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pantheis

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Posts posted by pantheis

  1. I'll won't be able to test until monday at the soonest.

    I worked on an other version yesterday, so you could try with that one too. I changed a few things related to how the effect works when part get on rail (the "saved for orbit" part).

    https://ksp.sarbian.com/jenkins/job/SmokeScreen/lastSuccessfulBuild/artifact/jenkins-SmokeScreen-17/SmokeScreen-2.1.0.0.zip

    I wanted to release it today, but I'll wait until this bug is solved

    I tried the new version but the test rocket is still having issues.

    I took a couple of screenshots. The first one shows the errors that happen right after separation when they collide with the tail of the main stage and the boosters explode. I'm not sure if the error generated in this one is related or starts a process that causes the NPE later. I know that not all of my rockets cause issues and I'm beginning to think it has something to do with parts being destroyed when they separate, then later get put on rails.

    haxSQp2l.png

    This one shows the NPE spam that starts after their debris travels about 2.5KM away and gets put on rails.

    iGDdcHJl.png

  2. Can you try with this build and tell me if it's better ?

    If not then could you put the ship file somewhere and tell me how to duplicate the error ?

    Just saw this (go go forum downtime). I'll be able to give this a try tomorrow and will let you know.

    Thanks!

    --edit-- Had a bit of time so tried this tonight, same issues. The craft file I'm having issues with has a bunch of mod parts. I tried to create a craft using only stock parts that would recreate this issue but I haven't had any success.

    http://www.kaijin.com/hosted/Kethane_ScanOreSat_3.zip

    This has ScanSat, Kethane, Ore detection (from Extraplanetary Launchpads), GoodSpeed science parts, GoodSpeed radial decouplers, uses Procedural fairings and some KW parts as well.

    mod_list.png

    To recreate the issue, load this craft up in the VAB, click launch, use MechJeb to handle the launch, 100KM orbit, 0 inclination, launch parameters, 0.9 start turn, 60km end, 0 end angle, 0.4 shape. Let MechJeb manage staging and limit it to the bottom couple of stages. During stage separation of the radial boosters, they'll collide into stuff and blow up, there are a couple errors generated in the debug log at that point, but I could still revert if I wanted. After they get > 2.3KM away, they get "saved for orbit" and the NPE spam starts. I hope this helps in some way.

  3. Since no one reported it here I can hardly tell if it's fixed.

    Reposting this here as well.

    I'll need the engine model used when you had the problem. The log is telling me where the problem is, so it should be a quick fix once I'm back from work.

    The boosters on the side use the Kerbodyne KR-2L Advanced Engine, the main stage has The Matriarch (5 meter) from NP.

    -edit to add-

    It's shortly after the boosters separate off when the issue starts.

  4. I'll need the engine model used when you had the problem. The log is telling me where the problem is, so it should be a quick fix once I'm back from work.

    The boosters on the side use the Kerbodyne KR-2L Advanced Engine, the main stage has The Matriarch (5 meter) from NP.

    -edit to add-

    It's shortly after the boosters separate off when the issue starts.

  5. No, it's not. I can't get that log from work but it looks like a bad config, not a problem with the mod. I should add some check to not spam error when a bad config is used.

    The engine issue was fixed 2 days ago. Get the newest SmokeScreen.

    As I'm launching my rocket, after my initial stage separation (already moving 750m/s+ and over 12km in altitude), the debug log in-game shows the following. Note, there are no errors being spammed in the log prior to the separation and packing events.


    Packing Kethane/ScanOreSat 3 Debris for orbit

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    Kethane/ScanOreSat 3 Debris Unloaded

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    Packing Kethane/ScanOreSat 3 Debris for orbit

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.Object:get_name ()

    at SmokeScreen.SmokeScreenUI.windowGUI (Int32 ID) [0x00000] in <filename unknown>:0

    at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0

    at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.Object:get_name ()

    at SmokeScreen.SmokeScreenUI.windowGUI (Int32 ID) [0x00000] in <filename unknown>:0

    at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0

    at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

    at PersistentEmitterManager.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_particles ()

    at ModelMultiParticlePersistFX.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_particles ()

    at ModelMultiParticlePersistFX.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_useWorldSpace ()

    at EffectBehaviour.OffsetParticles (Vector3 offset) [0x00000] in <filename unknown>:0

    at Krakensbane.setOffset (Vector3d offset) [0x00000] in <filename unknown>:0

    at Krakensbane.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

    at PersistentEmitterManager.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_particles ()

    at ModelMultiParticlePersistFX.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_particles ()

    at ModelMultiParticlePersistFX.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_useWorldSpace ()

    at EffectBehaviour.OffsetParticles (Vector3 offset) [0x00000] in <filename unknown>:0

    at Krakensbane.setOffset (Vector3d offset) [0x00000] in <filename unknown>:0

    at Krakensbane.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

    at ModelMultiParticlePersistFX.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

    at ModelMultiParticlePersistFX.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    Kethane/ScanOreSat 3 Debris Unloaded

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    Packing Kethane/ScanOreSat 3 Debris for orbit

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    Kethane/ScanOreSat 3 Debris Unloaded

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    Packing Kethane/ScanOreSat 3 Debris for orbit

    (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.Object:get_name ()

    at SmokeScreen.SmokeScreenUI.windowGUI (Int32 ID) [0x00000] in <filename unknown>:0

    at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0

    at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    I have no issues when Hotrockets / Smokescreen is not installed. As soon as the errors start being generated, they are literally spammed in the log file at an extremely high rate. The log file will grow in size at 100-200 KB/sec.

    What do you need from me to help track down this issue? I am not using any custom created configuration files for Smokescreen, just the standard Hotrockets download.

  6. Having the full exception text whould help, because NullReferenceException is then most common exception you can get with a KSP mod.

    And as Taverius said I'll look into it. Since it starts at 750m/s it's related to KrakenBane and use worldspace set to false.

    I believe this is what you're looking for:


    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_particles ()

    at ModelMultiParticlePersistFX.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)


    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

    at ModelMultiParticlePersistFX.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)


    NullReferenceException
    at (wrapper managed-to-native) UnityEngine.ParticleEmitter:get_useWorldSpace ()

    at EffectBehaviour.OffsetParticles (Vector3 offset) [0x00000] in <filename unknown>:0

    at Krakensbane.setOffset (Vector3d offset) [0x00000] in <filename unknown>:0

    at Krakensbane.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    That is spammed in my output_log.txt file, which you can download here (24.6MB) https://www.dropbox.com/s/sdx99escpt5loef/output_log.txt

  7. I can confirm the same issue. I am not using Proot's Renaissance, I am using better atmosphere, not sure that matters.

    And I'm still getting my error log spammed with "[Exception]: NullReferenceException" whenever I have HotRockets installed, causing me to be unable to revert a flight or go back to the space center.

  8. Reporting a bug:

    The Squad part "batteryBank" (Z-1k Rechargeable Battery Bank) throws an error in the log, the right-click on the part in the VAB shows the following and when you head to the launchpad any of these fall to the ground and explode, leaving gaps in your rocket.

    log error

    [EXC 21:18:11.586] InvalidOperationException: Operation is not valid due to the current state of the object

    image:

    TXUnxh5l.png

  9. I launched the same craft that I had been using before for a quick Mun trip. I still experienced slowdown during the launch, but I think it may have improved slightly. Upon returning to Kerbin I was able to recover normally. Thank you! I didn't try isolation testing the SRBs, but there are a lot of them on launch stage, so I wouldn't be surprised if they were responsible.

    Edit - Several more flights. It's working reliably. Cheers.

    So it makes sense why the config worked for you and not for me. I'm using B9 SRB sepratrons, which don't have an updated config to fix whatever is causing the issue.

    -edit-

    I don't think it's the B9 stuff. I think it's the NASA LFO boosters. I don't know enough about the configs to test this theory though.

  10. I'm experiencing the same bug as the above, only I have no SRB's attached to my craft. The craft file that does it is using the new Squad 3.75m parts. Four of the 2.5m LFO Tank + Engine side boosters, plus a three stack of the largest 3.75m tanks and the biggest 3.75m Squad engine. It isn't happening immediately, but sometime after getting into orbit. I'll try the config file above and report back.

    --edit--

    The above config did not resolve the issue. Watching the debug log, I started getting spammed with "[Exception]: NullReferenceException". Checking the output_log.txt file, it's spammed with the following:

    NullReferenceException

    at (wrapper managed-to-native) UnityEngine.GameObject:get_transform ()

    at PersistentEmitterManager.FixedUpdate () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    This is happening right after the B9 SRBS sepratrons are firing, so technically I have SRB's on the craft I suppose.

  11. I absolutely hate Kethane requiring the vessel to be active for the sole purpose of electrical use. There are so many ways to make sure you always have enough power to scan it's absurd that I have to timewarp around a planet to get it scanned. The way Scansat works is much better. If you add Kethane scanning into Scansat, that would be absolutely awesome!

  12. So I just unlocked warp drive finally (yay!), engaged it and noticed the textures for the effect are all black. I believe I saw mention of this being a problem due to the active texture management addon and that some file needed to be edited to add a specific exemption. Anyone have any idea what I'm talking about? :)

    Found it:

    http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=967466&viewfull=1#post967466

    However, making that edit doesn't restore the warp effect. It's still all black.

    Anyone got any other ideas on this one?

  13. The x-axis is the altitude away from Kerbin in the directly away from the ground direction (NADIR) and the y-axis is if you have any inclination (i.e. anything other than an equatorial orbit). So for best collection, you want to be in an equatorial orbit. The best antimatter collection will be in the dark red section of the graph.

    I really should redo those as a contour plot.

    Doh! I get it now. Thanks! And Thanks to ABZB as well.

  14. So I just unlocked warp drive finally (yay!), engaged it and noticed the textures for the effect are all black. I believe I saw mention of this being a problem due to the active texture management addon and that some file needed to be edited to add a specific exemption. Anyone have any idea what I'm talking about? :)

    Found it:

    http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=967466&viewfull=1#post967466

    However, making that edit doesn't restore the warp effect. It's still all black.

  15. There's nothing I can do about that; the stuff that fixes the "physics dancing" is already maxed-out, which is why the settings for that were removed (they're maxed out in the stock game as well). Since you're using mod parts for this, you should bring it up with the mod authors and make sure that their parts are set up properly to take advantage of the new joint physics. KJR can't fix the effects of a part having its node size set to 1 when it should be larger, since that causes there to be only one joint connecting the parts when there should be 3.

    That said, IIRC those are very high thrust engines being mounted in a very compromising way. They should flex around a bit there.

    I've verified the node sizes are correct, it just looks like I'll need to add a couple of struts going forward. Once I did that, they were rock solid.

  16. Version 2.3 is released, marking the source being shifted to GitHub, the re-introduction of the stiffening functions, and some simplification in the config.xml. Rockets will now be much more stable, which will be well received by RSS players.

    Thank you! This version definitely pushes the stiffness of rockets back towards what they were in 0.23, but I'm still noticing a decent amount of "engine dance" on higher thrust engines pushing a large load into orbit. The ship remains controllable, but 0.23 had zero physics dancing. I noticed in the config that the angularDriveSpring, driveDamper and MaxForceFactors had been changed from 0.23. I've tried using the 0.23 values (which were quite a bit higher) but it doesn't seem to have any effect. I've added more struts, but can't completely get rid of the dancing. Any advice?

    -edit-

    Adding 8 additional struts to the 4 I was using seems to have stiffened things up. I'm still concerned about going from zero struts needed in 0.23 to a total of 12 struts needed just for the engine block to remain stable. Here is a screenshot of the ship.

    5NlDpZ4.png

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