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Posts posted by steve_v
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Yup, the FAR extensions are broken for me too, has also been reported in the FAR thread, I take it you're getting stuff like:
FileNotFoundException: Could not load file or assembly 'FerramAerospaceResearch, Version=0.14.1.2, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0
at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0
There have been updates to FAR in the last few days...
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I've got a better workaround:
Go to the FAR repo, download the new dlls in the GameData folder, and see if they work.
Yep, works like a charm :-)
Thanks again ferram, my logs are once again exception free!
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Are you using KJR? I do find it helps.
I've just been 'stress testing' a couple of designs - they certainly do suffer explosive dissasembly, but only during 10+G supersonic turns ;-)
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Rodger, wilco. Tomorrow - first need sleep.
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Fire extinguisher ready on the right, pike on the left... Just in case ;-)
On a slightly more serious note, the GUI flickering issue appears to hit any vessel, as soon as it passes out of physics range of its 'parent' post undocking / decoupling.
Fortunately, switching away to another vessel and back cures it for me :-)
I hear ya on the 'testing a fix', just thought I'd share my temporary workaround.
The latest release is FARking awesome by the way, stock jet thrust curves 'feel' spot on to me (just my 2c, I'm no aerospace engineer)
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I too would love FAR support for landings etc, but the way I understand it there is no easy way to calculate drag forces ahead of time since in FAR, drag varies with orientation. With practice and a little help from mechjeb as to timing of the deorbit burn one can get pretty darn close :-)
Definately a wishlist item, but I'm not expecting progress anytime soon (feel free to correct me if you're in the know)
Besides, manual landings are *fun* or at least Jeb seems to think so.
Being able to specify the re-entry angle on the other hand, that just might be doable...
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So many support requests, so few logs...
Just stopped by to say thanks guys, I appreciate the complexity of this awesome mod and all the hard work that goes into maintaining it. Here and now (0.24.2 + a bunch of other mods) Mechjeb is working just fine.
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Good point, will try to whittle down the mods this evening (I do have KER 1.0.2 installed btw)
Damn work interfering with my kerbal time.
Blimey you're quick ferram :-)
Many thanks for all the work, I really can't play without FAR anymore.
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While it's great that those bug reports included logs, you didn't provide reproduction steps. I mean, it's great to know something's wrong, but if no one tells me how to make it go wrong then I won't be able to fix it.
If you're meaning me...
In my case it's pretty straight forward:
Launch a multi (in this case 3) stage rocket.
Seperate final stage from payload once in stable ~100km orbit.
Switch to decoupled stage.
The UI flickering starts shortly after switching vessels.
So far it's repeatable for me, at least as far as the same ascent stages with 3 different payloads.
Just started in on 0.24 so I haven't had a chance to test any other designs yet.
Goes without saying I can't speak for brusura
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Hate to be a pain, but it looks like the version on kerbalstuff isn't what it says it is.
RealChute_Parachute_Systems-v1.2.3.zip: contained .version still says 1.2.2, dll sizes don't match (though modification times do) - guessing it's still 1.2.2
RealChute v1.2.3.zip from mediafire appears to be the real deal.
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I have got some weird gui flickering, looking into the log pointend to far:
in ksp.log
ArgumentException: Value does not fall within the expected range.
in output_log
ArgumentException: Value does not fall within the expected range.
at ferram4.FARControlSys.OnDestroy () [0x00000] in <filename unknown>:0
at ferram4.FARControlSys.OnGUI () [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) Callback:invoke_void__this__ ()
at (wrapper delegate-invoke) Callback:invoke_void__this__ ()
at RenderingManager.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
can you check these files?
You are not alone :-(
Just had the same issue (and spaming exactly the same errors) re-entering a simple spent stage - KWR engine & tank, stock large SAS, 2 batteries & a mechjeb.
No problems on the way up, so I'm somewhat stumped as to what could be causing this.
Running a fairly extensive list of mods, so any clues as to where to start looking much appreciated.
EDIT: Hmm, happens outside atmo too so probably not FAR.
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Just had to say: This Rocks :-)
Thanks dude.
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Well that's truly strange, updated to 0.24.2 & now this mod along with some others (with identical issues, something like 'Missing method .ctor in...') work fine. Can't reproduce it in 0.24.1 now either, unfortunately logs long gone. Guessing not a mod related bug at all, probably my mono. Sorry for the noise.
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A minor quible I know, but setting FAR to use blizzy's toolbar plugin results in:
"[Toolbar] [ERROR] button texture not found: FerramAerospaceResearch/Textures/icon_button" - suspect it should be loading 'icon_button_blizzy'
This only occurs in the hangar, flight scene is fine.
On a side note, the negative thrust thing is pretty confusing IMHO, had me scrambling over here looking for bugs.
I'm trying hard not to whine about the jet nerf yet... lets just see how it goes after rebuilding my pretty planes ;-)
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FWIW, crashes loading dll w/0.24.1 - Maybe just me so YMMV.
EDIT: My bad, not a mod issue at all. Nevermind.
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FWIW: OK w v0.24, crashes loading dll with 0.24.1
Just my 2c as I have many other mods installed, however removing this mod game (0.24.1) loads fine.
[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread
in KSP1 Mod Releases
Posted · Edited by steve_v
That log is kinda large
logs man, logs!
Don't worry, I get this too, so I'll do it for you:
https://www.dropbox.com/s/dvovs046nyz34kh/Player.log
Linux x86_64 v0.24.2
Relevant? snip