Riggers Posted April 11, 2018 Share Posted April 11, 2018 8 hours ago, N70 said: IF ANYONE HERE KNOWS RUSSIAN, GERMAN, OR REALLY ANY LANGUAGE BESIDES ENGLISH, MESSAGE ME, I'D LIKE TO TRANSLATE KERBALISM! Rdy for german. Link to comment Share on other sites More sharing options...
ZEvangile Posted April 11, 2018 Share Posted April 11, 2018 13 hours ago, N70 said: IF ANYONE HERE KNOWS RUSSIAN, GERMAN, OR REALLY ANY LANGUAGE BESIDES ENGLISH, MESSAGE ME, I'D LIKE TO TRANSLATE KERBALISM! I may translate in French. Link to comment Share on other sites More sharing options...
Battou Posted April 11, 2018 Share Posted April 11, 2018 Spacedock download broken and CKAN still have old version.(( Link to comment Share on other sites More sharing options...
theJesuit Posted April 11, 2018 Share Posted April 11, 2018 2 hours ago, Battou said: Spacedock download broken and CKAN still have old version.(( Try heading to spacedock.info and locate it there. Peace. Link to comment Share on other sites More sharing options...
Domin1c Posted April 11, 2018 Share Posted April 11, 2018 (edited) Nvm, i see signal message switch again. oO Is there any way to disable all messages on all ships by default? Edited April 11, 2018 by Domin1c Link to comment Share on other sites More sharing options...
The-Doctor Posted April 11, 2018 Share Posted April 11, 2018 Wait, why remove signal rather than revert it to its former self? I fear this is straying too far from what shotgun wanted. Also props on the SSPRx support. Please return signal and could you tell me, if CME is not supported for remotetech, is it now supported with Commnett? Link to comment Share on other sites More sharing options...
PiezPiedPy Posted April 11, 2018 Share Posted April 11, 2018 (edited) On my system the stock CommNet has not turned back on, I'm using Kerbalism v1.5 on KSP1.4.2? With Signals removed I would think the stock KSP CommNet should be reactivated. Or am I missing something. Also Antenna EC is not simulated anymore Edited April 11, 2018 by PiezPiedPy Link to comment Share on other sites More sharing options...
VoidST Posted April 11, 2018 Share Posted April 11, 2018 23 hours ago, N70 said: IF ANYONE HERE KNOWS RUSSIAN, GERMAN, OR REALLY ANY LANGUAGE BESIDES ENGLISH, MESSAGE ME, I'D LIKE TO TRANSLATE KERBALISM! I may help translating Chinese Link to comment Share on other sites More sharing options...
N70 Posted April 11, 2018 Author Share Posted April 11, 2018 47 minutes ago, PiezPiedPy said: On my system the stock CommNet has not turned back on, I'm using Kerbalism v1.5 on KSP1.4.2? With Signals removed I would think the stock KSP CommNet should be reactivated. Or am I missing something. Also Antenna EC is not simulated anymore you can change save settings from ESC menu? 1 hour ago, The-Doctor said: Wait, why remove signal rather than revert it to its former self? I fear this is straying too far from what shotgun wanted. Also props on the SSPRx support. Please return signal and could you tell me, if CME is not supported for remotetech, is it now supported with Commnett? nope. the only way it was supported in RemoteTech was a new API method. 2 hours ago, theJesuit said: Try heading to spacedock.info and locate it there. Peace. spacedock appears to be RIP Link to comment Share on other sites More sharing options...
The-Doctor Posted April 11, 2018 Share Posted April 11, 2018 Will you bring it back, hopefully in a simple way, without all the complexities you initially added. You should make it be that there is actualy difference between high gain and low gain like originally, you can make it work, I liked your initial planning, please don't scrap it, I and many others would love to see the science points on the comm lines heading home. We BELIEVE in you Link to comment Share on other sites More sharing options...
theJesuit Posted April 11, 2018 Share Posted April 11, 2018 53 minutes ago, N70 said: spacedock appears to be RIP Working for me? Link to comment Share on other sites More sharing options...
N70 Posted April 11, 2018 Author Share Posted April 11, 2018 24 minutes ago, theJesuit said: Working for me? oh, it was borked a few hours ago Link to comment Share on other sites More sharing options...
PiezPiedPy Posted April 12, 2018 Share Posted April 12, 2018 1 hour ago, N70 said: you can change save settings from ESC menu? The setting are greyed out. Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 12, 2018 Share Posted April 12, 2018 (edited) I don't understand that... do I have to turn CommNet on or off? I always had it on and "Signal" disabled, now as "Signal" is officially gone of course it should be on - but then KSP behaves weird and throws NRE... like I can't zoom the SPC or inside Tracking Station with the mouse wheel... When I turn CommNet off it's okay. Could it be because I updated OPM and JX2 antenna? Log:https://www.dropbox.com/s/qmfw16ar2ejt0dv/2018-04-012_1 KSP.log.7z?dl=1 Edited April 12, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
PiezPiedPy Posted April 12, 2018 Share Posted April 12, 2018 To enable stock CommNet again I had to edit my persistent.sfs file by changing `EnableCommNet` from False to True. But now Kerbalism is spamming NRE's NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.update () [0x00000] in <filename unknown>:0 at KERBALISM.Launcher.update () [0x00000] in <filename unknown>:0 at KERBALISM.UI.update (Boolean show_window) [0x00000] in <filename unknown>:0 at KERBALISM.Kerbalism.Update () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
N70 Posted April 12, 2018 Author Share Posted April 12, 2018 (edited) I can't reproduce the Commnet NREs on the latest Jenkins builds: https://jenkins.spaceball.cf/job/Kerbalism/62/artifact/Kerbalism.zip Edited April 12, 2018 by N70 Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 12, 2018 Share Posted April 12, 2018 (edited) 7 hours ago, N70 said: I can't reproduce the Commnet NREs on the latest Jenkins builds Well, I use the latest rls from Spacedock, because why not? But okay, I'll try that - with CommNet enabled. btw the dev build included just more files, not only newer ones... still a little chaos in here to find the correct version. Edited April 12, 2018 by Gordon Dry Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 12, 2018 Share Posted April 12, 2018 @N70 @Snark With the latest Jenkins build that I downloaded after your reply, which was #62 (now there are #67 and #68), I still have issues ... CommNet on = okayVAB = okay FlightMode = NRE - two different kinds of. The one kind is the same as mentioned here: So I guess the "remove the TRACKING entry at all" is not so well when other mods also patch here via Custombarnkit, like SETI. But also I got these, which are perhaps triggered by JX2 / OPM somehow: NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.update () [0x00000] in <filename unknown>:0 at KERBALISM.Launcher.update () [0x00000] in <filename unknown>:0 at KERBALISM.UI.update (Boolean show_window) [0x00000] in <filename unknown>:0 at KERBALISM.Kerbalism.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) I will do two things now (the 505th KSP boot this month or so): download Kerbalism Jenkins build #68 disable GameData\JX2Antenna\Patches\jx2_OPM.cfg Will be back "soon"™ Link to comment Share on other sites More sharing options...
dxeh Posted April 12, 2018 Share Posted April 12, 2018 Mod currently incompatible with Stockalike Station Parts Redux.. B9Partswitcher encounters an error while trying to find a "food" container which doesn't exist somehow. "No tank type named "food" exists" Have allready downloaded the latest version of B9partswitch but error keep returning Below is a part of the .LOG file with the actuall error string. (If full errorlog is needed, let me know and ill upload) Spoiler [LOG 17:48:02.565] PartLoader: Part 'SSTL/Parts/300S1/300S1/sstl-300S1' has no database record. Creating. [LOG 17:48:02.601] DragCubeSystem: Part 'sstl-300S1' has defined a procedural drag cube setup [LOG 17:48:02.616] PartLoader: Compiling Part 'SSTL/Parts/300S1/300S1_decoupler/sstl-300S1-decoupler' [LOG 17:48:02.677] PartLoader: Part 'SSTL/Parts/300S1/300S1_decoupler/sstl-300S1-decoupler' has no database record. Creating. [LOG 17:48:02.699] DragCubeSystem: Creating drag cubes for part 'sstl-300S1-decoupler' [LOG 17:48:02.744] PartLoader: Compiling Part 'StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1/sspx-cargo-container-25-1' [WRN 17:48:02.775] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. [ERR 17:48:02.776] Module ModuleB9PartSwitch threw during OnLoad: B9PartSwitch.HandledFatalException: Fatal exception while attempting to load fields for B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'Food' exists at B9PartSwitch.B9TankSettings.GetTankType (System.String name) [0x00000] in <filename unknown>:0 at B9PartSwitch.TankTypeValueParser.Parse (System.String value) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataMappers.ValueScalarMapper.Load (System.Object& fieldValue, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.FatalErrorHandler.HandleFatalError (B9PartSwitch.FatalException exception) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.PartSubtype.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.Parsers.NodeObjectWrapper.Load (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataMappers.NodeListMapper.Load (System.Object& fieldValue, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 [LOG 17:48:02.815] PartLoader: Part 'StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1/sspx-cargo-container-25-1' has no database record. Creating. [LOG 17:48:02.841] DragCubeSystem: Creating drag cubes for part 'sspx-cargo-container-25-1' [EXC 17:48:02.869] InvalidOperationException: Cannot get volume before parent has been linked! B9PartSwitch.PartSubtype.get_TotalVolume () B9PartSwitch.ModuleB9PartSwitch.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+<CompileParts>c__Iterator1.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) Hoping for some help! Cheers Link to comment Share on other sites More sharing options...
N70 Posted April 12, 2018 Author Share Posted April 12, 2018 Just now, dxeh said: Mod currently incompatible with Stockalike Station Parts Redux.. B9Partswitcher encounters an error while trying to find a "food" container which doesn't exist somehow. "No tank type named "food" exists" Have allready downloaded the latest version of B9partswitch but error keep returning Below is a part of the .LOG file with the actuall error string. (If full errorlog is needed, let me know and ill upload) Reveal hidden contents [LOG 17:48:02.565] PartLoader: Part 'SSTL/Parts/300S1/300S1/sstl-300S1' has no database record. Creating. [LOG 17:48:02.601] DragCubeSystem: Part 'sstl-300S1' has defined a procedural drag cube setup [LOG 17:48:02.616] PartLoader: Compiling Part 'SSTL/Parts/300S1/300S1_decoupler/sstl-300S1-decoupler' [LOG 17:48:02.677] PartLoader: Part 'SSTL/Parts/300S1/300S1_decoupler/sstl-300S1-decoupler' has no database record. Creating. [LOG 17:48:02.699] DragCubeSystem: Creating drag cubes for part 'sstl-300S1-decoupler' [LOG 17:48:02.744] PartLoader: Compiling Part 'StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1/sspx-cargo-container-25-1' [WRN 17:48:02.775] DontDestroyOnLoad only work for root GameObjects or components on root GameObjects. [ERR 17:48:02.776] Module ModuleB9PartSwitch threw during OnLoad: B9PartSwitch.HandledFatalException: Fatal exception while attempting to load fields for B9PartSwitch.PartSubtype ---> System.Collections.Generic.KeyNotFoundException: No tank type named 'Food' exists at B9PartSwitch.B9TankSettings.GetTankType (System.String name) [0x00000] in <filename unknown>:0 at B9PartSwitch.TankTypeValueParser.Parse (System.String value) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataMappers.ValueScalarMapper.Load (System.Object& fieldValue, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at B9PartSwitch.FatalErrorHandler.HandleFatalError (B9PartSwitch.FatalException exception) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.PartSubtype.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.Parsers.NodeObjectWrapper.Load (System.Object obj, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataMappers.NodeListMapper.Load (System.Object& fieldValue, .ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (.ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00000] in <filename unknown>:0 [LOG 17:48:02.815] PartLoader: Part 'StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1/sspx-cargo-container-25-1' has no database record. Creating. [LOG 17:48:02.841] DragCubeSystem: Creating drag cubes for part 'sspx-cargo-container-25-1' [EXC 17:48:02.869] InvalidOperationException: Cannot get volume before parent has been linked! B9PartSwitch.PartSubtype.get_TotalVolume () B9PartSwitch.ModuleB9PartSwitch.GetInfo () PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part) PartLoader+<CompileParts>c__Iterator1.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) Hoping for some help! Cheers Wait for 1.5.1 Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 12, 2018 Share Posted April 12, 2018 @N70 After disabling the patch GameData\JX2Antenna\Patches\jx2_OPM.cfg.disabled the JX2 related issue is gone, only the Kerbalism related is left for me: NullReferenceException: Object reference not set to an instance of an object at KERBALISM.Monitor.indicator_signal (KERBALISM.Panel p, .Vessel v, KERBALISM.vessel_info vi) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.render_vessel (KERBALISM.Panel p, .Vessel v) [0x00000] in <filename unknown>:0 at KERBALISM.Monitor.update () [0x00000] in <filename unknown>:0 at KERBALISM.Launcher.update () [0x00000] in <filename unknown>:0 at KERBALISM.UI.update (Boolean show_window) [0x00000] in <filename unknown>:0 at KERBALISM.Kerbalism.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) as soon as I'm on the launchpad. Link to comment Share on other sites More sharing options...
Gordon Dry Posted April 12, 2018 Share Posted April 12, 2018 @N70 Could it perhaps be that you somehow made RemoteTech a dependency and that Kerbalism will not work with just CommNet on and without RemoteTech? It does not throw exceptions with CommNet off but CommNet off is - well - unlikely the way it should be... Link to comment Share on other sites More sharing options...
N70 Posted April 12, 2018 Author Share Posted April 12, 2018 3 minutes ago, Gordon Dry said: @N70 Could it perhaps be that you somehow made RemoteTech a dependency and that Kerbalism will not work with just CommNet on and without RemoteTech? It does not throw exceptions with CommNet off but CommNet off is - well - unlikely the way it should be... no, all remotetech stuff is done with reflection Link to comment Share on other sites More sharing options...
PiezPiedPy Posted April 12, 2018 Share Posted April 12, 2018 @N70 Regarding the CommNet issue I'll run a build on debug mode tomorrow and pass you the filenames and lines the NRE's occur on Link to comment Share on other sites More sharing options...
Kontrole Posted April 13, 2018 Share Posted April 13, 2018 @N70 Is there something that I could do to help get this great mode compatible for the planets that @StarCrusher96 and his team are making for Kerbal Star System? Never tried modding anything, but willing to help if needed. It could also be that they are already doing something at KSS that I am not aware of too. Link to comment Share on other sites More sharing options...
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