iPeer Posted July 28, 2015 Author Share Posted July 28, 2015 Updated to 1.1.1, fixing a pretty bad bug. [#1] Fixed an issue where certain mod clamps were being removed before a vessel was launched, causing the game to nullref, catastrophically in some cases. Link to comment Share on other sites More sharing options...
Gaalidas Posted July 28, 2015 Share Posted July 28, 2015 I was going to mention a delay as well. Granted, if they are going to follow you up you probably want them to go away immediately, but if they aren't going to follow you and you still want them gone as soon as you no longer need them, the added visual of the clamps releasing and you rising up between them is nice to have available still. I suppose when it comes down to it, if you need a delay then you probably don't need this mod at all. However, if you use multiple launch site mods, or EPL, this kind of mod would allow you to continue to use clamps on these other launch pads and not have to worry about them not being cleared when you launch something new. Link to comment Share on other sites More sharing options...
JeffreyCor Posted July 28, 2015 Share Posted July 28, 2015 After updating to 1.1.1 the FASA launch clamps no longer will disengage on launch, continuing to hold the ship on the launchpad Regarding delay and not needing this, I have found this mod to be a critical fix. There is no connection between a delay and the need for this mod at all. The need is not to have clamps go away immediately it is to have them go away before the KSP bug causes them to jump up and often collide with the ship. This never happens within the first few seconds of launch. Link to comment Share on other sites More sharing options...
iPeer Posted July 28, 2015 Author Share Posted July 28, 2015 After updating to 1.1.1 the FASA launch clamps no longer will disengage on launch, continuing to hold the ship on the launchpad Regarding delay and not needing this, I have found this mod to be a critical fix. There is no connection between a delay and the need for this mod at all. The need is not to have clamps go away immediately it is to have them go away before the KSP bug causes them to jump up and often collide with the ship. This never happens within the first few seconds of launch.Got a log file for the disengaging issue? I'm not seeing the problem locally. Link to comment Share on other sites More sharing options...
JeffreyCor Posted July 28, 2015 Share Posted July 28, 2015 (edited) Will get on that ASAP for you. Had to do some work for the one I'm supposed to be testing right now then I'll get on it. EDIT: Okey dokey, using 1 clamp seems to work fine but multiple and/or different types makes it go nuts. Oddly it also updated from being landed to splashed while on the launchpad, then when trying to launch from Landed to Flying, does a recovery in the log of 1 clamp then hits an error and everything seems to go down hill across the board from there. Particular error that may be of interest:NullReferenceException: Object reference not set to an instance of an object at ClampsBeGone.Main.onVesselSituationChangeNew (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at EventData`1[GameEvents+HostedFromToAction`2[Vessel,Vessel+Situations]].Fire (HostedFromToAction`2 data) [0x00000] in <filename unknown>:0 at Vessel.updateSituation () [0x00000] in <filename unknown>:0 at Vessel.Initialize (Boolean fromShipAssembly) [0x00000] in <filename unknown>:0 at Part.decouple (Single breakForce) [0x00000] in <filename unknown>:0 at LaunchClamp.Release () [0x00000] in <filename unknown>:0 at LaunchClamp.OnActive () [0x00000] in <filename unknown>:0 at Part.ModulesOnActivate () [0x00000] in <filename unknown>:0 at Part.activate (Int32 currentStage, .Vessel activeVessel) [0x00000] in <filename unknown>:0 at Staging.activateStage (Int32 stage) [0x00000] in <filename unknown>:0 at Staging.activateNextStage () [0x00000] in <filename unknown>:0 at Staging.ActivateNextStage () [0x00000] in <filename unknown>:0 at KSPAlternateResourcePanel.ARPWindow.DrawWindow (Int32 id) [0x00000] in <filename unknown>:0 at KSPPluginFramework.MonoBehaviourWindow.DrawWindowInternal (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 Full log: https://www.dropbox.com/s/32pslzidg35p9cd/output_log.txt?dl=0 Edited July 29, 2015 by JeffreyCor Link to comment Share on other sites More sharing options...
iPeer Posted July 29, 2015 Author Share Posted July 29, 2015 (edited) Will get on that ASAP for you. Had to do some work for the one I'm supposed to be testing right now then I'll get on it. EDIT: Okey dokey, using 1 clamp seems to work fine but multiple and/or different types makes it go nuts. Oddly it also updated from being landed to splashed while on the launchpad, then when trying to launch from Landed to Flying, does a recovery in the log of 1 clamp then hits an error and everything seems to go down hill across the board from there. Particular error that may be of interest:-snip-Full log: https://www.dropbox.com/s/32pslzidg35p9cd/output_log.txt?dl=0Is this a particular clamp, or just any of the FASA ones?Edit: Looks like you were using the 1.25m redstone clamp (thanks for the info, remote tech!)Edit-edit: Issue reproduced.Edit-edit-edit: Seems to be an issue caused by a vessel parameter (Vessel.protoVessel) being null while trying to refund the player in career mode.Edit-edit-edit-edit (phew!): Fixed & pushed! Edited July 29, 2015 by iPeer Fixed! Link to comment Share on other sites More sharing options...
JeffreyCor Posted July 29, 2015 Share Posted July 29, 2015 It seemed to be with multiple clamps, if using only the 1.25m clamp alone everything works fine. Any specific testing etc you need just let me know I'll be glad to help. Link to comment Share on other sites More sharing options...
iPeer Posted July 29, 2015 Author Share Posted July 29, 2015 Updated to 1.1.2![#2] Fixed an issue that caused FASA's umbilical towers to nullref when being refunded in career saves.- - - Updated - - -It seemed to be with multiple clamps, if using only the 1.25m clamp alone everything works fine. Any specific testing etc you need just let me know I'll be glad to help. I believe 1.1.2 will fix your issue. Those clamps, no matter how many you have in symmetry, only seem to count as one part to the game for some reason. So unfortunately, the refund you get will only apply for one of the towers, at least they're pretty cheap! Link to comment Share on other sites More sharing options...
JeffreyCor Posted July 29, 2015 Share Posted July 29, 2015 Indeed that does fix the issue Just tried with multiple and variety of clamps without a hitch. Link to comment Share on other sites More sharing options...
iPeer Posted July 29, 2015 Author Share Posted July 29, 2015 Indeed that does fix the issue Just tried with multiple and variety of clamps without a hitch. Great news, thanks for the report & help Link to comment Share on other sites More sharing options...
woodywood245 Posted August 4, 2015 Share Posted August 4, 2015 I'm keeping an eye on this one. I haven't downloaded it yet because I'm waiting for the delay feature. But whenever that gets worked out, it'll be one of the most important mods in my arsenal. Link to comment Share on other sites More sharing options...
Klime22 Posted August 5, 2015 Share Posted August 5, 2015 Thank you. Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted August 5, 2015 Share Posted August 5, 2015 I needed this sort of thing so much for Kerbin-Side. Thank you for making this a thing! Link to comment Share on other sites More sharing options...
Rhedd Posted August 6, 2015 Share Posted August 6, 2015 Still needs a delay BADLY. Preferably a user-adjustable one, since not all vessels have the same TWR. This is is a great solution, but a lot of clamps, like the FASA umbilicals and launch tower, are only used for aesthetics, and if they're just going to magically disappear then there's no reason to use them at all, and then they won't be following you up, so this mod wouldn't be needed.in other words, I WANT to use this, but without a delay it's useless for me. Hope you can add one! Link to comment Share on other sites More sharing options...
DennyTX Posted August 7, 2015 Share Posted August 7, 2015 agree, very useful mod... but*** a lot of clamps, like the FASA umbilicals and launch tower, are only used for aesthetics, and if they're just going to magically disappear then there's no reason to use them at all*** Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 7, 2015 Share Posted August 7, 2015 This is the very reason for the delay request Link to comment Share on other sites More sharing options...
iPeer Posted August 10, 2015 Author Share Posted August 10, 2015 Delay is something that is actively being worked on. We have a rudimentary system in place, but it's pretty buggy right now. Once the bugs have (hopefully) been fixed, you guys will see it in an update Also, sorry for the slow reply, seems the forum has been forgetting to notify me of new posts lately. Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 15, 2015 Share Posted August 15, 2015 I'm seeing in the log this keep checking, and rechecking, and rechecking over and over thoughout a flight. Being launch champs I'd think only during launch would be needed and the rechecking could be adding extra unneeded overhead and chances for errors. Is the rechecks during flight for a purpose that isn't apparent? Link to comment Share on other sites More sharing options...
Railgunner2160 Posted August 17, 2015 Share Posted August 17, 2015 I'm seeing in the log this keep checking, and rechecking, and rechecking over and over thoughout a flight. Being launch champs I'd think only during launch would be needed and the rechecking could be adding extra unneeded overhead and chances for errors. Is the rechecks during flight for a purpose that isn't apparent?Yes there is, it's so that it can catch any clamps that do reappear during the flight..... Link to comment Share on other sites More sharing options...
iPeer Posted August 17, 2015 Author Share Posted August 17, 2015 (edited) Updated to 1.2: Added an option to delay removal of launch clamps (default: OFF). Delay can range from 1 second to 2 minutes (default: 10s). Added an options GUI to help configuration. Added an option to have clamps explode instead of being deleted (default: OFF). [#3] Vessels will no longer vaporise when EVAing Kerbals while in a PRELAUNCH state. ClampsBeGone will no longer run while the player is using non-physical timewarp.- - - Updated - - -I'm seeing in the log this keep checking, and rechecking, and rechecking over and over thoughout a flight. Being launch champs I'd think only during launch would be needed and the rechecking could be adding extra unneeded overhead and chances for errors. Is the rechecks during flight for a purpose that isn't apparent?It is intentional behaviour.This is due to how the game works, not the mod. CBG registers for notifications of when the flight situation changes. Evidently, the game is very indecisive about what situation your vessel is in, especially while timewarping (hence a change in the latest version). The mass changing of flight situations actually creates very little overhead as if there's no clamps to remove, the code just stops after logging that message. Clamps are only "detected" during the OnFlightReady event, which only fires when a vessel is initially switched to or launched from an editor. Edited August 17, 2015 by iPeer typo Link to comment Share on other sites More sharing options...
Motokid600 Posted August 17, 2015 Share Posted August 17, 2015 From everyone who plays with unlimited debris. Thank you. Link to comment Share on other sites More sharing options...
autumnalequinox Posted August 19, 2015 Share Posted August 19, 2015 Thanks for this mod! My last mission had a "UFO". Hadn't seen the clamp bug for awhile, but I kept seeing this tiny object whizzing by. Then Stage Recovery went crazy trying to handle these things flying back into the atmosphere. Yay no more UFLCs (Unidentified Flying Launch Clamps). Hunting and hunting for a solution and then found this mod! Link to comment Share on other sites More sharing options...
mythbusters844 Posted August 30, 2015 Share Posted August 30, 2015 Could you add a line in the config to toggle the toolbar icon? I haven't touched it a single time and frankly it's just wasting my already limited screen space. Link to comment Share on other sites More sharing options...
Akira_R Posted September 4, 2015 Share Posted September 4, 2015 Could you add a line in the config to toggle the toolbar icon? I haven't touched it a single time and frankly it's just wasting my already limited screen space.I would like to second this guy, and add the ability to have it on blizzy's toolbar or the stock one Link to comment Share on other sites More sharing options...
iPeer Posted September 4, 2015 Author Share Posted September 4, 2015 I would like to second this guy, and add the ability to have it on blizzy's toolbar or the stock oneThis stuff can be done, yes. Not sure when it'll be ready, but I'll get it in there when I can! Link to comment Share on other sites More sharing options...
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