceprogram.com/threads/100162-0-90-Regolith-an-open-ISRU-and-Resource-framework-0-1-3-2015-01-27
  11. Oh, terrific. Thank you so much. I can confirm that putting EVAManager.dll into GameData (I dropped it into the TweakableEverything folder but of course it could go anywhere) absolutely solved the problem. I can upgrade my main game to 1.8 now. I've only just discovered the EVA throttle feature and now I can't live without it. I always dial it down to 10% on every EVA, no exceptions. How you people can play with it at the default setting I have no idea. If you're open to suggestions, maybe consider the possibility that the thruster throttle multiplier could be set to a default global value in a config file? I don't mind setting it on every EVA so much, but it'd be nice to put a "0.1" in a .cfg someplace and forget it. Thanks again for … gosh, everything.
  12. It seems like there's something not-quite-right about the version of Toadicus Tools that's packaged up with Tweakable Everything 1.8. Steps to reproduce: * Take a fresh copy of the KSP 0.90 ZIP archive and un-archive it. * Extract TweakableEverything-1.8.zip and copy the contents of its GameData into the fresh KSP folder. That's Module Manager 2.5.9, Toadicus Tools and Tweakable Everything. * Start a new sandbox game. * Click away the annoying "this is the space center" tutorial guy for the millionth time. * Go to the VAB. * Click away that annoying tutorial guy. * Spend five minutes looking through the settings file to confirm again that no, there's no obvious way to turn those guys off. * Choose one Mk 1 Lander Can. * Launch. * On the launchpad, send Jeb (because it's always Jeb) out on EVA. * Right-click him and observe the absence of a thruster throttle slider. I discovered through trial and error that if I delete the Toadicus Tools folder that came with T.E. 1.8 and instead use the one that's available from kerbalstuff.com (which identifies itself as ToadicusTools-5.zip when downloaded) that TweakableEVA seems to work as expected. I think so anyway. I haven't actually gone through the process of merging Toadicus Tools 5 into my real game folder yet to confirm that it works in a live setting. But if you carry out the above recipe using that Toadicus Tools instead of the bundled one the result is as expected, so I'm pretty confident that it'll work in a real, modded game. Doubt you'd have released it otherwise. Anyway, thought you'd like to know. Thanks for making one of my must-have mods. EDIT SOMETIME LATER: Actually I screwed all that up somehow. I thought the combination of T.E. 1.8 and Toadicus Tools 5 (both downloaded from kerbalstuff) worked, but I got it wrong somewhere. That combination does not work; when I tried that combination on an otherwise virgin KSP, Tweakable EVA did not appear to work. Sorry for the mix-up.
  13. I just wanted to say how much I love this parts pack. I subscribe to the "mod it till it crashes" philosophy so I have to be very selective about which parts I include in my game. Your 1.25m engine in particular is a real staple for me. I use a cluster of seven of them on the first stage of my 15-ton launch vehicle, and a single one on the upper stage … which coincidentally is pretty much what the real Space X does, though I didn't plan it that way. It just worked out like that since yours is the only 400-ish-kilonewton engine I've been able to find, and that's a niche I happen to need to fill a lot. Anyway, this is just to say thanks.
  14. Here's a funny little one: Every time the game runs, your mod mixes up FltCurActsY and FltMainY. By default FltCurActsY is 218 and FltMainY is 44. If you quit the game and then run it again (without moving any windows), the config file AGExt.cfg gets rewritten, this time with FltCurActsY = 44 and FltMainY = 218. Quit and restart again and you get FltCurActsY = 218 and FltMainY = 44. Quit and restart again and you're back to FltCurActsY = 44 and FltMainY = 218, and on and on indefinitely. I think you've got a variable assignment mix-up in your mod someplace where a = b and b = a instead of a = a and b = b. That's just a guess though. It's obviously not a big deal. I only noticed because I keep my game folder under Git control to make it easier (I'll just go ahead and say "possible") to keep my zillion mods straight, and I noticed that every time I play your config file changes, even if I don't touch anything.
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