Jump to content

Horus

Members
  • Posts

    537
  • Joined

  • Last visited

Posts posted by Horus

  1. @Rudolf Meier
    Hi
    Thank you for keeping this mod alive.

    Playing on KSP 1.12.5 with InfernalRobotics_v3.1.17 only mod.
    Some parts have minor issues (like this Foldatron basic):

    https://imgur.com/a/ZWX3VYI

    Wrong attachment node placement, wrong rotation trajectory, wrong part initial state.

    Also, if I switch "Foldatron - Inset" to Rotor state and turn off Damping force (be setting it to 0) - the part never rotates. And at some small rotation values the part shakes and twitches like crazy.

  2. 16 minutes ago, 610yesnolovely said:

    AFAIK (ie. I could be wrong):

    I believe that the issue is that rotating docking ports, before this fix, always cause the attached craft to be continually updated (position and rotation) - unfortunately due to the way numbers and physics work, this would accumulate very very small changes that over time (probably magnified further away from the docking port or root part). This might mean your craft may behave strangely or explode (you know the usual Kraken things). You might not notice anything, unless you add mods or code to show these tiny errors, or your craft suddenly goes nuts.

    The fix disables this update if you enable the lock on the port - it becomes a static part, as it was before docking ports could rotate. Result is your craft will be less like to explode (sans usual Krakens and forgetting to add moar struts).

    Note that there's a similar Toggle Locked on Breaking Ground parts for pretty much the same reason.

    Thank you for the explanation and your time spent for it. Really appreciate it.

    I guess this is the reason I didn't notice anything like that you described due to non-extensive play sessions.

  3. 56 minutes ago, linuxgurugamer said:

    Ignore it.  ModuleManager is reporting false positives.

    As a test, I downloaded the latest beta from github and installed it. didn't have any errors starting up.  And even if you see errors like what you posted, if it is from ModuleManager,  you can ignore it

    I would gladly ignore it, but I cannot proceed further that point - the game's stuck on the loading process with the message mentioned.

    LOG

  4. 40 minutes ago, linuxgurugamer said:

    [1.8.x, 1.9.x, 1.10.x] Cacteye 2 Refocused

    Running KSP 1.10.1

    I have an error while starting the game with this mod:

    [EXC 11:09:31.145] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
        System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
        AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [LOG 11:09:31.147] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
    SpaceDustWrapper 1.0.0.0 GameData\CactEye\Plugins\SpaceDustWrapper.dll

     

    And if I remove that DLL, I get the message that says that that DLL is not compatible with my game version:

    [EXC 18:14:57.734] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
        System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
        AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
        UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
    [LOG 18:14:57.737] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
    CactEye2 1.5.2.1 GameData\CactEye\Plugins\CactEye2.dll

     

  5. Looks like all NFeX antennas lost their feed feature due to config change in NFExplorationAntennaFeedsNFeX.cfg

    // Patches applying feed properties to nfex antennas
    
    @PART[nfex-antenna*]:FOR[NearFutureExploration]:NEEDS[!RemoteTech&!RealAntennas]
    {
      @MODULE[ModuleDataTransmitter]
      {
        @name = ModuleDataTransmitterFeedeable
      }
    
      !MODULE[ModuleAntennaFeed] {}
    }
    
    
    The !MODULE[ModuleAntennaFeed] {} line can be blamed?

    Is it intended to work like this or just a mistake?

×
×
  • Create New...