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sirkut

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Everything posted by sirkut

  1. Have you looked at this image to know how the hierarchy is laid out? Also, you can use taniwha's .mu blender importer if you want to look at the SmallGearBay part. btw. looking good.
  2. The first is a piston connected to the bottom node of the root command module behaves strangely. The piston moves, but turns itself "inside out" ie the ram moves backwards through the cylinder, but the general direction of motion is correct. Visually it looks strange, but no errors are generated. Attaching a subsequent command module to a piston via its bottom node behaves correctly, and I put this down to how KSP orders the nodes. My feeling is this is unrelated to the other 24x64 issues. http://i.imgur.com/8aNGxp2.png The second problem is a series of InvalidOperationException errors that correspond with MuMech? Group editor activity. Namely assigning and moving groups around. InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List`1+Enumerator[MuMech.MuMechToggle].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1+Enumerator[MuMech.MuMechToggle].MoveNext () [0x00000] in <filename unknown>:0 at MuMech.MuMechGUI.EditorWindow (Int32 windowID) [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) The only other errors in the log are single NullReferenceException reports every time editor mode is entered. This may be related to the issue Nereld and Master Tao are chasing, but I do not experience a hang. This is going straight to the launchpad from the Space Centre, loading and launching the craft, or simply reverting to the VAB. [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR =====================[IR GUI] destroy [PlanetariumCamera]: Focus: Kerbin UnloadTime: 39.109131 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1044 unused Assets to reduce memory usage. Loaded Objects now: 123213. Total: 207.450119 ms (FindLiveObjects: 10.580607 ms CreateObjectMapping: 2.537427 ms MarkObjects: 191.084061 ms DeleteObjects: 2.728071 ms) AddonLoader: Instantiating addon 'MuMechGUI' from assembly 'InfernalRobotics' Parsing rect Parsing rect Parsing rect Parsing rect [IR GUI] awake Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 123034. Total: 205.025635 ms (FindLiveObjects: 11.002527 ms CreateObjectMapping: 2.354107 ms MarkObjects: 190.798691 ms DeleteObjects: 0.329787 ms) [IR GUI] destroy UnloadTime: 10.747155 ms No Input Locks in effect right now Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 10 unused Assets to reduce memory usage. Loaded Objects now: 138100. Total: 208.988983 ms (FindLiveObjects: 10.745975 ms CreateObjectMapping: 2.620347 ms MarkObjects: 194.685501 ms DeleteObjects: 0.398296 ms) AddonLoader: Instantiating addon 'MuMechGUI' from assembly 'InfernalRobotics' Parsing rect Parsing rect Parsing rect Parsing rect [IR GUI] awake AddonLoader: Instantiating addon 'MyEditorRegistrationAddon' from assembly 'IR_TweakScale' AddonLoader: Instantiating addon 'TechUpdater' from assembly 'Scale' ------------------- initializing editor mode... ------------------ editor started NullReferenceException: Object reference not set to an instance of an object at UIManager.Update () [0x00000] in <filename unknown>:0 at UIManager.DidAnyPointerHitUI () [0x00000] in <filename unknown>:0 at VABCamera.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Crazy Space Craft loaded! Crazy Space Craft - Crazy Space Craft I've tried everything to break it, but apart from those possibly unrelated errors mentioned, the revised dll placements appear to work. Please note; this is a clean environment with only the necessary mods and changes requested. I can send my .craft, log and save file for the whole session if required. Yes I would like the craft file. The piston issue is certainly a node ordering issue and while a bug, it's been understood for some time now. As for the null errors, I'd like to see the craft file so I can replicate the issue. Thanks! I haven't uploaded the parts pack. I need to do some retexturing first.
  3. It's called action groups. Assign a key and boom. It will move until you toggle the until you toggle the action group again.
  4. the goal was to get IR working, i wasnt really looking to fix the other parts.
  5. Ok gang, do this for me and see if it works for you (it does for me). I referenced 1.22 TweakScale with IR 0.18 BUT in doing this method, upgrading to 1.24 it still works. Go to the MagicSmokeIndustries\Plugins folder, delete KSPAPIExtensions.dll and Scale.dll Download TweakScale, install it as usual. MOVE the InfernalRobotics.dll and IR_TweakScale.dll to the TweakScale\plugins directory. It should look like this:
  6. I'm not going to do a thing and hold off for an update from Biotronic.
  7. When there are two different versions of TweakScale installed they will misbehave. During 0.23.5 it was stable because there wasn't a whole lot of changes to TweakScale so there was a nice calm for a while. Now that 0.24 is out there have been changes left and right. once TweakScale is stable things will start to behave again. In the meantime I'm debating on bastardizing a version of TweakScale that is custon ONLY to IR in order to get things working again but right now I'm having issues with the code in DupeChecker.cs that is within TweakScale.
  8. Working on it as we speak. Had some work and other things to tackle first.
  9. Will be recompiling and uploading a new version with the recent tweakscale fixes shortly.
  10. Multiple copies can get along fine IF they are the same version. I updated it to the latest, have you tried 0.18?
  11. Aw, I was hoping a kerbal in a block of something would be the logo.
  12. Yes, I tested it with PF 3.06 and I didn't replace anything. That sounds wonderful because I am fairly certain that the Rework parts no longer work due to the config change. Biotronic did say that he will support both what I originally had to what he is currently using in 1.23 but I didn't want everyone to wait so I made the change anyway. Hate having people not being about to use my parts to the fullest.
  13. Woo! Updated the release to 0.18. Please replace _EVERYTHING_ because the parts configs have changed a slight bit. I tested it with Procedural Fairings and they both behaved well. Currently waiting for Curse to approve the upload so if you get 0.17a, use the Mediafire link instead.
  14. Biotronic talked to me about what was different and I now have a working version. Will be uploading now. Sorry for all the headache guys.
  15. I used the KSPAPIExtensions.dll that Biotronic provided which isn't version 1.60 and that explains why it is not working when you are using procedural fairings. As a quick test, take the KSPAPIExtensions.dll and copy it to my Infernal Robotics plugins directory. I'm uploading a fix that will at least resolve the KSPAPIExtension issues when using Procedural Fairings and other mods that use the same .dll. Unfortunately I'm still waiting word on Biotrionic on the mass/translation issues when using TweakScale.
  16. There is a bug between TweakScale & IR that isn't changing the values from the Tweak menu. Currently mass & translations aren't being changed when toggling the sizes. I have a suggestion. back up your save. place all your IR parts back to it's origin. replace the plugin (but KEEP your old IR parts). Reload the game and see how it works.
  17. I have a clean install, IR and TweakScale (both latest versions) only and I'm not experiencing this behavior. I am however having issues with TweakScale not changing values for me. That's what is broken for IR.
  18. No change in code, it was a recompile with new dll references so download what is there and have at it.
  19. Thanks for the heads up. I'll have a look at it later tonight and see about fixing it. Happy that you said what you did to remedy in the meantime.
  20. Crashing to the desktop is generally not related to a mod. You are using x64 and it's bound to act weird. Try 32 bit and let me know how it works for you. Looking at the error log says a lot about Contracts.ContractSystem and other contracts related messages.
  21. Sounds good to me, the only issue now is the sizes but procedural cost for parts isn't impelemented in the game yet so I will just use what you suggest for all parts no matter the size.
  22. Well buggy due to locking the mouse button(alt-left mouse button if I remember correctly) when outside the game. Try using chrome with a lot of tabs open, run the game them go to chrome and try to switch tabs, it won't let you. You have to right click in order for left click I work. This happens in notepad++ for example.
  23. It doesn't crash for me so don't be quick to blame the mod. KSP 64bit implementation isn't stable in my opinion. Output_log files please otherwise don't bother telling me it's crashing. It's useless to me to say so otherwise.
  24. Thanks for the heads up on conflicts. I will see what I can do to resolve the issues.
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