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Several issues [MechJeb, PlanetShine, FAR, SAS]


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Hello.

I have several issues following an attempt to play New Horizons and Outer Planet Mod in x6.4 scale, using Planetshine, Distant Object Enhancer and SkyToneMapper as visual enhancements.

Modlist:

Spoiler

  000_FilterExtensions
  000_FilterExtensionsConfigs
  000_Toolbar
  000_USITools
  64k
  B9_Aerospace
  BahaSP
  CommunityResourcePack
  Diazo
  img_viewer
  KAX
  Kerbaltek
  KerboKatz
  MagicSmokeIndustries
  Mk1CargoBay
  Mk2Expansion
  NearFutureProps
  NearFutureSpacecraft
  Nereid
  New_Horizons
  OPM
  OPT
  SimpleConstruction
  SMURFF
  SpaceY-Lifters
  Squad
  SXT
  ThermalMonitor
  TriggerTech
  TweakableEverything
  TweakScale
  UmbraSpaceIndustries
  VanguardAstrodynamics

1) MechJeb cannot calculate any PorkChop trajectories. After a full minute (used to be under 10 seconds), it just draws up a fully red window with no values.

2) FAR is spamming dozens of NULL reference exceptions and voxel update errors

Quote

NullReferenceException: Object reference not set to an instance of an object
  at PilotAssistant.FlightModules.VesselData.updateAttitude () [0x00000] in <filename unknown>:0
  at PilotAssistant.FlightModules.AsstVesselModule.preAutoPilotUpdate (.FlightCtrlState state) [0x00000] in <filename unknown>:0
  at (wrapper delegate-invoke) FlightInputCallback:invoke_void__this___FlightCtrlState (FlightCtrlState)
  at Vessel.FeedInputFeed () [0x00000] in <filename unknown>:0
  at FlightInputHandler.FixedUpdate () [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Quote

Updating vessel voxel for Maisan 1
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle
Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle
Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle
Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle
Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle
Error in mesh triangle; triangle plane components are NaN or triangle is degenerate; FAR unable to use this triangle

3) Planetshine is producing errors for every single planet.

Quote

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

[PlanetShine] An exception occured reading CelestialBodyColor node:
CelestialBodyColor
{
    name = Serran
    color = 26,84,87
}

The exception was:
System.ArgumentNullException: Argument cannot be null.
Parameter name: s
  at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0
  at System.Single.Parse (System.String s) [0x00000] in <filename unknown>:0
  at PlanetShine.ConfigManager.LoadBody (.ConfigNode bodySettings) [0x00000] in <filename unknown>:0 

4) I'm getting THOUSANDS of these errors. It might be the reason behind why my FPS is much lower than any of my previous 1.0.5 careers:

Quote

[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - NaN
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

problem! 
[NaN, NaN, NaN]  -  [NaN, NaN, NaN]  -  NaN  -  [NaN, NaN, NaN] - NaN
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

getObtAtUT result is NaN! UT: Infinity
 
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

getObtAtUT result is NaN! UT: Infinity
 

5) Whenever I disengage SAS, with a wheel currently providing torque, all vessels spin out of control. They recover when I re-engage SAS. They do not spin wildly if the torque is disabled. What could be the cause behind the behaviour? Is it 'realism' being introduced in 1.0.5 or bugged behaviour?

Link to full output_log:

https://drive.google.com/file/d/0B9_zZN0vr4CcQWxzZWs4a2FRNnM/view?usp=sharing

 

 

Edited by MatterBeam
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5 hours ago, Benoit Hage said:

I don't see Mechjeb in your modlist.

Just a guess out of the blue, did you install this: FAR plugin for Mechjeb?

You can also remove mod by mod from the gamedata folder until you isolate the mod that causes trouble.

 

I think I'm just going to do a fresh install on a new computer that's arriving in a few days.

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  • 3 weeks later...

You can safely ignore the PlanetShine errors, it's just because it's trying to mistakenly read Distant Object Enhancements config file, it shouldn't cause any trouble except for a few error messages at game load.

By the way, this issue is fixed in the experimental version of PlanetShine.

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54 minutes ago, Valerian said:

You can safely ignore the PlanetShine errors, it's just because it's trying to mistakenly read Distant Object Enhancements config file, it shouldn't cause any trouble except for a few error messages at game load.

By the way, this issue is fixed in the experimental version of PlanetShine.

Thank you.

After reinstalling the mods, I've pinned down most issues to New Horizons incompatibilities.

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