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Volt

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Everything posted by Volt

  1. Yes, you're quite right. I only post bugs here when FAR is indicated in the debug stream, because Ferram would probably be able to at least point us in the right direction if not notice that it's his bug. I understand the voxel system is quite new and errors are expected, and the fact that a mod has been released which allows editing the vessel shape in flight doesn't help. I'm really hopeful that we can make the two work together, because FAR is essential to me, but KIS has given space a new dimension which was lacking in the game and I can't dispense with that either.
  2. Okay, so it wasn't the SymmetryActionFix, because I just disabled it. Crap. Now I have two bugs running.
  3. -snip- Upon further testing, the bug persists without the symmetry fix installed. It's unlikely to be SBFM.
  4. Avoiding double posting by posting on top of this one. First off Ferram I am truly sorry for repeatedly breaking FAR. Especially when I always seem to be doing it with someone else's mod. I was using EVA construction in KIS to remove and re-add my solar panels to my space station, because apparently the fully exposed boxes are 'stowed' and you cannot deploy things while stowed, when my ship vanished and yet more bloody nullrefs came up: NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARGUI.FARFlightGUI.StabilityAugmentation..ctor (.Vessel vessel) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.Start () [0x00000] in <filename unknown>:0 There are also some of these: NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARAeroComponents.FARVesselAero.VesselUpdate (Boolean recalcGeoModules) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARAeroComponents.FARVesselAero.FixedUpdate () [0x00000] in <filename unknown>:0 As it turns out, the station was still there, it just shot my EVA point-of-view about 50m away from the station and then slowly moved back, like my Kerbal's CoM was suddenly 50m away in space. So in the spirit of curiosity, I tried it again. Same thing, except this time the panel vanished into Krakenland. Third time around, it didn't shoot the view, but instead went into an endless loop of the GUI error. As usual I ask: Is this KIS's problem or something with the voxels again? Additionally every new panel I place down, following the NRE, is also 'stowed' and unable to be deployed. I have no luck. I'm constantly breaking the game. It's rather draining. Original post: Just tried it. No luck, the voxels stay biased to one side. By the way Ferram, these debug voxels are the handiest debugging tool I have ever seen. Props... Edit reply to kcs123: Ahh, yes, of course. I wish I could remove SBFM and get rid of the bug but it fixes some really frustrating airbrake behaviour. I do remember Claw saying that the Symmetry Fix was still liable to have bugs. I'll go cross-post.
  5. I, too, am now having issues with these wings and nuFAR. Namely, this Looks like the wings aren't working properly with symmetry, or something to that effect. Wings have diminished effect on the side that was placed by the symmetry placer. I understand you're fixing many mods, Crzyrndm, but is there any chance this one could be squashed easily?
  6. This may be a bug with yesterday's dev build (I should probably update...but I was waiting for 15 3...) or a problem with my install, because I've just discovered the voxels on my Tucano look the same (image 2) and straight and level flight looks like (image 1) More images Edit: I may have it. I've just switched to a ship that doesn't use *any* B9 PWings. No weirdness there. Okay, I can confirm, it's something to do with B9 Procedural Wings. An aircraft with the Swept Wing B on it had normal voxels, and when I switched it out for the default-shape B9 wing, the voxels were thicker on one side. Could be a FAR issue or a PWings one. A lot of people in the B9 Pwing thread are complaining of offset CoL issues and I guess this was my first vessel that really exposed it, so I suppose I'll have to wait/ask crzy for a fix, perhaps.
  7. You know what, I have no idea. Of note is that the second fuselage back there is the swivelling VTOL engine from the Mk2 expansion pack (the no-texture one). Could that be something to do with it?
  8. I think I may have found another little something while trying to build my first supersonic. The stability numbers are all green, all graphs looking good. But first time I took it off it started slipping to the right as if there was an asymmetry, and it just kept going. Full left rudder didn't help. I checked over to see if I'd missed any symmetry and then I checked the debug voxels: Images removed to gallery for everyone's sake Are they supposed to be thicker, and in larger numbers, on one side than the other? Everything from the area ruling strake to the trailing edge of the wing and the trailing strake, too, on the left wing have more voxels than the right. Does that mean something's wrong on my end, or on FAR's, or nothing? Edit: Mega images, oops.
  9. Scalar of 2.0-2.5 on AoA basically fixed the problem at 1x warp. I had to move the value up to 4.0 to fly at 4x physical warp, but that's to be expected, considering my aircraft picks up a strange angling of each wing (in separate directions) at that level.
  10. Hey, I'm having a little trouble finding working pilot assistant settings in my new FAR install. I'm flying a light aircraft which basically resembles a Short Tucano, but no matter what adjustments I make - scalar, ki, kp - I can't find a setting that even slightly dampens a constant, rapid, violent pitch oscillation. The control hits limits for pitch up and down at roughly 0.25-second intervals. Any suggestions?
  11. I can confirm that today's build fixed the KIS inventory bug. Thanks Ferram and tani for the quick fix!
  12. Unfortunately, the error persists with the latest dev Gamedata folder, same error as before.
  13. Oh dear. I think it can wait, heh. Don't mess with that which you have no understanding of.
  14. I've copied in the Gamedata folder from the master. The error seems to persist (sorry to be a pain).
  15. Sorry, I'm terrible at working Github. Would I be able to get this fix immediately? I tried downloading and installing the FAR folder as it stands but it's the same version.
  16. Roger. I replied over in the FAR thread, thanks.
  17. Awesome, thanks. Looks from the saves like my ships are safe, just refusing to load ingame.
  18. Try installing the Stock Bug Fix Modules from the sticky in the Add on Releases forum. I've had this problem today also and the fixes claim to include that really, really irritating issue. In my case I was trying to build a Short Tucano but every damn time I put the brakes on, the airbrake popped out from under the fuselage and launched my plane into the air.
  19. Apparently this is a FAR issue not KIS, see below, I apologise kospY! Bug report, posting over from the FAR thread because I've found a way to reproduce it. Last few days I've been playing with FAR and KIS-KAS installed along with a bunch of other mods. Whenever I save a vessel with items in an inventory, and reload it, everything is gone except for the root cockpit. I'm rather upset because this bug has just deleted two hours' work, one hour on my first career Mun stack and one on my first decent light aircraft, which was stacked with procedural parts. Here are the errors I'm seeing: NullReferenceException: Object reference not set to an instance of an object at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0 at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0 at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARGUI.FAREditorGUI.EditorGUI.ResetEditorEvent (.ShipConstruct construct) [0x00000] in <filename unknown>:0 at EventData`1[ShipConstruct].Fire (.ShipConstruct data) [0x00000] in <filename unknown>:0 at KIS.ModuleKISInventory.RefreshMassAndVolume () [0x00000] in <filename unknown>:0 at KIS.ModuleKISInventory.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 That's what starts it. It's followed by many of these: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [0x00000] in <filename unknown>:0 Which I assume might just be FAR throwing a fit over the suddenly vanished ship. Is there any way I can get my work back? And is there a fix?
  20. Hey again with another bug question. Is this FAR or another mod that's causing a FAR problem? I've been building aircraft using B9 procedural control surfaces + wings and Bahamuto's lovely procedural landing gear, and every time I load a craft that uses them, my aircraft is just a cockpit. The debug menu is spammed with this message: (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [0x00000] in <filename unknown>:0 I'll provide any more info if you need it. Edit: Upon further inspection I've just found the exception that started that freak-out: NullReferenceException: Object reference not set to an instance of an object at EditorLogic.recurseShipList (.Part part, System.Collections.Generic.List`1 shipList) [0x00000] in <filename unknown>:0 at EditorLogic.getSortedShipList () [0x00000] in <filename unknown>:0 at EditorLogic.get_SortedShipList () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARGUI.FAREditorGUI.EditorGUI.ResetEditorEvent (.ShipConstruct construct) [0x00000] in <filename unknown>:0 at EventData`1[ShipConstruct].Fire (.ShipConstruct data) [0x00000] in <filename unknown>:0 at KIS.ModuleKISInventory.RefreshMassAndVolume () [0x00000] in <filename unknown>:0 at KIS.ModuleKISInventory.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 Looks like I may have a KIS issue? Edit2: Further testing done. It is KIS, specifically the inventory system. I'll go post this over there.
  21. Understood. I suppose by its very nature a detailed mod has a minimum RAM footprint. Any reduction that doesn't compromise on quality is a good one but I wouldn't ask anyone to bust their backside for megabytes.
  22. Congratulations on the new release! I'm definitely getting this along with Station contracts. Just as soon as I can get a stable install. Speaking of which, now that you've got the awesome contracts out, could I put a request in? I'm sure I can't be the only one who's suffering from the awful memory addressing of Unity at this point, and KerbinSide is - and fair enough to it - by far my largest memory hog. I get about ten to fifteen scene changes, if that. And I really would like to have B9 and KAX to make designing aircraft for these contracts more useful! I have ATM installed and D3D11/OpenGL modes aren't really an option. Are there any measures at all that you can take to bring down the memory use of KerbinSide? I know it's a big ask.
  23. Yeah, I think the issue was with the stupid thermometers that I saw many PSAs about and completely forgot about. I now have a separate issue with the next craft I built, a rocket this time, turning the screen black and NaN error flooding as soon as it hits the launchpad. I've had a look at the output_log but could make little sense of it. Probably not a FAR issue because there were no glaring mentions of FAR and I am using a complete mod cocktail. I wonder whether a 'diagnose my crash' thread is in order where people who know how to decipher the things help idiots like myself.
  24. Oh jeez, yes, I totally forgot about that bug. It's nothing to do with FAR, I know. Off topic, I guess, then but is there any way to disable those?
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