severedsolo Posted August 8, 2020 Share Posted August 8, 2020 (edited) 6 hours ago, Gfurst said: So I dunno if this is known issue, but I haven't anyone talking about it yet. Something really weird happened while running a simulation on the mun, I want to try out a direct reentry trajectory, and when I start timewarp torwards the maneuver it literally skips like changing my position and orientation in orbit, weird AF. Another possible cause would PersistentRotation which I guess messes with reference point. Just throwing it out there in case anyone noticed it before, and I haven't heard of "skip time" feature. *unhelpful post is unhelpful - you've been warned* I noticed this myself yesterday while testing my Mun Lander in JNSQ. You can eliminate Persistent Rotation from your list of suspects as I don't use it. I put it down to "Frankenbuild" on my part (I'm using mods for lots of different versions for KSP which may/may not be supported in 1.9). I actually put it down to the 1.9 version of Kopernicus at the time, but haven't really had time to do a proper troubleshooting session. LGG - not expecting you to do anything with this, I'll try and make a proper reproduction case later/over the weekend and do a proper bug report if it's KRASH. Edited August 8, 2020 by severedsolo Quote Link to comment Share on other sites More sharing options...
Gfurst Posted August 8, 2020 Share Posted August 8, 2020 6 hours ago, severedsolo said: I noticed this myself yesterday while testing my Mun Lander in JNSQ. You can eliminate Persistent Rotation from your list of suspects as I don't use it. I put it down to "Frankenbuild" on my part (I'm using mods for lots of different versions for KSP which may/may not be supported in 1.9). I actually put it down to the 1.9 version of Kopernicus at the time, but haven't really had time to do a proper troubleshooting session. No amount of info, as little helpful as can be, is unhelpful. At least you can discard the possibility of it being Kopernicus, I thought Frankenbuild was something I had built before realizing you're referring to a modded install, but yeah I have several mods lacking update to the latest version, however on thing that changed recently is that I updated from 1.10.0 to 1.10.1. Could be something there, I didn't notice anything happening while on Kerbin low orbit, or while on Mun without a simulation. Folks with a install better suited for this, may test it out to see if we can pin down to what exactly is happening there. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 12, 2020 Share Posted August 12, 2020 On 8/7/2020 at 5:37 PM, Gfurst said: So I dunno if this is known issue, but I haven't anyone talking about it yet. right except me 10 messages ahead of you on the page But yes this is a thing and def not PersistentRotation. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 12, 2020 Share Posted August 12, 2020 @linuxgurugamer Would it be possible to get KRASH to use the launch site that's selected as the VAB's default launch site? The launch button's drop-down allows selecting an alternate, and it'd be awesome if KRASH used the one selected there when it's in "launchpad" mode. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 31, 2020 Author Share Posted August 31, 2020 New release, 0.5.33.2 Fixed timewarp charges to have charges accumulate during physics warp, but not during non-physics warp Quote Link to comment Share on other sites More sharing options...
boribori Posted September 25, 2020 Share Posted September 25, 2020 First: linuxgurugamer thanks for creating and/or maintaining all these mods, they are awesome! Second: I am getting a lot of NullRef Exceptions when I enter simulation. The exceptions themselves don't seem to reference KRASH, but they seem to only happen when I enter simulation. Could you (or someone else) please have a look and see if they are a KRASH issue or if I should be looking somewhere else. My Player.log: https://drive.google.com/file/d/1pZDhiknTG2VDtHanKosxqb_Z4el6BWPA/view?usp=sharing (The first thing I did after loading the game was saving as test001, then I entered VAB, loaded a vessel and went into simulation.) I'm running 1.10.1 with RSS, Kopernicus Bleeding Edge, LRTR and a 100 other mods. Thanks! Quote Link to comment Share on other sites More sharing options...
cfogrady Posted October 5, 2020 Share Posted October 5, 2020 (edited) First time I've used mods. Using the latest version 0.5.33.2. Simulated a vehicle in orbit around the Mun to simulate a landing test. After time warping to my desired landing approach the vehicle seemed to teleport to another spot in the orbit... Is there a bug with time warp right now? Happy to paste logs if directed to log locations. P.S. Also running latest version of KSP from Steam. Edited October 6, 2020 by cfogrady Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 6, 2020 Author Share Posted October 6, 2020 18 hours ago, cfogrady said: First time I've used mods. Using the latest version 0.5.33.2. Simulated a vehicle in orbit around the Mun to simulate a landing test. After time warping to my desired landing approach the vehicle seemed to teleport to another spot in the orbit... Is there a bug with time warp right now? Happy to paste logs if directed to log locations. P.S. Also running latest version of KSP from Steam. It's a known bug, no idea why it happens, but only happens while (AFAIK) in sim mode, so it's very low priority Quote Link to comment Share on other sites More sharing options...
cfogrady Posted October 7, 2020 Share Posted October 7, 2020 (edited) On 10/6/2020 at 1:23 PM, linuxgurugamer said: It's a known bug, no idea why it happens, but only happens while (AFAIK) in sim mode, so it's very low priority Hm... Not a C# expert, but I'll take a look because I'm very interested in simulating stages in isolation. FYI. Discovered as a work around, that setting orbit via the Debug Toolbar doesn't cause any issues. So for now I'm starting the simulation on the pad, and setting orbit via the Debug Toolbar for the rest of the simulation. P.S. Similarly starting with an orbit around the Mun from the simulator and then using the Debug Toolbar to reset the orbit around the Mun also seems to workaround the issue. Edited October 7, 2020 by cfogrady Quote Link to comment Share on other sites More sharing options...
boribori Posted October 8, 2020 Share Posted October 8, 2020 On 9/25/2020 at 11:07 AM, boribori said: First: linuxgurugamer thanks for creating and/or maintaining all these mods, they are awesome! Second: I am getting a lot of NullRef Exceptions when I enter simulation. The exceptions themselves don't seem to reference KRASH, but they seem to only happen when I enter simulation. Could you (or someone else) please have a look and see if they are a KRASH issue or if I should be looking somewhere else. My Player.log: https://drive.google.com/file/d/1pZDhiknTG2VDtHanKosxqb_Z4el6BWPA/view?usp=sharing (The first thing I did after loading the game was saving as test001, then I entered VAB, loaded a vessel and went into simulation.) I'm running 1.10.1 with RSS, Kopernicus Bleeding Edge, LRTR and a 100 other mods. Thanks! @linuxgurugamer I finally got around to test with a clean install. Way fewer nullrefs now, but still some, could you have a look please? Player_KRASH_202010081000.log Quote Link to comment Share on other sites More sharing options...
bdole92 Posted October 27, 2020 Share Posted October 27, 2020 I will second the issue with jumping around during simulations. I haven't run into this outside of sims, but it really messes with my ability to use the mod to test out any kind of mission beyond simple "are all the parts bolted on the right way and behaving as expected" Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted October 30, 2020 Share Posted October 30, 2020 On 10/27/2020 at 2:10 PM, bdole92 said: I will second the issue with jumping around during simulations. I haven't run into this outside of sims, but it really messes with my ability to use the mod to test out any kind of mission beyond simple "are all the parts bolted on the right way and behaving as expected" I've run into the jumping orbit bug myself, during regular gameplay. One way to trigger it (for me) is to "jump" your timewarp from 1x to something high - if you click the warp bar to go straight to 100000x, or use the "warp to node" feature that comes with KAC (I think that's what gives that function, at least,) I've noticed it'll mess up the orbit. Quote Link to comment Share on other sites More sharing options...
Xd the great Posted November 17, 2020 Share Posted November 17, 2020 I do not know if this has been asked before, but does this mod work with BDAc? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 17, 2020 Author Share Posted November 17, 2020 18 hours ago, Xd the great said: I do not know if this has been asked before, but does this mod work with BDAc? No reason why not, although I don't support BDAc usage. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 15, 2020 Share Posted December 15, 2020 KSP 1.10.1, JNSQ, Science Mode game. The Orbit Selection menu shown below. Selecting any of the "galaxy" items (which do not show in the tracking station) leads to a crash to desktop. The log file is quite large but shows that the body doesn't have an orbit, which starts the downhill progression. Any way to filter these out before the selection dialog? Obviously "don't click those" but also, if you do by accident, it's rather unpleasant. https://drive.google.com/file/d/1Fijqbp9CdBFfbIiQkdDr3CBYDfhhOZjJ/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2020 Author Share Posted December 26, 2020 New release, 0.5.33.3 Thanks to github user JonnyOThan for this: Check TerminateAtAtmoWithoutData option when in atmosphere Thanks to github user MatanShahar for this: Add special handling to pseudo bodies Quote Link to comment Share on other sites More sharing options...
Ravlain Posted December 30, 2020 Share Posted December 30, 2020 A quick question - is it possible to get KRASH to ignore comms requirements for simulations? I'd like to be able to test landers for other planets, but when I try a simulation I have no control because I don't yet have relays in place in the live game. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 31, 2020 Author Share Posted December 31, 2020 11 hours ago, Ravlain said: A quick question - is it possible to get KRASH to ignore comms requirements for simulations? I'd like to be able to test landers for other planets, but when I try a simulation I have no control because I don't yet have relays in place in the live game. Not at present, add an issue for it on Github Quote Link to comment Share on other sites More sharing options...
Ravlain Posted December 31, 2020 Share Posted December 31, 2020 2 hours ago, linuxgurugamer said: Not at present, add an issue for it on Github Issue 43 added. Many thanks for all your mods LGG Quote Link to comment Share on other sites More sharing options...
Nikola Posted February 2, 2021 Share Posted February 2, 2021 Would it be possible to integrate something like this mod with Kerbal Konstructs? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 2, 2021 Author Share Posted February 2, 2021 15 hours ago, Nikola said: Would it be possible to integrate something like this mod with Kerbal Konstructs? Not sure what you mean. Two totally different mods Quote Link to comment Share on other sites More sharing options...
01watts Posted February 10, 2021 Share Posted February 10, 2021 Possible conflict with RP-1 - One of my astronauts retired during a KRASH simulation, but stayed retired after I exited the simulation! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 10, 2021 Author Share Posted February 10, 2021 40 minutes ago, 01watts said: Possible conflict with RP-1 - One of my astronauts retired during a KRASH simulation, but stayed retired after I exited the simulation! RP1 is a different branch and maintainer. Paging @siimav Quote Link to comment Share on other sites More sharing options...
siimav Posted February 10, 2021 Share Posted February 10, 2021 45 minutes ago, 01watts said: Possible conflict with RP-1 - One of my astronauts retired during a KRASH simulation, but stayed retired after I exited the simulation! ¯\_(ツ)_/¯ When KRASH reverts back to the pre-simulation state, it somehow doesn't reset everything. This includes messages from completed contracts and many other variables that should be reloaded from the save file. Quote Link to comment Share on other sites More sharing options...
DarthPointer Posted February 25, 2021 Share Posted February 25, 2021 Hello @linuxgurugamer! I want to using KRASHWrapper.cs in my reliability mod as I have seen others to use it to prevent failures on simulations. Is it legal to simply copy it into the project without any changes in license (MIT in my case)? Should I explicitly mention the origins of the file somewhere or is your disclamer in the file enough for everyone to use it without changes? Quote Link to comment Share on other sites More sharing options...
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