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sarbian

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Everything posted by sarbian

  1. Can you explain a bit more what you where trying to intercept and from what orbit ? From the error I guess you used the RendezVous Autopilot to intercept a comet ? Edit: share the save if you can. I see where the error is but I do not understand how it can happen.
  2. Then you have something else not working because here FlightGlobals.Vessels.Count is > 0 in all scene but the editor. And I just checked to be sure nothing changed.
  3. In which scene did you test this because FlightGlobals.Vessels sure has all the vessels in the flight scene.
  4. It is but it s harder to read. On Windows you should have a KSP.log in your game install dir. Anyway you have this exception in the loading screen : NullReferenceException: Object reference not set to an instance of an object at FlightGlobals.get_ActiveVessel () [0x00005] in <c1858a3f77504bd1aaa946fdccf84670>:0 at BeamedPowerStandalone.WirelessReceiverDirectional..ctor () [0x00021] in <ab0ab7a1d4244ac5a41f0cb5aba6e5ba>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileAll>d__13:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) PartLoader:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) This is related to this line in your code : // get if receiver is occluded from source by a celestial body public Vector3d dest = FlightGlobals.ActiveVessel.GetWorldPos3D(); First : the active vessel is not static and is position is even less static. You can set it as the member of you class and expect it to reflect the value change over time. Second : Do not initialize value with calls to KSP or Unity methods like that. Do it in a Awake, Start or Update/FixedUpdate (if it changes) Third : Parts module are actually loaded in the loading screen. Do not expect your part to be part of a vessel to be active every time your module is. Check for null ans such Fourth : Read your log. Search for "Exception"
  5. Have you tried something less disruptive than Destroy like setting isValid to false ?
  6. Your KSP.log most likely contains the source of the problem so you may want to share it.
  7. The origin of the problem is known and has nothing to do with MJ and everything thing to do with pre 1.8 mods dll on a 1.8+ install.
  8. From your log : [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: USITools 1.0.0.0 GameData\000_USITools\USITools.dll I need to add to MM a gigantic popup with "You use an obsolete mod that crash your game. Press YES to void all your right to complain or press NO to exit the game" Your log is filled with exception and a simple look at ModuleManager dll list show stuff like : CCK v5.0.0.0 / v4.1.0.0 for KSP 1.6.0 I am tired of debugging installs that are full of obsolete mods.
  9. Do not feel the need to translate the the word play. As much as it make me smile it also is troublesome for education and younger audience and I think I ll kill it for good sooner or later... I think it was Attitude Stability System. A.C.S / Attitude Control System is the one used when the "education mode" option is active. NML is Normal, as in Orthonormal SLT - Sea Level TWR / Sea Level Thrust weight ratio Tf is ... well tf. It s a factur used to tune the pid. I would not translate it Sim SpdOfSnd - Simulation Speed of Sound
  10. What do you want ? The game in a language and MJ in English? I don't see the point but you can do it by deleting the cfg of other languages in Gamedata\MechJeb2\Localization. Just keep the en-us.cfg
  11. It should work but I have not tested a retrograde orbit landing in a long time... Try the last Dev and see it is better. I fixed something related to landing so it may also fix that.
  12. Uh, complex one and it depends on the controller you selected in the Attitude window. But basically it looks at your vessel Moment of Inertia, available torque, current angular velocity to compute the required change and feed it to a PID. Have a look at those files if you want the details Have a look at the option in the PVG mode. It may have what you need.
  13. It should drop/stage solid boosters before they are empty. It's mainly a RO thing unless you like the firework.
  14. Most likely. I played it safe for the CKAN metadata but I do not see anything that should prevent it to run on 1.8 or 1.9 I just need to release an other release with the couple of fix we added to the dev version.
  15. The github issue tracker would also work if you have a clean bug with enough info and a log : https://github.com/MuMech/MechJeb2/issues
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