Gordon Dry Posted October 13, 2018 Share Posted October 13, 2018 I added a decoupler shroud to a decoupler below a heatshield which was rescaled with TweakScale (the decoupler was not rescaled). On decoupling this was written to the log: Jettison called on DecouplerShroud of decoupler.ftr.small (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at DecouplerShroud.ModuleDecouplerShroud.Jettison () [0x00000] in <filename unknown>:0 at DecouplerShroud.ModuleDecouplerShroud.onShroudedPartChanged () [0x00000] in <filename unknown>:0 at DecouplerShroud.ModuleDecouplerShroud.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) btw the decoupler was not automatically, I decreased the height of it to fit better. Link to comment Share on other sites More sharing options...
navot Posted October 16, 2018 Author Share Posted October 16, 2018 On 10/13/2018 at 10:41 PM, Gordon Dry said: I added a decoupler shroud to a decoupler below a heatshield which was rescaled with TweakScale (the decoupler was not rescaled). On decoupling this was written to the log: Jettison called on DecouplerShroud of decoupler.ftr.small (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at DecouplerShroud.ModuleDecouplerShroud.Jettison () [0x00000] in <filename unknown>:0 at DecouplerShroud.ModuleDecouplerShroud.onShroudedPartChanged () [0x00000] in <filename unknown>:0 at DecouplerShroud.ModuleDecouplerShroud.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) btw the decoupler was not automatically, I decreased the height of it to fit better. I tried reproducing this, but the problem didn't happen when I put a decoupler below a tweakscaled heatshield and decoupled. Can you provide some more detailed instructions to reproduce this bug? Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 16, 2018 Share Posted October 16, 2018 Sorry, not now. My "TweakScale-phase" is over for another couple of weeks now ... it's like a sinus curve. ^with a tendency to "nope" Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 2, 2018 Share Posted November 2, 2018 Is it possible to add TU shader configs to the shrouds? Link to comment Share on other sites More sharing options...
navot Posted November 3, 2018 Author Share Posted November 3, 2018 11 hours ago, Gordon Dry said: Is it possible to add TU shader configs to the shrouds? At the moment it isn't, since the shader is hardcoded. Funnily enough, I started working on supporting changing the shader in the configs earlier this week, but I still have to figure out how to access the TU shaders. So this feature might come in the near future. Link to comment Share on other sites More sharing options...
Critter79606 Posted November 23, 2018 Share Posted November 23, 2018 @navot I'm trying to see if I can clean up some of my warnings and found below from this mod. [WRN 11:30:28.163] [ModuleManager] more than one :HAS tag detected, ignoring all but the first: DecouplerShroud/DecouplerShroud/@PART[*]:FOR[DecouplerShroud]:HAS[@MODULE[ModuleDecouple]]:HAS[!MODULE[ModuleDecouplerShroud]] I believe it should be @PART[*]:FOR[DecouplerShroud]:HAS[@MODULE[ModuleDecouple],!MODULE[ModuleDecouplerShroud]] (I think anyway) Link to comment Share on other sites More sharing options...
navot Posted November 27, 2018 Author Share Posted November 27, 2018 On 11/23/2018 at 7:21 PM, Critter79606 said: @navot I'm trying to see if I can clean up some of my warnings and found below from this mod. [WRN 11:30:28.163] [ModuleManager] more than one :HAS tag detected, ignoring all but the first: DecouplerShroud/DecouplerShroud/@PART[*]:FOR[DecouplerShroud]:HAS[@MODULE[ModuleDecouple]]:HAS[!MODULE[ModuleDecouplerShroud]] I believe it should be @PART[*]:FOR[DecouplerShroud]:HAS[@MODULE[ModuleDecouple],!MODULE[ModuleDecouplerShroud]] (I think anyway) Thanks for pointing it out, and you are correct. It has already been fixed on the GitHub page, but I didn't make a release that has the changes yet. Link to comment Share on other sites More sharing options...
dresoccer4 Posted December 16, 2018 Share Posted December 16, 2018 this mod, or a combination of it and another, led to some weird effects. mainly the add shroud button was reversed. so if you wanted it off, it was on, and if you wanted it on, it was off. which made adding a shroud impossible. when i removed the mod, everything was back to normal. *shrug* Link to comment Share on other sites More sharing options...
Tyko Posted December 17, 2018 Share Posted December 17, 2018 22 hours ago, dresoccer4 said: this mod, or a combination of it and another, led to some weird effects. mainly the add shroud button was reversed. so if you wanted it off, it was on, and if you wanted it on, it was off. which made adding a shroud impossible. when i removed the mod, everything was back to normal. *shrug* It's most likely a conflict since it's not happening to everyone. Just test with other mods that might conflict with this one until you find the one that does. I just keep a second KSP install called KSP_TEST and use that to test conflicts. Install ModuleManager and DeCouplerShroud then add other mods one at a time until you find the one that's causing the conflict. KSP loads pretty quick with only a couple mods, so this process can be fast. You can also usually save time by testing the mods most liikely to conflict first - since you're having a part issue your conflict is probably caused by another mod that messes with parts. Link to comment Share on other sites More sharing options...
DStaal Posted January 12, 2019 Share Posted January 12, 2019 There's a conflict between this mod and ThorTech. The problem is that ThorTech adds a custom ablator module to all parts, which triggers the exclusion patch in this pack. I’ve solved it in my game by changing the exclusion to: @PART[HeatShield*,InflatableHeatShield]:NEEDS[DecouplerShroud]:AFTER[DecouplerShroud] However that of course doesn't cover third-party heat shields that might have a decoupler. I'm willing to put up with that. Link to comment Share on other sites More sharing options...
jospanner Posted January 16, 2019 Share Posted January 16, 2019 (edited) <nvm, ckan got unsynced and it was actually uninstalled, so now i feel very silly> Edited January 16, 2019 by jospanner Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 16, 2019 Share Posted January 16, 2019 @jospanner I'd verify you have it installed correctly. Kerbal Space Program\GameData\DecouplerShroud Otherwise post a log here. Finding the logs are in the following link. Link to comment Share on other sites More sharing options...
navot Posted January 26, 2019 Author Share Posted January 26, 2019 On 1/12/2019 at 4:57 PM, DStaal said: There's a conflict between this mod and ThorTech. The problem is that ThorTech adds a custom ablator module to all parts, which triggers the exclusion patch in this pack. I’ve solved it in my game by changing the exclusion to: @PART[HeatShield*,InflatableHeatShield]:NEEDS[DecouplerShroud]:AFTER[DecouplerShroud] However that of course doesn't cover third-party heat shields that might have a decoupler. I'm willing to put up with that. Thank you for handing me that bug on a silver platter ! I finally got around to putting your fix in the mod. Link to comment Share on other sites More sharing options...
drtedastro Posted January 26, 2019 Share Posted January 26, 2019 I just wanted to stop by and say "thanks" for the update. This mod has become one of my "NEED IT" mods I / we appreciate your work and support. Cheers. Link to comment Share on other sites More sharing options...
DStaal Posted January 27, 2019 Share Posted January 27, 2019 15 hours ago, navot said: Thank you for handing me that bug on a silver platter ! I finally got around to putting your fix in the mod. I run something like 200 mods - by the time I'd identified it for certain, I had the info... Link to comment Share on other sites More sharing options...
rmaine Posted February 14, 2019 Share Posted February 14, 2019 I'm not understanding something about the aerodynamics here - or anyway I assume it must be the aerodynamics. I'm on KSP 1.6.1 in case that matters as I do recall some significant changes in stock aero a few versions back. Had an early-game simple craft mostly to get a bunch of science from the flying high regime. Jeb in a MK1 command pod above a service bay (for most of the science instruments) above a materials bay (aka science Jr), a decoupler and a hammer to boost it all. Almost all stock stuff except for a Kerbal Engineering system module for monitoring expected apoapsis. When flown straight up it accelerates to 810 m/s and then coasts up to 38.3 km. I usually have something along these lines very early in career. This time I had a contract to test a 0.625 m heat shield splashed down, so I figured I'd throw that in on the same flight. Oops. The small resulting gap caused to much drag that I didn't make it into the flying high regime; didn't even make it to 10km altitude, much less 20. Seemed like a decoupler shroud should be just the thing to close that gap. But turning on the shroud made only a small difference in performance. This lead to experiment a fair amount. I took out the tiny heat shield so that no shroud was needed. Verified that Jeb was able to fly to 38.3 km. Reverted to the VAB and did nothing but turn on the shroud, which wasn't actually needed, but I turned it on anyway. The auto-sizing wanted to shroud my materials bay, so I went manual and cut the shroud size down as small as allowed (.01m height) so there's practically nothing to the shroud. Jen can't fly past 11 km. Revert and turn the shroud off and he can go to 38.3 km again. Something about having the shroud turned on at all seems to be killing the performance. Link to comment Share on other sites More sharing options...
DStaal Posted February 14, 2019 Share Posted February 14, 2019 18 minutes ago, rmaine said: I'm not understanding something about the aerodynamics here - or anyway I assume it must be the aerodynamics. I'm on KSP 1.6.1 in case that matters as I do recall some significant changes in stock aero a few versions back. Had an early-game simple craft mostly to get a bunch of science from the flying high regime. Jeb in a MK1 command pod above a service bay (for most of the science instruments) above a materials bay (aka science Jr), a decoupler and a hammer to boost it all. Almost all stock stuff except for a Kerbal Engineering system module for monitoring expected apoapsis. When flown straight up it accelerates to 810 m/s and then coasts up to 38.3 km. I usually have something along these lines very early in career. This time I had a contract to test a 0.625 m heat shield splashed down, so I figured I'd throw that in on the same flight. Oops. The small resulting gap caused to much drag that I didn't make it into the flying high regime; didn't even make it to 10km altitude, much less 20. Seemed like a decoupler shroud should be just the thing to close that gap. But turning on the shroud made only a small difference in performance. This lead to experiment a fair amount. I took out the tiny heat shield so that no shroud was needed. Verified that Jeb was able to fly to 38.3 km. Reverted to the VAB and did nothing but turn on the shroud, which wasn't actually needed, but I turned it on anyway. The auto-sizing wanted to shroud my materials bay, so I went manual and cut the shroud size down as small as allowed (.01m height) so there's practically nothing to the shroud. Jen can't fly past 11 km. Revert and turn the shroud off and he can go to 38.3 km again. Something about having the shroud turned on at all seems to be killing the performance. I think a few pics of the craft in the various configurations would likely help a lot. Link to comment Share on other sites More sharing options...
navot Posted February 14, 2019 Author Share Posted February 14, 2019 @rmaine It's quite possible that there are some issues with the way the mod handles the aerodynamics. What it's doing at the moment is calling a function to generate Drag Cubes, which the game uses for it's simulation. I think I found the name of the function digging through the procedural parts of fairings mod. I'm not sure if the drag cubes that are generated are correct, or what they should ideally look like, but I'll try looking into it. Link to comment Share on other sites More sharing options...
rmaine Posted February 14, 2019 Share Posted February 14, 2019 24 minutes ago, DStaal said: I think a few pics of the craft in the various configurations would likely help a lot. Was afraid someone would suggest that; means I'll have to figure out how. :-) Ok, got it, though I was slowed down by seeing no obvious response so I thought the screenshot wasn't happening. Argh. And now I have screenshots but don't see how to readily insert them in this post. I put them in my public dropbox folder and inserted links to them there; have to see if that works. 43 minutes ago, DStaal said: I think a few pics of the craft in the various configurations would likely help a lot. Below are screenshots of a "good" configuration (flies to 38km) and the same thing with the only change being a miniscule shroud turned on (flies to 11km). You'd probably have trouble seeing the difference if I didn't show the configuration menu in the shrouded one. Of course, I close the service bay before flying, but I have it open here so you can see more. https://www.dropbox.com/s/lsnsavliwu22vy8/screenshot0.png?dl=0 https://www.dropbox.com/s/lf2xumqxwmu7pln/screenshot1.png?dl=0 Link to comment Share on other sites More sharing options...
JebIsDeadBaby Posted March 19, 2019 Share Posted March 19, 2019 It looks like FARc does not see decoupler shroud. This is how FARc sees cross sectional area with DS shroud and and this is how it sees stock engine shroud. Can anything be done about this? Link to comment Share on other sites More sharing options...
Dmack1470 Posted March 26, 2019 Share Posted March 26, 2019 I downloaded this mod for 1.6.1 and none of the customizable textures for the shroud shows up. Is there a way to fix this? Link to comment Share on other sites More sharing options...
navot Posted March 26, 2019 Author Share Posted March 26, 2019 6 hours ago, Dmack1470 said: I downloaded this mod for 1.6.1 and none of the customizable textures for the shroud shows up. Is there a way to fix this? The most likely reason for this not working is that you either didn't install the mod correctly, or you have some conflicting mods (I don't know of any at the moment). How did you install the mod? Through CKAN or manually? If you installed it manually, did you also install ModuleManager? Do you use other mods? Link to comment Share on other sites More sharing options...
Dmack1470 Posted March 26, 2019 Share Posted March 26, 2019 1 hour ago, navot said: The most likely reason for this not working is that you either didn't install the mod correctly, or you have some conflicting mods (I don't know of any at the moment). How did you install the mod? Through CKAN or manually? If you installed it manually, did you also install ModuleManager? Do you use other mods? I downloaded it manually. And also yes I have module manager and a few visual mods. Link to comment Share on other sites More sharing options...
Dmack1470 Posted March 26, 2019 Share Posted March 26, 2019 As of now I installed the mod with CKAN and it is working perfectly fine. No problems now Link to comment Share on other sites More sharing options...
MilkSage Posted April 13, 2019 Share Posted April 13, 2019 Does this mod give any improvements to: - a rocket's aerodynamics? - a rocket's rigidity - stock shrouds are massless? and these are massless as well? Link to comment Share on other sites More sharing options...
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