blowfish Posted February 9, 2016 Share Posted February 9, 2016 I've been tracking a couple of weird NREs related to the SC-B-CMX's docking port (or possibly all pods, I haven't checked). The first is in the editor and happens when something is attached to the CM's top node Never mind, just found out this is a stock bug with having a docking port on the root part. Spoiler NullReferenceException: Object reference not set to an instance of an object at PreFlightTests.DockingPortFacing.RecurseHierarchy (.Part part) [0x00000] in <filename unknown>:0 at PreFlightTests.DockingPortFacing.TestCondition () [0x00000] in <filename unknown>:0 at PreFlightTests.DesignConcernBase.Test () [0x00000] in <filename unknown>:0 at EngineersReport+. () [0x00000] in <filename unknown>:0 at EngineersReport.RunTests () [0x00000] in <filename unknown>:0 at EngineersReport+.MoveNext () [0x00000] in <filename unknown>:0 The second is FAR specific, and happens when something is detached from the top node Spoiler NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.VehicleVoxel.UpdateFromMesh (System.Object meshParamsObject) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) FerramAerospaceResearch.FARThreading.ThreadSafeDebugLogger:Update() As it's FAR specific, I couldn't say I blame you if you refuse to investigate, but it concerns me that something as basic as component.gameObject should be failing. This seems like an odd issue, but do you have any idea what might be causing it? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 9, 2016 Author Share Posted February 9, 2016 53 minutes ago, blowfish said: I've been tracking a couple of weird NREs related to the SC-B-CMX's docking port (or possibly all pods, I haven't checked). The first is in the editor and happens when something is attached to the CM's top node Never mind, just found out this is a stock bug with having a docking port on the root part. Reveal hidden contents NullReferenceException: Object reference not set to an instance of an object at PreFlightTests.DockingPortFacing.RecurseHierarchy (.Part part) [0x00000] in <filename unknown>:0 at PreFlightTests.DockingPortFacing.TestCondition () [0x00000] in <filename unknown>:0 at PreFlightTests.DesignConcernBase.Test () [0x00000] in <filename unknown>:0 at EngineersReport+. () [0x00000] in <filename unknown>:0 at EngineersReport.RunTests () [0x00000] in <filename unknown>:0 at EngineersReport+.MoveNext () [0x00000] in <filename unknown>:0 The second is FAR specific, and happens when something is detached from the top node Hide contents NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetGameObject () at UnityEngine.Component.get_gameObject () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.VehicleVoxel.UpdateFromMesh (System.Object meshParamsObject) [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) FerramAerospaceResearch.FARThreading.ThreadSafeDebugLogger:Update() As it's FAR specific, I couldn't say I blame you if you refuse to investigate, but it concerns me that something as basic as component.gameObject should be failing. This seems like an odd issue, but do you have any idea what might be causing it? Aye, the first seems to be a stock bug related to root parts, or at least is only triggered by a docking port on the root part. For the second -- From the signature it appears that FAR has cached a component whos game-object has been destroyed at some point, and is trying to access that game object for some function. From the stack trace it has likely cached a mesh or renderer component, and is attempting to access its game-object for some further processing, and failing at that point. I would have to look into what the FAR source does in that method to know more. Thankfully, I can actually look at that source; but its a bit late in the evening for me to start digging into it right at the moment. If you want to open up an issue ticket to make sure this does not get forgotten about, I'll look into it a bit more when I'm a bit more awake Quote Link to comment Share on other sites More sharing options...
Autochton Posted February 9, 2016 Share Posted February 9, 2016 16 hours ago, Shadowmage said: Indeed; Duna and back with half of my designs. The stock Kerbal system really just does not lend itself to using scaled rockets very well; they certainly work, but mostly are all severe overkill. And there you have the reasoning that lead, first, to Real Solar System, and from there to Realism Overhaul. :) Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 Download my rar file david. The j2x is already fixed in next dev. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 9, 2016 Share Posted February 9, 2016 8 minutes ago, Jimbodiah said: Download my rar file david. The j2x is already fixed in next dev. Where is it? Can you link it? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 BTw this forum is f_kced up... I answer to someone and a few hours later replies appear in between, like time-zones are messed up. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 9, 2016 Share Posted February 9, 2016 (edited) @Jimbodiah: I can't find the RAR file for the J-2X NEVER MIND Edited February 9, 2016 by davidy12 Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) 7 hours ago, Autochton said: And there you have the reasoning that lead, first, to Real Solar System, and from there to Realism Overhaul. Indeed. And that is one of the main reasons that I'm doing all that I can to keep decent RO compatibility (at least at the plugin/part level.... configs are obviously a WIP). 1 hour ago, Jimbodiah said: Download my rar file david. The j2x is already fixed in next dev. 1 hour ago, davidy12 said: Where is it? Can you link it? I actually fixed that in a release yesterday/last night: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.28-pre3 It includes fixes to all J-2X mount sizes, and cleans up the cluster definitions to only use appropriate mounts and appropriate sizes (upper stage engine; it does not get lower stage mounts). If you want the lower-stage mounts for it, you'll need to patch them in yourself (quite easy to do; see the RO patches for examples). Oh..and also this: Edited February 9, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 Oooohhhh! Nice. Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 9, 2016 Share Posted February 9, 2016 Gorgeous J-2X Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 "Finely modeled J2-X, sticks it in a Delta IV engine shroud." Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) MMmm... these boosters are starting to look tasty... the toxic/explosive HTBP type of tasty. Still have not touched the unwrap or texture on the mounts; will likely move onto those this afternoon/tonight. Got the texture-swap stuff implemented last-night in the MSRB plugin, so really about all that is left is doing all the actual textures for all the rest of the parts Edit: The separation/jettison locations can be seen in the third booster from the left (the 2.5m segmented one). They really are just a couple of black dots (with some gradient, and accompanying normal-map of course). Edited February 9, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
davidy12 Posted February 9, 2016 Share Posted February 9, 2016 Just now, Shadowmage said: MMmm... these boosters are starting to look tasty... the toxic/explosive HTBP type of tasty. Still have not touched the unwrap or texture on the mounts; will likely move onto those this afternoon/tonight. Got the texture-swap stuff implemented last-night in the MSRB plugin, so really about all that is left is doing all the actual textures for all the rest of the parts The textured nozzles then it'll look GREAT!!!! Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 Looking good, Mage! Wow. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 9, 2016 Author Share Posted February 9, 2016 (edited) Any other colors that I should do for the initial set? I've got white (shown), black (shown), blue (WIP; based on Delta-II? blue paint). Perhaps a black/white striped, e.g. Titan boosters? Edit: If all goes well this evening, I hope to do another updated release with the recent texture updates (J-2X, nosecones, bodies), as well as the SRB texture-swap support. May or may not have nozzles textured. Edited February 9, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 Would a matching blue/white texture for the MFT-A/B be possible? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 9, 2016 Author Share Posted February 9, 2016 42 minutes ago, Jimbodiah said: Would a matching blue/white texture for the MFT-A/B be possible? Sure; possibly not in the immediate future, but yah, within the next few releases. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 9, 2016 Share Posted February 9, 2016 Awesome, thank you! Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 10, 2016 Author Share Posted February 10, 2016 (edited) Updated testing release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.3.28-pre4 Add textures for SRB nosecones, updated textures for SRB bodies, and texture-swapping for both (textures still WIP, but much improved). Also updates J-2X texture with first detail pass (not done, but close(er)). Edited February 10, 2016 by Shadowmage Quote Link to comment Share on other sites More sharing options...
ComatoseJedi Posted February 10, 2016 Share Posted February 10, 2016 I think Mage is.... having fun???? Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 10, 2016 Share Posted February 10, 2016 Just playing with them now... noice! The "Loaded" text is on the inside of the boosters, is this intentional? It won't be visible once attached to a main core. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 10, 2016 Share Posted February 10, 2016 Are the docking ports that appear on the three spacecraft available to be changed via config like the RCS thrusters on the upper stage tank? If so, what do you suppose is the max diametre docking port usable on the Soyuz orbital module? Quote Link to comment Share on other sites More sharing options...
Noah_Blade Posted February 10, 2016 Share Posted February 10, 2016 Hello! I have SEVERAL ISSUES with your still awesome mod 1:There are too many manual actions on parts particularly on the Soyuz Capsule and Orion SM. 2:Soyuz SM has too low Delta V 3.No Soyuz Launcher [I'm sure it will be here in the future which is why this is at the bottom] Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 10, 2016 Share Posted February 10, 2016 Just now, Noah_Blade said: 2:Soyuz SM has too low Delta V It has about the same amount it has in real life! If they can do it with the real Soyuz, I believe in you! Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted February 10, 2016 Share Posted February 10, 2016 With the soyuz I can start from 135km LKO, rendevouz with a station at 350km and do a retro burn to descend with dV left over. Quote Link to comment Share on other sites More sharing options...
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