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Everything posted by sarbian
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Getting the craft file path in editor
sarbian replied to Teilnehmer's topic in KSP1 C# Plugin Development Help and Support
What do you want to do ? -
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"
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How to hide the PAW?
sarbian replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Have you tried something less disruptive than Destroy like setting isValid to false ? -
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.
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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
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[1.9+] ModularFlightIntegrator 1.2.7 (19 October 2019)
sarbian replied to sarbian's topic in KSP1 Mod Releases
Gamedata -
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.
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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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It uses a numerical solution.