Jump to content

magico13

Members
  • Posts

    2,953
  • Joined

  • Last visited

Everything posted by magico13

  1. We could go really crazy with the K's and call it Kerbal Konstruction Kime, but then the abbreviated form would probably get us kicked off the forums
  2. My initial guess for what mod was causing the issue appears to be correct. Kerbanomics has a serious bug that they know about, said they would fix, and still have not (which has resulted in bug reports for other mods, including KCT multiple times now). I believe the fix is to open the Kerbanomics Financials file (located in your save folder) and remove ALL decimal numbers (so if it says 5.003 somewhere, change it to 5), but I have not used that mod so I do not know if that will actually fix the issue. Edit: Looking at their source code, you should just have to change the LoanPayment number to an integer (so no decimal point). The other two numbers won't cause the issue. If you're curious, here's the part of the output log with the issue. It comes up every time the save file is loaded, and breaks all other mods that require reading from the save file. FormatException: Input string was not in the correct format at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 at Kerbanomics.KerbanomicsMain.LoadData () [0x00000] in <filename unknown>:0 at Kerbanomics.KerbanomicsScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0
  3. Don't worry about getting another log. I don't think there's anything that KCT will output that will tell me anything different, it's just nice to be able to see all the stuff it outputs if I'm going to be looking at future logs. It let's me know precisely which step it's at when KCT things are happening. I might be able to do some stuff with Krakensbane (the thing that moves the origin) that'll help, but I don't really know how or where to do it. What happens if you start a simulation in orbit around Duna, then use HyperEdit to adjust it (staying within the system or changing SOI and then changing back, there might be different results for each). I imagine jumping out of the system and back would clear it up, but it's possible the initial jump made by KCT somehow throws everything out of whack.
  4. I don't know what VERBOSE_DEBUG_LOG actually does, I was talking about KCT's debug messages setting (in the KCT settings menu) (this menu, the Enable Debugging setting), but thank you anyway I don't think it's going to mention anything that will help anyway. The stock issues I was mentioning are with the maneuver node marker moving up to 90 degrees away from where it said it should be while timewarping. Happens all the time in the stock game if your maneuver is a while away (the longer the time, the more it moves). Your issue sounds very much worse though. Looking through the HyperEdit source, the section of code I referenced didn't actually change at all :/
  5. I'm considering that. I'll have to look into it more, but the origin should move every 6km anyway. Though it might wait until the ship exceeds 6km from the previous origin, which this method might somehow prevent it from seeing (thus keeping the origin on the launch pad). Switching to another vessel from the map view, then switching back, should clear up that issue though.
  6. I'll take a look at the logs, but I'm not sure if I'll get a chance to do in-game testing soon. Regarding the orbits being too circular, I find that timewarping can help solidify their position, alternatively a short burst of RCS or the main engine. The node moving away is something I see in the stock game all the time as (presumably) a result of floating point inaccuracies, but probably not to the extent you're describing. Hyperedit recently updated (prior to that it hadn't been since 0.21) but the code I'm using is all based on the old code, so I'm not sure if they changed any of the things I referenced. Edit: Just looked at the log. Not a whole lot there. No errors that I can see. Could you enable the Debug Logging in the KCT settings please, that way future logs contain more KCT specific output. Secondly, I don't know if it will help, but if when you go to set up the simulation you check "Show advanced options" and then check the "Delay move to orbit" option, does the same issue occur? That will cause a 3 second delay where the ship sits on the pad with the physics loaded, then is transported to orbit, rather than happening immediately when loaded. There's a chance that explains why HyperEdit doesn't have the issue.
  7. Ah, that's a result of using the same ScrollVector for both. Not probably a big priority to fix, and after the upcoming GUI changes it shouldn't be an issue. Some Assembly Required and A Matter of Time are currently my favorites, but I'm definitely liking Some Assembly Required the most at this point
  8. It looks like they changed how they calculate the amount of time that has passed, so my old fix no longer works. I don't normally play with Real Fuels, so I'll have to install it and do some testing. Are you playing Sandbox? Two options: 1) Load up a career save prior to loading your sandbox save. You don't have to do anything in it, it just causes the Funding instance to be instantiated. 2) Use the latest dev build which includes a fix for that issue and a few others.
  9. I fixed that issue, why is it back!? I'll have to take another look at it. I have code that goes into the Real Fuels parts and resets their timers to when you actually launch, but it appears that got broken somehow. Can you get me a save file or a craft file? Otherwise I'll have to install Real Fuels again just to see if the "timestamp" value is still in the module, since I can't seem to find it in the source.
  10. Sounds like an issue with saving the persistence. There have been a few of those reported lately, most if not all of which have been induced by another mod but enhanced by KCT. If you send me a log I can look to see if anything obvious is causing the issue. Nope, not new! It's been that way since the cost doubling was added (they used to be fixed). If you're feeling adventurous, the formulas that govern their cost and the maximums are saved in the KCT_Formulas.cfg file. You can change the maximum, the initial costs, and the ENTIRE formula in there. If you want it linear, that's doable. Same with quadratic. Anything Thanks to everyone who have offered name suggestions. It's just something that I'm considering in the back of my head for if KCT ever gets a rewrite (especially since some of the things on the roadmap will require what amounts to a rewrite, it might just be easier to start over!)
  11. @eddiew I don't know of anything off the top of my head that would cause that sort of behavior. Could have something to do with the transport into orbit (which is derived from the HyperEdit code), but if it works around Kerbin then it should work around Duna. You can try sending me a log as it might be an error that's being logged there, but I really don't know.
  12. I'm not totally sure what the cause is, but I'm seeing this come up a bunch of times (or some variant) which definitely is the issue. It doesn't seem to be specific to a mod though. Those all look like stock functions. NullReferenceException: Object reference not set to an instance of an object at PatchedConicRenderer.OnSceneSwitch (GameScenes scn) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 at HighLogic.LoadScene (GameScenes scene) [0x00000] in <filename unknown>:0 at FlightDriver.StartAndFocusVessel (.Game stateToLoad, Int32 vesselToFocusIdx) [0x00000] in <filename unknown>:0 at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0 at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0 at OrbitTargeter.DrawTargetMenuWindow (Int32 id) [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
  13. I've been meaning to add a minimum cost for simulations, so that will solve that issue nicely I think - - - Updated - - - Totally random question for the lot of you: If you were to rename Kerbal Construction Time to something else, preferably without "Kerbal" in it since that's technically frowned upon by Squad, what would you name it?
  14. Well, there's this issue in RSS which might be related, but I'll try to investigate.
  15. This one looks like it's specific to KCT (maybe with something else intertwined?) but I'm not positive as to the cause quite yet. Things I noticed: In the SpaceCenter scene, this occurred during loading, indicating an issue with ContractsWindow 1/9/2015 8:00:25 PM,ContractsWindow,Parameter Type List Cannot Be Generated Or Loaded: System.FormatException: Input string was not in a correct format. at System.String.ParseFormatSpecifier (System.String str, System.Int32& ptr, System.Int32& n, System.Int32& width, System.Boolean& left_align, System.String& format) [0x00000] in <filename unknown>:0 at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0 at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0 at System.String.Format (System.String format, System.Object[] args) [0x00000] in <filename unknown>:0 at ContractsWindow.DMC_MBE.LogFormatted (System.String Message, System.Object[] strParams) [0x00000] in <filename unknown>:0 at ContractsWindow.paramTypeContainer..ctor (System.Type PType) [0x00000] in <filename unknown>:0 at ContractsWindow.contractScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 During flight, upon reading the persistence file and then it immediately being saved (kind of weird behavior) KCT logged this, but I'm not positive why. [KCT] Reading from persistence. [KCT] Setting active site to Stock [KCT] Setting active site to Stock [KCT] Saving KSC Stock NullReferenceException: Object reference not set to an instance of an object at KerbalConstructionTime.KerbalConstructionTime.DelayedStart () [0x00000] in <filename unknown>:0 at KerbalConstructionTime.KerbalConstructionTimeData.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule.Load (.ScenarioRunner host) [0x00000] in <filename unknown>:0 at ScenarioRunner+ .MoveNext () [0x00000] in <filename unknown>:0 If you're running RSS, which kind? (64k, 32k, full RO, etc) You don't seem to have other launch sites, is that correct? Everything's being saved to the Stock launch site (it's normal to see it be set to that twice, it's a result of code that's needed to update pre 1.1 saves to post 1.1 saves)
  16. Yes! Here's a fairly recent post on Reddit about someone who did that, but you could also just use Telemachus to do it from any web browser.
  17. So it's a compatibility issue with Hangar then :/ I might be able to figure something out. Might have to add something extra for Hangar to work properly. Edit: Try build number 54 from the build server. Just download the .dll and replace the one in GameData/KerbalConstructionTime/Plugins. It should get around that issue.
  18. It sounds like a NullReferenceException when trying to change scenes (so likely during persistence save event). I don't expect that StageRecovery would be the cause, but stranger things have happened. Have you restarted the game and had the issue occur again? If it's recurring, can you get me your output_log.txt file (check this link for the location if you haven't uploaded one before). Even if it's not a StageRecovery issue, I might be able to track down which mod is causing the problem.
  19. I didn't see anything that would indicate the funds were zero at any point. Shoot. I just figured out the issue when I was about to mention a (seemingly different) issue. KCT takes the cost of the vessel when you add it to the build list, but stock KSP takes the cost when you put it on the pad/runway. To get around that, KCT gives you back the cost of the ship at launch. As you can see, KCT is taking 79564 but only returning 11564 funds for some reason, and then KSP is taking 79564, meaning you'd be at -47564 if you could go negative. For some reason that cost isn't being calculated correctly. Just to verify, you don't have any strategies active, but are using procedural parts (specifically a battery)? What is the cost in the editor for this vessel? What happens if you don't use any procedural or tweakscaled parts? I can probably figure this out later today or tomorrow at the latest. In editor: [KCT] Removing funds: 79563.9921875, New total: 20436.0078125 [KCT] Added Land Parts to SPH build list at KSC Stock. Cost: 79563.99 After launch: [KCT] Sucessfully removed ship from storage. [KCT] Adding funds: 11563.990234375, New total: 31999.998046875
  20. Why not use FMRS to do this? You'd just drop whatever you were going to drop, then fly your plane back and recover it. Then go to each dropped thing and manually land them. Once the saves have all rejoined the master save you can then do your science and complete your contracts. Then you don't have to worry about suddenly having tons of things loaded all at the same time since the limit stays the same. Unpacking is roughly the same thing as loading, not unloading. Landed craft are unloaded sooner to save on physics calculations (since they're not going to be moving).
  21. Last I checked (0.25) they worked fairly well together. I think you have to turn on RT features in kOS for them to work together though, which I remember being pretty easy. How they worked together was that you needed a connection to start or stop a script, but kOS could control everything (from the script) even when there wasn't a connection, which is pretty much how you'd expect it to work.
  22. I opened a GitHub issue for it so I don't forget, so you're welcome to bring any discussion there if you don't want it cluttering up the forum and getting lost in the future The simple solution I thought of for preventing people from doing a bunch of simulations is that you set a cap on the maximum reliability you can get out of simulations. They already should gain reliability at a reduced rate since you're conceivably modelling the part in the simulation based on known data, so you obviously can't cover every real world case. The same argument can be made for why you wouldn't be able to get 100% reliability from simulations because you wouldn't be modelling those unknowns. I think I need to start working on an API for KCT soon-ish. It would likely be beneficial for you, and other mods, to know when a flight is a simulation or is real, and other things like that. Edit: Limiting the available failure pathways for a particular part (assuming there's more than one failure mode) to only known ones would be pretty cool. Same with the ability to force a failure, for testing abort operations. Aaaand, a GitHub issue for discussion on creating a KCT API.
  23. I'm only keeping up with this mod a tiny bit, but my primary tester for KCT I think has been and I have a tendency to check out what he's been involved in since it tends to be pretty good (found out about MKS through him). From my limited understanding of this mod, it's a part failure mod that has increasing reliability the more you use a part in a specific location (atmosphere, orbit around X, etc), correct? I feel like KCT's simulation feature could have interesting interactions with this (a simple example, simulations could have their time spent contribute to reliability but at a reduced rate. Or you could pay more to have a simulation where no parts can fail. Things like that.) I may look into extending some things, or at least adding some interaction in the future.
  24. I was very worried when I saw all of the missing scenarios (things used to save data to the save file), but then I realized this is a save with a bunch of mods removed. Have you tried on a brand new save with this set of mods? Please turn on Debug messages in the KCT settings, if you wouldn't mind. It logs a lot more info that can help me out. Are you positive that your funds are actually being set to 0, and aren't just being displayed as 0? Do the science and reputation meters also zero out? When you return to the space center or the editor are they still 0? I often will randomly have the meters display 0 (or nothing at all!) without any errors logged, even in the stock game. The only error I see being logged that might be related is a NullReferenceException related to the WheelCollider not having friction for some unknown reason. NullReferenceException at (wrapper managed-to-native) UnityEngine.WheelCollider:INTERNAL_set_forwardFriction (UnityEngine.WheelFrictionCurve&) at UnityEngine.WheelCollider.set_forwardFriction (WheelFrictionCurve value) [0x00000] in <filename unknown>:0 at AtHangar.WheelFrictionChanger.RestoreWheel () [0x00000] in <filename unknown>:0 at AtHangar.WheelUpdater.<RestoreWheels>m__0 (AtHangar.WheelFrictionChanger w) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[AtHangar.WheelFrictionChanger].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0 at AtHangar.WheelUpdater.RestoreWheels () [0x00000] in <filename unknown>:0 at AtHangar.WheelUpdater.OnDestroy () [0x00000] in <filename unknown>:0 Alright, ready to get your mind blown? You can use the arrow buttons on the right of the build list to reorder the list on the fly Then you can build things in whatever order you want, even after submitting the builds (and even if they're partly complete)! With 0.90 you could just fire Jeb, then he won't ever show up anywhere. No need for a black list. I unfortunately seem to have accidentally caused RealRoster to stop being supported (that's getting marked down as a "first"). The default crew, no crew, and random crew modes are already supported inherently through the Clear (All) and Fill (All) buttons, combined with the randomize option. I suppose the "rotate crew" option isn't, but apparently that wasn't functioning in RealRoster anyway? If enneract decided to submit some code to KCT to improve the crew selection, I would gladly accept it (or even work with him on some features). It was mentioned previously that defaulting to having a pilot in an otherwise unpiloted ship would make sense, as would options for "senior crew" or "newbies" so you can have your best crew or newest members (by experience and level) easily assignable. But those are all "fluff" features for KCT in general, so aren't a development priority for me. Edit: I suppose if enneract is listening/reading in, should crew rotation be done as a separate mod I can have KCT interact with it. If I could get a list of Kerbal names in the order they should be added to a ship, I can make KCT use that as the default arrangement. Then that mod could work for the stock game as well as for KCT, and would save me the time of writing my own code for doing crew rotations.
×
×
  • Create New...