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[1.9.x] EVA Enhancements Continued


linuxgurugamer

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  On 11/3/2016 at 7:26 PM, COL.R.Neville said:

that going nuts and burning up all the mono on eva is a stock ksp thing. eva kerbals have like their own sas now so just hit the f button a time or two and it will quit doing ti. 

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Oh, that's interesting.  I wonder if I can get to that?  scratches head, pulls up editor, gets lost for hours

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  • 2 months later...

@linuxgurugamer

I am sorry to ping you again... I am continue debugging my highly modded install and found a exception happening on going EVA that seems to be related to contract configurator in the first place. However, it NullRefs to a module field KerbalProfession, which I've found in the EvaEnhancements binary and also in the module in a save:

  Reveal hidden contents

However, I didn't found kerbalProfession in the EvaEnhancement source code. Which confuses me.  What I've noticed, that EVAEnhancements still includes Linq, which is suggested to be removed. But maybe it's needed here.

The NullRef:

  Reveal hidden contents

However, the NRE is not happening when removing EVA Enhancements.

I am a little bit out of ideas here.

Do you have an idea maybe? Is CC nullrefing while EVA-E creates the module, maybe?

EDIT: If you have no idea, thats totally not a problem. Please don't feel forced to debug for my crazy modded install. :)

EDIT2: Found kerbalProfession in the code... don't know why github search didn't found it. Would a non-null initialization maybe prevent the NRE?

Edited by Jebs_SY
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  On 1/18/2017 at 2:52 AM, Jebs_SY said:

@linuxgurugamer

I am sorry to ping you again... I am continue debugging my highly modded install and found a exception happening on going EVA that seems to be related to contract configurator in the first place. However, it NullRefs to a module field KerbalProfession, which I've found in the EvaEnhancements binary and also in the module in a save:

  Reveal hidden contents

However, I didn't found kerbalProfession in the EvaEnhancement source code. Which confuses me.  What I've noticed, that EVAEnhancements still includes Linq, which is suggested to be removed. But maybe it's needed here.

The NullRef:

  Reveal hidden contents

However, the NRE is not happening when removing EVA Enhancements.

I am a little bit out of ideas here.

Do you have an idea maybe? Is CC nullrefing while EVA-E creates the module, maybe?

EDIT: If you have no idea, thats totally not a problem. Please don't feel forced to debug for my crazy modded install. :)

EDIT2: Found kerbalProfession in the code... don't know why github search didn't found it. Would a non-null initialization maybe prevent the NRE?

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Probably that would work, but I'll take a look at it

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  • 2 weeks later...
  On 1/31/2017 at 6:04 PM, Sebra said:

Hi!

Is it possible to teach Kerbals to stop own velocity (relative to nearest ship) on level 4?

I think it would be good if they would do so by command or "not in focus".

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It probably would be, but that is beyond the scope of this mod.  That essentially involves an autopilot, and is not trivial.

 

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  On 1/31/2017 at 6:43 PM, linuxgurugamer said:

It probably would be, but that is beyond the scope of this mod.

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Thank you for fast answer.

But "Pitch and roll can now be controlled with the keyboard." is not beyond.

I understand "not focused" behaviour is not trivial, but decreasing own speed relative to nearest ship when "B" pressed (and cannot Board) should not be hard.

I ask here because this mod looks like about EVA manoeuvring.

 

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  On 1/31/2017 at 7:18 PM, Sebra said:

Thank you for fast answer.

But "Pitch and roll can now be controlled with the keyboard." is not beyond.

I understand "not focused" behaviour is not trivial, but decreasing own speed relative to nearest ship when "B" pressed (and cannot Board) should not be hard.

I ask here because this mod looks like about EVA manoeuvring.

 

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Yes, but think about what it takes to change your speed relative to an object.  First you need to identify the speed AND direction the kerbal is moving, then you need to reorient the kerbal to point in the right direction, etc.

It's not trivial. 

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Reorient EVA, able to thrust in six directions? Why? No need.

The only problem, I see, is the rotating ship nearby. But even then rotation can be ignored and only centre of mass used. Centre of mass acceleration can also be ignored.

I will not force you ofc. You see it from inside, :wink:

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  On 1/31/2017 at 7:37 PM, Sebra said:

Reorient EVA, able to thrust in six directions? Why? No need.

The only problem, I see, is the rotating ship nearby. But even then rotation can be ignored and only centre of mass used. Centre of mass acceleration can also be ignored.

I will not force you ofc. You see it from inside, :wink:

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Ummm, if you don't reorient, how are you going to adjust your speed?

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Like with RCS. By thrust in three directions. With proper thrust proportions (in strenght or lenght).

I hope my Kerbals are not different than your.

I did not look in mod coding yet, but math should be easy here imho.

It seems you are great in coding. I can help you in math if you want/need.

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  • 2 weeks later...

The new controls are very handy, been doing a bunch of rescue missions lately and this does make it easier.   There is one thing that I think would make EVA even easier to control.  

You can hold right click and move the mouse to rotate the camera, once the camera is facing in the direction you want to travel, press space bar and your kerbal will reorient to that direction, but seemingly restricted to an 2d plane.  If you try to point the camera up or down and use space to reorient it does not work as you would expect.   Is it possible to adjust this behavior?  

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Installed this mod, Game stuck in loading.
Squad/Parts/prebuilt/KerbalEVA/KerbalEVA
I tried it on blank intall (no mods other than this and Module Manager) and it did work. Is there a known incompability?

I'm sorry, This is not the mod causing my problem, I have realized now... I just assumed because of the name of the file it hast stopped on the loading screen and because it was one of the last mods installed.

Edited by Agustin
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  On 2/14/2017 at 11:09 PM, Agustin said:

Installed this mod, Game stuck in loading.
Squad/Parts/prebuilt/KerbalEVA/KerbalEVA
I tried it on blank intall (no mods other than this and Module Manager) and it did work. Is there a known incompability?

I'm sorry, This is not the mod causing my problem, I have realized now... I just assumed because of the name of the file it hast stopped on the loading screen and because it was one of the last mods installed.

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Glad you found it.  Next time, post a link to the log file.  It's impossible to do any sort of help without it.  This goes for any mod, not just this one

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I am getting a OperationNotValid exception when leaving the vessel and going to EVA.

  Reveal hidden contents

 

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I think the error may not be related to EVA enhancement, as I removed EVA enhancements and now I am getting a JSI exception when going EVA.

I assume this JSI exception gets through to EVA enhancements.

 

  Reveal hidden contents

 

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Hmm, I removed RPM and reinstalled EVAE and I have the exception again.

So this does not seem to be an JSI exception in this case.

So you have any idea where this could come from?

  Reveal hidden contents

 

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  On 2/19/2017 at 4:06 PM, Jebs_SY said:

Hmm, I removed RPM and reinstalled EVAE and I have the exception again.

So this does not seem to be an JSI exception in this case.

So you have any idea where this could come from?

  Reveal hidden contents

 

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Yes, bug fix forthcoming

New release, 0.1.5:

  • Fixed nullref in the onCrewOnEva when resource didn't exist
     
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Thx for the fix! :)
I still got a small NRE once, as I was switching to my Scansat, which has no crew, if you are interested:

170220T015750.583 [EXCEPTION] [EVAEnhancementsContinued.EVAEnhancementsBehaviour.Update] NullReferenceException: Object reference not set to an instance of an object
at EVAEnhancementsContinued.EVAEnhancementsBehaviour.Update ()

I used HayStack sometimes to switch ships.

Didn't seem related on the following NREs, cause the following NREs also occur without EVAE.

  Reveal hidden contents

 

Edited by Jebs_SY
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  On 2/20/2017 at 3:27 AM, Jebs_SY said:

Thx for the fix! :)
I still got a small NRE once, as I was switching to my Scansat, which has no crew, if you are interested:

170220T015750.583 [EXCEPTION] [EVAEnhancementsContinued.EVAEnhancementsBehaviour.Update] NullReferenceException: Object reference not set to an instance of an object
at EVAEnhancementsContinued.EVAEnhancementsBehaviour.Update ()

I used HayStack sometimes to switch ships.

Didn't seem related on the following NREs, cause the following NREs also occur without EVAE.

  Reveal hidden contents

 

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When you switch to the scansat, is there a NavBall visible?

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