bulletrhli
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Posts posted by bulletrhli
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I have this weird issue where my craft, without SAS on, will go out control. I don't have any extra controllers attached that would send inputs into the game, and I have tried the old trix of Alt+X to correct any trimming but it seems to be fighting me. When I rotate into certain positions as well, it will always want to be on a slight angle. I recorded this wild situation. Any help would be lovely!
If you notice in the bottom left where Pitch, Roll, and Yaw are, they are not on their zeroed position, they are slightly off while SAS on like they are being forced. It is so weird!
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This is my current mod-list. Included are FAR and Kerbalism (installed manually instead of through CKAN)
https://imgur.com/a/S0b0EoNCKAN Mod-list: https://www.sendspace.com/file/wxpy1g
EDIT:
I did attempt at removing all signs of hard drives from my save, lets just say, glad I made a backup. The vessels did not like that and even with no hard drives in the save, the error was still present.
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I'm also having this same issue, would appreciate help.
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Found a pretty serious bug. Not sure what triggers it exactly because this is only the third time it's happened since 3.0 was released.
This time, and the time before this, solar panels have not worked. Even facing the sun, no energy gets stored.
This time and the first time, I not only had no energy being stored, but my liquid fuel and oxidizer INCREASED in value. This makes NO sense whatsoever. It boggles my damn mind and is honestly, a little unplayable.
[EXC 07:53:42.038] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.UInt32,KERBALISM.Drive].Add (UInt32 key, KERBALISM.Drive value) KERBALISM.Drive.GetDriveParts (.Vessel vessel) KERBALISM.Drive.GetDrives (.Vessel vessel, Boolean include_private) KERBALISM.Science.Transmitting (.Vessel v, Boolean linked) KERBALISM.ConnectionInfo.GetAntennaInfo (.Vessel v, Boolean powered, Boolean storm) KERBALISM.ConnectionInfo..ctor (.Vessel v, Boolean powered, Boolean storm) KERBALISM.ConnectionInfo.Update (.Vessel v, Boolean powered, Boolean storm) KERBALISM.Vessel_info..ctor (.Vessel v, Guid vessel_id, UInt64 inc) KERBALISM.Cache.VesselInfo (.Vessel v) KERBALISM.Kerbalism.FixedUpdate ()
This is what is being spammed in my log at the moment.
I have some other errors but not sure if they are related or are from the base system or from another mod.
[ERR 07:52:26.564] [ScienceSubject] - Error in converting Situation System.ArgumentException: An empty string is not considered a valid value. at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id) [0x00000] in <filename unknown>:0 [LOG 07:52:28.345] [PartSet]: Failed to add Resource 2113274967 to Simulation PartSet:2392 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.345] [PartSet]: Failed to add Resource 2113274967 to Simulation PartSet:2391 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.345] [PartSet]: Failed to add Resource -32849705 to Simulation PartSet:2404 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.345] [PartSet]: Failed to add Resource -32849705 to Simulation PartSet:2403 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.345] [PartSet]: Failed to add Resource -32849705 to Simulation PartSet:2392 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.345] [PartSet]: Failed to add Resource -32849705 to Simulation PartSet:2391 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.346] [PartSet]: Failed to add Resource -222827107 to Simulation PartSet:2416 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.346] [PartSet]: Failed to add Resource -222827107 to Simulation PartSet:2415 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.346] [PartSet]: Failed to add Resource -222827107 to Simulation PartSet:2404 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.346] [PartSet]: Failed to add Resource -222827107 to Simulation PartSet:2403 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.346] [PartSet]: Failed to add Resource -222827107 to Simulation PartSet:2392 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found. [LOG 07:52:28.346] [PartSet]: Failed to add Resource -222827107 to Simulation PartSet:2391 as corresponding Part Mk1 Command Pod-3842499365 SimulationResource was not found.
Any help would be appreciated. Hopefully this information is useful.
EDIT:
No matter what I have tried, my log gets flooded with these errors and my save game is unplayable.
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On 6/21/2019 at 3:16 AM, Sir Mortimer said:
Thanks for posting this, there definitely is an issue. No idea what CommNet Constellation does to the commNet, but Kerbalism doesn't seem to like it at all. I created a report on github https://github.com/Kerbalism/Kerbalism/issues/439
Thanks for creating a report about it!
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I am on PC. It does show on my stage indicator purple, but it does not seem to matter if it is purple or any color for that matter. It will still stage if I press spacebar, or throttle up if my engine is on and I press the letter x.
It's strange, indeed.
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Good day,
I have been having a slight issue when for example I am renaming a craft mid flight. The game does not provide input locks to stop me from staging when I press spacebar for a space in the name. Is there any way to work around this?
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Not sure whether or not to post this here or on the CommNet Constellation thread but when I am running both together, anytime I view the tracking station or launch another vessel, the game hard crashes and dumps the error to the log.
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Got a fun little situation happening. When I view connections in the map, it gives a stackoverflow error. Just a heads up, I am using Signal Delay and Commnet Constellation
https://pastebin.com/DR8kAWQF -
Hey, just was curious about something. Kerbalism seems to work with Commnet Constellation except for one minor, but important part. Signal Delay. That doesn't seem to work anymore (which was a feature of Commnet). Is there a way to add the functionality back into the parts that you modified?
Also, I noticed in the current version blue text saying how much science is added, it is constantly on, in every scenario, which can be very distracting. Even when I disable the HUD. Is there a way to disable it, or are you still working on it?
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3 minutes ago, N70 said:
you can keep chatterer and disable the noise by finding the Advanced Settings in the chatterer settings, turning it on, then disabling sstv on science transmit
Essentially what I did!
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1 hour ago, SilverState said:
Chatterer settings most likely
Never heard it before, checked the sound files in Chatterer and yes, it was the SSTV files. Thanks!
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Great new version! So happy to be trying it out.
There is a transmission sound that, well, after hours of playing, gets very annoying. I swear I will get Tinnitus. How can I disable it?
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On 5/25/2019 at 2:21 AM, TaxiService said:
FYI, you can export your installed mods to a shareable .ckan file
Interesting, wasn't aware of this functionality.
QuoteThe error requires BetterBurnTime, CNC and Signal Delay to happen. If I remove BBT, CNC works fine. If I remove Signal Delay, CNC works fine.
I am not even sure if I can resolve this combination.
You may have to remove BBT.
Alright, not a big loss. Will do further testing with your conclusion and report on my results later! Thanks for helping btw, this has been great support.
[ UPDATE ]
Upon further testing with your suggestion, things are working perfectly. Removing BBT from my list has thus far been the most effective.
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6 hours ago, TaxiService said:
@bulletrhli Your point 2 is not bug. This is the popup property of blocking everything except the popup area until the popup is dismissed.
Understandable, however in my instance, there was no popup, so everything was blocked and unable to be corrected.
QuoteWhat are your list of mods? It seems there is an external interference because I see no conflict between Signal Delay and CNC on my side (KSP+CNC+SD only) so far.
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6 hours ago, TaxiService said:
I am not sure about the error now. The error I replicated yesterday is happening in KSP Dev build only, and is different from your error. My error is about Signal Delay's FixedUpdate() not CommNetVessel nature.
On official KSP release build, both CNC 1.3.2 and Signal Delay 0.2.9 work fine together, as shown below.
Can you check again at your end after downloading the latest CNC build (linky)?
I can't say I am having similar results. Upon testing, yes, the menu's did work again, but I have three issues that present themselves:
- Limited probe control
- When using the part right click menu during flight, the CNC Communication button causes a total control lockout of the game and I must force close to regain control. Here is the console log (striped down for brevity) https://pastebin.com/awfrskeb
- Active vessels with a antenna, in line of sight, and multiple frequency's test test them all, do not appear in my menu. This plays possibly back into issue number 1. It doesn't recognize them. Technically there is no error, so no log can be provided.
== EDIT ==
It appears I had some logging off and I noticed that when switching between vessels I got this error. https://pastebin.com/LmLEFSXd
With that said, it KNOWS I have the vessels and they have power and the ability to txrx yet they are not populated in your mod gui and have limited control like I mentioned previously.
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1 hour ago, TaxiService said:
Yup, I replicate your issue with Signal Delay.
It has own CommNetVessel subclass like CNC mod's own CommNetVessel subclass, causing mod conflict at your side.
I added a new generic error message telling mod conflict to the CNC codebase for easier diagnosis.
Thanks for reporting this mod conflict.
You're welcome! Glad I could help.
Is there any chance signal delay will be added to your mod in the future? I understand RemoteTech has it but I don't want to use it (at this time).
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Just now, DStaal said:
For future reference, what was the other mod?
For sure! Its called Signal Delay
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1 hour ago, TaxiService said:
Hi,
On your fresh save, how did you build a vessel with antennas in VAB? I greatly appreciate this if you can give reproducible steps on a fresh save.
The error dump you linked said the mod crashed when accessing the global vessel list (presumably with your vessel launched from VAB) from the game when you opened the constellation control panel in Tracking Station.
On the new save I was building crafts as normal. I did do some testing with just a probe, power, and EVERY type of antenna, made sure I had the right frequencies, and yet, there was no connection.
Upon further testing, I may have solved the issue for myself. I had another mod which added delay to signals, so certain properties were modified on top of your modifications. Upon removing and resetting everything, your mod worked as intended. I had not realized at the time the interaction would be an issue since I thought the Comm Network system was separate and didn't touch any of the information inside the antenna modules
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Hello! Been having an issue with this mod ever since I got it.
KSP Version: 1.7
Mod Version: 1.3.2
Console: https://pastebin.com/mkuJrhVv
My problem is I have zero connection to anything, at any given time, with any amount of parts, even when setting everything up in the VAB first. I am new to this mod but this has made my experience lackluster to say the least. Nothing will link up, on any frequency, and if I have anything on the launchpad, flying, in orbit, docked, that has the ability to RXTX the menu for the mod breaks entirely and it will not show anymore. Once I retrieve or destroy the ships, the menu works again, but it is all a lie since it isn't actually doing anything.I have tried this with a fresh save, resetting KSP to defaults, to no avail.
If anyone can help me, that would be greatly appreciated! I look forward to hearing back soon, in the mean time, I will continue testing.
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If anyone wants a different KER Toolbar icon, I made a couple of custom ones:
Disabled:
http://i.imgur.com/6x0h8La.png
Enabled:
http://i.imgur.com/sDN99f6.png
I figured it was a little more 'engineer'
Thanks! Totally downloaded!
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There should already be an instruction under the download link in the OP. I'll make it bold.
I must be blind then I guess I skimmed a little too fast. Thanks, I appreciate it.
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Far as what bullet? I've been using FAR fairly extensively in my installs and haven't noticed anything untoward with regards to this interacting with it.
What I mainly mean by integration in particular is your delta-v calculations. FAR changes your requirements quite extensively and its nice to be as accurate as possible if you can.
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Oh! In that case then, the entire package from github (the whole zip you download) actually contains a folder called GameData. It has the mod folder you just need to move into your GameData like most other mods are installed.
You don't actually need to compile anything from the download
That I did not know! Maybe add a little instruction note under the download link to let people know about that or do a separate link for the source and the plugin install.
[1.17.2] Craft Out of Control - In Vacuum
in KSP1 Technical Support (PC, modded installs)
Posted
Look, please delete this thread. Problem is solved.
In the FAR mod, I had selected at some time PITCH, YAW, and ROLL assistance. I don't know how I didn't notice this, been dealing with this issue for a while now. Thanks anyways.