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raath

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Everything posted by raath

  1. https://github.com/FractalUK/KSPInterstellar/wiki/Uranium-Nitride Click the toggle refinery button on the refinery context menu and it should be listed as an available option if you have the resources. Potential bug report. I created a self refuelling craft using CO2 with the fuel scoop and had them turned on during reentry. When the tanks filled the game dropped to about 1 frame every 60 seconds with the following in the log : InvalidOperationException: Sequence contains no elements at System.Linq.Enumerable.Min (System.Collections.Generic.IEnumerable`1[T] source) [0x00022] in <fbb5ed17eb6e46c680000f8910ebb50c>:0 at FNPlugin.Refinery.AtmosphericExtractor.ExtractAir (System.Double rateMultiplier, System.Double powerFraction, System.Double productionModifier, System.Boolean allowOverflow, System.Double fixedDeltaTime, System.Boolean offlineCollecting) [0x00dc1] in <f1d7585dabaa4eeba51e757112346ca8>:0 at FNPlugin.Refinery.AtmosphericExtractor.UpdateFrame (System.Double rateMultiplier, System.Double powerFraction, System.Double productionModidier, System.Boolean allowOverflow, System.Double fixedDeltaTime, System.Boolean isStartup) [0x00000] in <f1d7585dabaa4eeba51e757112346ca8>:0 at FNPlugin.Refinery.InterstellarRefineryController.FixedUpdate () [0x00133] in <f1d7585dabaa4eeba51e757112346ca8>: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: <fbb5ed17eb6e46c680000f8910ebb50c> Line: 0) After about 10 of those in the log the game runs another frame.
  2. I just built my first orbital ship yard and found that it causes infinite NREs when you finalise a build in 1.10.1. NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform.get_position_Injected(UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at FlightGlobals.getFoR (FoRModes mode, UnityEngine.Transform referenceTransform, Orbit orbit, CelestialBody body) [0x00044] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at FlightGlobals.GetFoR (FoRModes mode) [0x00030] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at FlightCamera.GetCameraFoR (FoRModes mode) [0x00007] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at FlightCamera.LateUpdate () [0x00763] in <948fceea813942b7ac6b6d1b2dc2d0a3>: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: <7d9ec060e791409ab3eb85c61e312ed6> Line: 0) NullReferenceException: Object reference not set to an instance of an object at KerbalAlarmClock.KerbalAlarmClock.UpdateDetails () [0x00092] in <6351bed726c440a59309c6dba3c6ef51>:0 at KerbalAlarmClock.KerbalAlarmClock.RepeatingWorker () [0x0002d] in <6351bed726c440a59309c6dba3c6ef51>:0 at KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () [0x00030] in <6351bed726c440a59309c6dba3c6ef51>: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: <6351bed726c440a59309c6dba3c6ef51> Line: 0) 8/28/2020 11:45:15 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) The game hangs with those 2 error messages repeating until I force quit it.
  3. I have a couple of questions regarding ISRU mechanics. I've set up a refinery base on the mun which has access to Monaztte, Urananite and Regolith which I'm refining UF4, ThF4, UraniumNidride and Hydrazine as the main products. First off I'm bottle necked by Ammonia. I've added 10 inline ISRU Converters and each only produces 1 T/hour but I need to produce about 10 times that to keep up with all the reactions. Is there a way to increase how much resource a converter produces? Secondly does it only produce resources while focused? I use MKS which update production the next time you focus on a base. I have a couple of missions to other plants which I attended too and hadn't focused on my muna or minmus colonies for about 150 days. The MKS all updated fine but the KSPI related resources hadn't produced anything at all in that time. The drills are also stopped when I focus on the base dispite having a pebblebed reactor and plenty of cooling.
  4. I've noticed an issue when trying to build vessels that have Kos parts. If I remove the Kos part they build fine but with I get the following in the player.log, Controllers placed inside KIS containers however seem to be fine. kOS: OnStart: PreLaunch, Landed READY (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Curl error 3: Valid host name with slash missing in URL ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [1, 0, 0] period: 0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [OrbitDriver Warning!]: EL craftVessel - Resource Scanner had a NaN Orbit and was removed. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) EL craftVessel - Resource Scanner Unloaded (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ExtraplanetaryLaunchpads.ELBuildControl.getBuildCost (ConfigNode craft, System.String craftText) [0x0008e] in <1aad65bcfb4b4a51aa2da38cdc7e0e8e>:0 at ExtraplanetaryLaunchpads.ELBuildControl.LoadCraft (System.String filename, System.String flagname) [0x0003f] in <1aad65bcfb4b4a51aa2da38cdc7e0e8e>:0 at ExtraplanetaryLaunchpads.ELBuildWindow.craftSelectComplete (System.String filename, KSP.UI.Screens.CraftBrowserDialog+LoadType lt) [0x00000] in <1aad65bcfb4b4a51aa2da38cdc7e0e8e>:0 at KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (ConfigNode n, KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) [0x00063] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog+<>c__DisplayClass126_0.<pipeSelectedItem>b__0 (ConfigNode n) [0x00000] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) [0x00142] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) [0x00033] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog.ConfirmLoadCraft () [0x00068] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () [0x00055] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.UI.Button.Press () [0x0001c] in <15535c6df78d4af0aa4c587123ed92e6>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00009] in <15535c6df78d4af0aa4c587123ed92e6>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <15535c6df78d4af0aa4c587123ed92e6>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <15535c6df78d4af0aa4c587123ed92e6>: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:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0)
  5. Is the Gamma Ray Spectrometer now broken in 1.10? I'm trying to find some Urananananite on Minmus and the wiki says it should tell me how much there is below the craft and show hotspots on the map but the only option I have on the part is Scan Gamma Rays which I already collected as science.
  6. Toolbar control is installed already. In the end I temporarily removed KCT, moved my craft files into a temporary game and welded the parts I needed then removed weld, APIe and reverted MM.
  7. @Lisias APIExtension appears to be breaking Kerbal Construction Time. I followed the instructions above installing MM 4.1.4.1 and getting the following errors repeating in the log : MissingMethodException: bool ToolbarControl_NS.ToolbarControl.LoadImageFromFile(UnityEngine.Texture2D&,string) at KerbalConstructionTime.KerbalConstructionTime.OnGUI () [0x0001a] in <62d999a8f87c484eb1d9f06778574928>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <62d999a8f87c484eb1d9f06778574928> Line: 0) [WeldingTool] ERROR: UbioWeldingLtd.UbioZurWeldingLtd raised Exception System.NullReferenceException: Object reference not set to an instance of an object at UbioWeldingLtd.UbioZurWeldingLtd.Update () [0x00006] in <2565c8d143ba4ca4a86f2d3996151b85>:0 at ex:0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at UbioWeldingLtd.UbioZurWeldingLtd.Update () [0x00006] in <2565c8d143ba4ca4a86f2d3996151b85>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) KSPe.Util.Log.UnityLogger:logException(String, Exception) KSPe.Util.Log.Logger:error(Object, Exception) UbioWeldingLtd.Log:ex(MonoBehaviour, Exception) UbioWeldingLtd.UbioZurWeldingLtd:Update() Removing APIE removes the error
  8. There's an issue I've had with this mod which was there in 1.7 and still appears present in 1.10. In career mode if I go into the Assembly line window quite a lot of the USI parts aren't being listed. None of the Kontainer tanks or Tundra modules are listed so if I want to build something from MKS I have to create it as a subassembly or vessel. all other mods appear to be listed in full.
  9. There is no context menu on the welded part, only on the crew compartments. What I want to do is be able to transfer the crew through the welded part. In the image you can see that the stock mk1 structural fuselage allows transfer to the 2 crew cabins but the 2 that are attached via the welded 3 part section are not accessible. How do I enable crew to transfer through the welded part? Edit : I've found the issue! I've got the mod Connected Living Space installed and it's in there that there is a config defining which parts should allow crew to pass through them. I needed to add the welded part into this config and it's working now.
  10. I've welded some Structural Fuselage parts to create longer connections and hopefully reduce the part count on some of my stations but I've noticed that the welded part looses the ability to transfer kerbal crew to other IVA spaces. How do I re-enable the ability to transfer crew and is this a bug of the mod?
  11. I forked it earlier to try and get it working. https://github.com/aidygus/KSP-ProbeControlRoom I've got it to compile but it's giving me a few errors on the log. [ProbeControlRoom][ProbeControlRoomPart] EventActivateProbeControlRoomPart() (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ProbeControlRoom] refreshVesselRooms() - scanning vessel: probeCoreSphere (Bug-E Buggy) (Vessel) (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ProbeControlRoom] refreshVesselRooms() - scanned vessel: probeCoreSphere (Bug-E Buggy) (Vessel) - rooms: 0 - stockIVAs: 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [ProbeControlRoom] startIVA(Part) - Cannot instantiate ProbeControlRoom in this location - Part/ModuleNotFound (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ArgumentException: [ProbeControlRoom] startIVA(Part) - Cannot instantiate ProbeControlRoom in this location - Part/ModuleNotFound at ProbeControlRoom.ProbeControlRoom.startIVA (.Part p) [0x00000] in <filename unknown>:0 at ProbeControlRoom.ProbeControlRoomPart.EventActivateProbeControlRoomPart () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) I'm not a .net dev so over my head, but only needed about 4 things changed to get it to compile on the current Unity dll
  12. The new Unity changed a bunch of things so that it stopped working. I had a fiddle this afternoon and got it working with 1.1.2. https://www.dropbox.com/s/26ecux4tl2v816e/KerbTrack.dll?dl=0 I've tweaked a few things on this mind. There's a couple of sliders to help align the centre point for the Joystick control because I've had a mixed bag of results where sometimes starting the center is perfect and others it's offsed by about 80 on the X and Y so the sliders let you correct that. Working for me on Linux Mint 17.3 and LinuxTrack Edit : Pushed my changes to my fork https://github.com/aidygus/KerbTrack
  13. Could this mod be integrated into RPM? I love to do IVA launches with probe control room but the one thing that's missing is an external static launch pad view that I could put on one of the monitors
  14. Yeah, I'm playing on Linux, Mint 17.2 so will be using openGL.
  15. I've extracted both the EVE-Release and Configs-Release into GameData and getting this strange stobe dappling effect on Kerbin, Laythe and Jool. Also seeing it on KSC when I move the camera around.
  16. I've made a go at starting some kind of support going for head tracking on Linux with pizzaoverhead's KerbTrack but running into a few brick walls. I'm not a .net dev so if I'm making a total noob mistake please inform me. I use LinuxTrack for head tracking in other games on Linux. This usually works via piping linuxtrack to a virtual joystick device (usually /dev/uinput) which I can then select as the head tracking input in most games. I was looking at various .net libraries to pick up on joystick input and the only universal one that works on all OSes is OpenTK which I've downloaded and compiled. I've added a class to use the OpenTK framework but getting this error when trying to switch kerbtrack to it : KerbTrack: Using OpenTKTrack (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TypeLoadException: Could not load type 'OpenTK.Platform.Factory' from assembly 'OpenTK, Version=1.1.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4'. Rethrow as TypeInitializationException: An exception was thrown by the type initializer for OpenTK.Input.Joystick at OpenTKTrack..ctor () [0x00000] in <filename unknown>:0 at KerbTrack.ChangeTracker (Trackers t) [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295) I've compiled both OpenTK and KerbTrack in x86 and .net 3.5 My forked KerbTrack's last commit is here Alternatively if there's an easier way of doing this then I'd be happy to look into that. Currently I have a work around going by assigning the Linuxtrack device to the Camera Horizontal and Vertical primary in settings -> Input -> Game but the input is relative so is there a way of altering this into an absolute value? That would allow proper head tracking.
  17. Got a couple of ideas that might fit in with KCT. Adding a timed delay for transferring kerbals from one IVA to another and also for EVA simulating the time it would take to move from one ship part to another or to put on a space suit.
  18. I've never done any .net development before but in desperation to get some kind of head tracking for us Linux users, I'm looking into how this whole thing works. If I copied the FreeTrack.cs, installed SharpDX (done) and followed this stack overflow to try and get DirectInput to grab joystick data does this look like a solution that would work to grab input from a "device"? Another problem I've encountered is that I don't have TrackIRUnity.dll so I won't be able to compile it. Does this look like a viable solution? Is anyone in a viable position to test this?
  19. About being able to use this with linuxtrack, it comes with a tool called ltr_pipe which allows LT to emulate a joystick device at /dev/uinput. In games such as ETS2 and flightgear this works brilliantly. Am wondering if you could just create a generic class to take input from the detected virtual joystick (probably need a way of selecting it first) then read the relevant axis with the Directinput method. The most important being X and Y. The others would be nice, but I'm sure I speak for all linux users, being able to just look around is the most important thing.
  20. I have a question about setting thrustlimit on an engine. I have a craft that has a very sepcific flight profile and as the altitude increases, one of the engines needs to increase it's thrust limit while the other engines remain at 100% as the COM shifts. I'm trying to adjust it with this : list engines in eng. set eng[1]:thrustlimit to 100.00 . but it sets the trustlimit at 1. The documentation is not clear on how this value should be set.
  21. Am using your latest 1.7.2 release and the distance is not reporting right. I've got a kerbal standing on top of a surface sample marker and it's reporting 1,644m away which is exactly the above sea level heigh of the terrain.
  22. Dual Technique Megnetomoeter appears broken. On the right click menu only Log Matnetospheric Data is available. There is no option to deploy it to hunt for anti matter.
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