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Posts posted by Tivec
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I was poking around with the mod and ran into this error. After the error, I couldn't close the window anymore.
[EXC 16:05:35.356] NullReferenceException: Object reference not set to an instance of an object
SimpleOrbitCalculator.CalculatorWindow.RenderHohmannTransferArea () (at <53bab64bf3df4e0dbf9aa2bd5113b0a4>:0)
SimpleOrbitCalculator.CalculatorWindow.RenderWindow (System.Int32 windowId) (at <53bab64bf3df4e0dbf9aa2bd5113b0a4>:0)
UnityEngine.GUILayout+LayoutedWindow.DoWindow (System.Int32 windowID) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)I'll take a look at the source later today and see if I can figure out what is going on.
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9 hours ago, Kerbas_ad_astra said:
Updating this mod for KSP 1.12 is on my todo list, including looking at step rotations
So glad to hear it, and...
9 hours ago, Kerbas_ad_astra said:diving into the code is as much a learning experience for me as it is for any of you
... yes, I can imagine. I hate coming back to projects after they've been resting. "Was I drunk when I did that?"
So, an idea for the rotational system is to not use direct rotations by single degrees as the button is held, but instead grab the transform you use and modify the quaternion via eulerAngles (https://docs.unity3d.com/ScriptReference/Quaternion-eulerAngles.html). You can still have repeating buttons and 1 degree on the normal arrows, but you can also directly set snap angles quite easily that way. I'd personally suggest 22.5 degree steps, gives the most flexibility for snapped shotsLoving the mod though, and it works great for me on 1.12, though I understand others have problems with certain parts.
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8 hours ago, Drew Kerman said:
cool, but don't worry if it's not workable. Getting the rotation with KVV controls to place the vessel at 90° offsets isn't impossible, it's just hard to do
It already turns the view by 1 degree, it could simply be changed to a divisor of 90 (like 22.5), maybe on separate buttons.
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5 hours ago, Drew Kerman said:
thanks for the check. Maybe we're coming at this the wrong way. is it possible for the camera to allow the vehicle to rotate? I haven't messed with KSP for a while now but I recall changing the vessel orientation would only change the lighting in the KVV window
As far as I understand, KVV works on a camera that is "locked" to an angle rotation around the vessels forward vector, so if you turn the vessel the vector moves the camera around. To make this work with snapping rotation or similar, the camera would need to be separated from the vessel completely. I will fork the code and give it a look, but no promises.
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On 9/25/2021 at 6:47 PM, Uohcnam said:
Hi Guy.
Up this thread. I'd like to have precise rotation too ! Is it possible?Regards
I took a look at the source for rotation, and unfortunately it's a non-trivial change to have precise angles.
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7 hours ago, jake0042 said:
Thanks!! that worked, now to figure out where to spend all this newfound science
Best part of new planets I'm starting a new game with this and MANY other planet packs, so Phybi/Iszmi will be great stepping stones for the rest of the galaxy.
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18 minutes ago, Grimmas said:
Doubtful. The developer of both of those mods is currently MIA.
I mean in general - embedded dependencies makes for a terrible time Probably not going to fix the issues you have with those two mods, but for others.
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If ZeroMiniAVC has trouble deciding which dll to disable, then the normal user's going to have more trouble, it's going to be a lot of guesswork for which one needs to be deleted. That said, maybe developers can be nudged to include said dlls as a dependency, and not as an embed...
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On 9/30/2021 at 8:23 PM, jake0042 said:
Checking back again to see if anything has changed... for Iszmi biomes since I posted back in May.
I am using CKAN to load my mods, so if biomes were fixed... they are not fixed in which ever repositories store the mod files used by CKAN. I also load KSPIE too so there are a LOT of dependencies that auto load from that (could something there be conflicting?)
OR, Is there some simple fix I can do by changing something in my files? ... but will that get wiped out the next time CKAN updates?
******
Edit (addition): I followed the link to the repository from CKAN and clicked around until I found a work in Progress section and downloaded "Outer-Kerbin-WIP.zip" expanded it. Removed "Outer-Kerbin" folder from my GameData, copied in "Outer-Kerbin-WIP" folder. Watched as the splash screens loaded though each mod and got to the complete message. Then the sound started and the Loading... with rotating planets appears and never goes away. I noticed the the removed folder was put back. Deleted it again and removed the -WIP from the folder name.
Same results now TWO "Outer-Kerbin" folders exist.
Giving up, removing both, uninstalling with CKAN.. and reinstalling gets me back to the game loads but still with the broken biomes on Iszmi)
How do I get the WIP files to work with CKAN?
Remove the mod in CKAN, this will have to be a manual install. Make sure you don't remove Kopernicus though, that one is a dependency.
The zip file contains the folder Outer-Kerbin-WIP. Open this, and copy the Outer-Kerbin folder you find there over to the GameData folder. The files will not be touched by CKAN updates, unless you install that particular mod from there.
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3 hours ago, antipro said:
to set Vectors engines "Gimbal Locked".
This is only an option if you don't need those for gimbal, so, not a lot to do there if you rely on gimbaling engines for pitchover.
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In regards to the rolling mentioned above, something I have noticed is if the rocket isn't released by the clamps on the first stage, GravityTurn will slowly increase the roll instruction to the craft, causing it to roll wildly on liftoff (when the next stage is fired up). I suspect this is a pid controller trying to trend to a 0 value when it is actually unable to do so due to the clamps. A slight roll could be because of lag/stutter when the craft is released, giving the pid a frame or two to figure it wants to trend to a 0. Float values are funky, and a craft can in theory have a slight rotation around the roll axis even though it is reset in the editor..
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4 hours ago, linuxgurugamer said:
Added option to use keybind or not
Thank you very much
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Keybind is all great but I'd rather not have one (I've got too few keys to cater for all my mods). I checked the code, and there doesn't seem to be a way to fully disable it. Is there a way?
If there is no way, maybe this could be an option to add? Granted, it only checks for the keypress when the vessel is landed, but still.
// // This defines the key binding to trigger a launch // Change it to whatever you want // GRAVITYTURN { useKeybind = false keycode = L }
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2 hours ago, Nertea said:
It was worth a try. No idea what's up then. It'll go on the list ...
Thanks for giving it a look, I hope you figure it out I don't know enough about part creation to find a reason for why it would do this. Only two things I could think of - the nodes for the engines (could the game look at them like leaking for buoyancy?) and the collision box for the mesh. Not sure if they have anything to do with buoyancy at all though. Feels like any part should be able to be buoyant based on the numbers in the configs...
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7 hours ago, Nertea said:
I haven't looked into this further on my end, but I viewed your video and noticed a very large RCS delta V in the display. This implies to me that you're trying to float it with the tanks full. The nereid tanks are very large to fuel the abort motors and I'm not sure it'll float like that.
I uploaded another video (Kerbal Space Program 2021.06.06 - 09.09.15.02.mp4) to the GoogleDrive link above, empty of all things except electric charge. No parts attached, just the pod. It seems to sink slower, but not enough to stay buoyant. Again, other pods and parts seem to float just fine.. I asked a few people on the KSP Discord to test, and they seem to have found the same issue - I've asked them to post here with their findings.
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7 hours ago, Nertea said:
Reflectors are a range adder to whatever antenna you use
Is the range addition a flat value? So if the reflector says it adds 15Mm, that's a flat addition?
7 hours ago, Nertea said:Seems to float for me. Try deleting and regenerating your partdatabase cache.
I deleted PartDatabase.cfg and had it regenerate, but no go unfortunately..
Here's a Google Drive folder with two videos - one where I drop the Nereid pod in water using VesselMover, and one where I drop a Squad default pod. In addition I've added KSP.log, the PartDatabase cache, as well as the ModuleManager cache and physics cache.
https://drive.google.com/drive/folders/1PS1nVqRc1vySY9Rx_mc5wVbHlqj0EhUS?usp=sharing
I am running a quite heavily modded game, but I have also tested this in a test instance where I only had a couple of mods. I have tried with Scatterer ocean shaders and waves disabled, with Scatterer waves, and without Scatterer installed. I have tried using Rational Hydrodynamics (made it worse), and also with ComfortableLanding floats (slows sinking a tiiiny bit, but then it goes fast once it passes 10m depth).
I'm out of ideas, maybe you can see something that could be the reason for it sinking, especially since no other pods - modded or Squad - are sinking. I have tested a bunch...
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Over the last few days I’ve tried figuring out why I haven’t been able to get the Nereid pod to float. Buoyancy seems off with it and it sinks like a stone no matter what I do.
I tried adding the Comfortable Landing buoy part which should keep pretty much anything from sinking but it hasn’t been able to keep the pod above the surface.
Has anyone else noticed this and have a solution? Any other pod from other mods and stock that I splash down will bob on top of the water properly.
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On 11/17/2020 at 4:27 PM, Drupegod02 said:
Iszmi's biomes are broken
I came to the thread to report this - I scanned down the planet and found only a single biome. However, after taking a look in the configuration file I have found that the biome color values used are not correctly defined as per Kopernicus' system. It would seem the WIP branch was supposed to be used for the release, but the master/release branch was instead without being merged.
Go to the repository, switch to the WIP branch, and download the archive (not the release), this will give you the GameData folder you need. Remove the old, and put the new in, and you should have working biomes.
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On 4/30/2021 at 4:09 PM, kurgut said:
Hi,
The mod description says it supports procedural parts, however I can't seem to be able to tweak PP parts, am I missing something ?
Thanks !This is true for me as well, it seems it uses TankContentSwitcher instead of ModuleTankManager. I'm not sure if there's a direct reasoning for this, maybe @allistaknows if support was dropped?
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6 hours ago, ValiZockt said:
I don't have permission to view the file currently. Although, I may have already identified the issue, would still be good to double check with your craft file.
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I run a pretty heavy modded install (over 200 mods) and I am plagued by a certain message showing up hundreds if not thousands of times in my log:
Input field is focused, disabling keys
This is filling up my log, and it is unfortunately not tagged with a mod. Verbose logging has done nothing to find the culprit, and my search through the mod sources have yielded nothing.
If anyone has had this show up, and know what might be causing it, please let me know. It's driving me insane(r)!
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2 hours ago, ValiZockt said:
@Tivec, thank you for the bug report, is there a chance to could send me the craft file you were working on when that happened, so I can replicate this easily? (and possibly - if it’s still there, the complete log?)
I play with a quite heavily modded game, so it is possible the craft wouldn't load. You can find the craft here. Unfortunately, I don't have the log anymroe, and I temporarily disabled the mod to be able to cut down on the spam in my log files.
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Hey! Just wanted to report that I ran into a log spam issue:
Quote[EXC 10:20:53.346] NullReferenceException: Object reference not set to an instance of an object
KerbalismCompanionCalculator.KerbalismCompanionCalculator.ReloadVessel () (at <63c53bc5bc154269acc3b1dbec6f78a8>:0)
KerbalismCompanionCalculator.KerbalismCompanionCalculator.onEditorShipModified (ShipConstruct ship) (at <63c53bc5bc154269acc3b1dbec6f78a8>:0)
EventData`1[T].Fire (T data) (at <06f13185617646e5bc801baeab53ab75>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventData`1:Fire(ShipConstruct)
EditorLogic:SetBackup()
EditorLogic:<SetupFSM>b__190_21()
KerbalFSM:RunEvent(KFSMEvent)
KerbalFSM:updateFSM(KFSMUpdateMode)
KerbalFSM:UpdateFSM()
EditorLogic:Update()This was on an airplane in the SPH, and I had some 5000 of these messages in the log after a 3 hour session in game...
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5 hours ago, damonvv said:
Fixed Mothra Payload Fairing connection issues
I love you! <3 Thanks for finding the issue and updating this, now I can keep my part count low and make some launchers.
[1.12x] RSMP (formally SWE)
in KSP1 Mod Releases
Posted
In SWE\Configs\photon_corp\rp.cfg, you're missing the { after the first line, causing MM to think it's a root level patch.
@PART[PC_1Seg_RSRM,PC_2Seg_RSRM,PC_3Seg_RSRM,PC_4Seg_RSRM,PC_5Seg_RSRM]:AFTER[zRealPlume]:NEEDS[zRealPlume,SmokeScreen,PhotonCorp] %EFFECTS {
vs it fixed:
@PART[PC_1Seg_RSRM,PC_2Seg_RSRM,PC_3Seg_RSRM,PC_4Seg_RSRM,PC_5Seg_RSRM]:AFTER[zRealPlume]:NEEDS[zRealPlume,SmokeScreen,PhotonCorp] { %EFFECTS {