shdwlrd Posted September 23, 2018 Share Posted September 23, 2018 4 hours ago, Angel-125 said: Now that looks awesome. The rain of particles coming down from it. I've been getting some NRE's, one I have no idea what is causing it. The other is whenever I start or stop the gravity wave generator or the fusion generator. Spoiler [EXC 17:02:02.106] NullReferenceException: Object reference not set to an instance of an object KerbalActuators.WBIVTOLManager.KillVerticalSpeed () KerbalActuators.WBIVTOLManager.Update () [EXC 19:25:36.800] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableConverter.StartResourceConverter () WildBlueIndustries.WBIModuleResourceConverterFX.StartResourceConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() You can find the log here https://www.dropbox.com/s/prb4f0bam129p3m/KSP 092318.log?dl=0 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 23, 2018 Author Share Posted September 23, 2018 10 hours ago, shdwlrd said: Now that looks awesome. The rain of particles coming down from it. I've been getting some NRE's, one I have no idea what is causing it. The other is whenever I start or stop the gravity wave generator or the fusion generator. Hide contents [EXC 17:02:02.106] NullReferenceException: Object reference not set to an instance of an object KerbalActuators.WBIVTOLManager.KillVerticalSpeed () KerbalActuators.WBIVTOLManager.Update () [EXC 19:25:36.800] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableConverter.StartResourceConverter () WildBlueIndustries.WBIModuleResourceConverterFX.StartResourceConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() You can find the log here https://www.dropbox.com/s/prb4f0bam129p3m/KSP 092318.log?dl=0 Have you downloaded the latest wild blue tools? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 23, 2018 Author Share Posted September 23, 2018 It's Subnautica Sunday, but I managed to sneak in the Excalibur's body flap part (scaled up from the Flapjack) and made a test flight: The mothership is more massive than the Flapjack but she flies fairly well. It probably needs a larger tailfin. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted September 23, 2018 Share Posted September 23, 2018 1 hour ago, Angel-125 said: Have you downloaded the latest wild blue tools? Yes, version WBT 1.57.4. I got it direct from your GitHub. My install method for WBI is to delete everything in the folder and copy all files from the zip archive. Also, the hover manager should work on all planets and moons? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 23, 2018 Author Share Posted September 23, 2018 59 minutes ago, shdwlrd said: Yes, version WBT 1.57.4. I got it direct from your GitHub. My install method for WBI is to delete everything in the folder and copy all files from the zip archive. Also, the hover manager should work on all planets and moons? Do you have BARIS installed? Did you also make sure to copy the 000ABARISBRIDGEDONOTDELETE (or whatever I named it..)? Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted September 23, 2018 Share Posted September 23, 2018 (edited) No I don't use BARIS. The baris bridge think it was from the previous version of WBT. Was the baris bridge file updated with WBT? Edited September 23, 2018 by shdwlrd Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 24, 2018 Author Share Posted September 24, 2018 3 hours ago, shdwlrd said: No I don't use BARIS. The baris bridge think it was from the previous version of WBT. Was the baris bridge file updated with WBT? Yes it was. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted September 24, 2018 Share Posted September 24, 2018 Ok, I reinstalled WBT by deleting and pulling all files from the 1.57.4 archive. I'm still getting these NRE's. Just to be sure I built a simple test craft and tested again. Spoiler [EXC 22:13:22.598] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableConverter.StartResourceConverter () WildBlueIndustries.WBIModuleResourceConverterFX.StartResourceConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [EXC 22:13:46.716] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.ModuleBreakableConverter.StopResourceConverter () WildBlueIndustries.WBIModuleResourceConverterFX.StopResourceConverter () BaseEvent.Invoke () UIPartActionButton.OnClick () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() https://www.dropbox.com/s/r3oyd5vf0w3lmb7/KSP 092318_2247.log?dl=0 The only thing I'm seeing that is unusual is the VFX for the gravity wave generator is missing. Spoiler Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 24, 2018 Author Share Posted September 24, 2018 @shdwlrd Thanks for the info, I should be able to sort out the issue this week. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 25, 2018 Author Share Posted September 25, 2018 (edited) Ok, found a couple of issues and fixed them. First is @shdwlrd's issue with converters not running when BARIS isn't installed. The second involves crazy mode not working when other vessels are loaded in scene and the Crazy Mode controls vanish on screen. That's now working again: Here you can see debris in the scene, and the saucer is flying along just fine. One thing I haven't tried: can multiple saucers within physics range hover at the same time? I don't mean air park, but actually hover in place. I don't think I had that in mind when I originally built the hover manager. In retrospect it's kind of a crappy design under the hood, but I was in a hurry at the time... Anyway, I've got some more stuff to fix before I can kick out another release. Edited September 25, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted September 25, 2018 Share Posted September 25, 2018 Have you tried the hover manager on a planet without an atmosphere? It works, but it doesn't work. The controls are there and work. The auto hover function doesn't work. It will stop your vertical momentum when you press the zero control button, but you start falling immediately afterwards. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 25, 2018 Author Share Posted September 25, 2018 38 minutes ago, shdwlrd said: Have you tried the hover manager on a planet without an atmosphere? It works, but it doesn't work. The controls are there and work. The auto hover function doesn't work. It will stop your vertical momentum when you press the zero control button, but you start falling immediately afterwards. Haven’t tried in awhile. Ladt time I did, the saucer hovered fine. Since I’ll be stepping into that area of the plugin, I can check operations on airless bodies and other planets. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted September 25, 2018 Share Posted September 25, 2018 5 hours ago, Angel-125 said: Haven’t tried in awhile. Ladt time I did, the saucer hovered fine. Since I’ll be stepping into that area of the plugin, I can check operations on airless bodies and other planets. Thanks for looking into it. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 26, 2018 Author Share Posted September 26, 2018 More refactoring needed, but the fix is working for airless bodies: Interestingly, on an airless body, you are considered sub-orbital after you lift off. But when you're hovering in an atmosphere, you're considered flying. I've also fixed Crazy Mode so that if you're on an airless body and are sub-orbital, you can still use it. I might just fix it so that Crazy Mode is available if you're flying or sub-orbital regardless of whether or not you're on an airless body. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 26, 2018 Author Share Posted September 26, 2018 Also works on Duna and Minmus: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 26, 2018 Author Share Posted September 26, 2018 Kerbal Flying Saucers 0.3.9 is now available. GitHub URL: https://github.com/Angel-125/FlyingSaucers/releases/tag/v0.3.9 Changes Excalibur (WORK IN PROGRESS!) - Added Large Body Flap. It works the same way as the Flapjack's body flap. - Added S-4 "Excalibur" Cockpit prototype. - Finished modeling and unwrap of the storage sections and engineering core- texturing to follow. - Removed Double Outer Section. - Updated wording on node switching for the Inner Section, and added visual cues to help identify configuration for the outer sections. - Added particle effects to the engineering core. Bug Fixes & Enhancements - Fixed Crazy Mode controls vanishing when a vessel without a gravitic engine is loaded into scene. - Fixed NRE produced by converters when BARIS isn't installed. - Fixed issue preventing multiple saucers within physics range of each other from hovering at the same time. - Fixed issue where craft wouldn't hover on airless bodies. - Graviolium won't be stripped from your vessels upon launching from the VAB/SPH if you're in Sandbox or Science mode. - Crazy Mode can now be used when the craft is considered to be sub-orbital as well as when it is flying. Quote Link to comment Share on other sites More sharing options...
Scorpiodude Posted September 27, 2018 Share Posted September 27, 2018 (edited) I downloaded the update and nothing seems to have changed. No new parts. the double outer section is still there. No this is an installation problem, the folder the update came in has no changes. Anyone else having this problem? Edited September 27, 2018 by Scorpiodude Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted September 28, 2018 Share Posted September 28, 2018 3 hours ago, Scorpiodude said: Anyone else having this problem? Looking through the files, it looks like the Excalibur updates wasn't included in the release. But all the other updates look like they are included. I won't be able to know for certain until I get some KSP time this weekend. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 28, 2018 Author Share Posted September 28, 2018 (edited) It seems that my automated build process failed to copy the new part files over. I’ll have that straightened out this weekend. Regardless, the Excalibur parts are WIP... Edited September 28, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 29, 2018 Author Share Posted September 29, 2018 (edited) KFS 0.3.10 is now available: - Added missing parts. - Added new WBIGraviticLift module. You can control it via the Flight Operations Managar, or via throttle. Example config: Spoiler MODULE { name = WBIGraviticLift ConverterName = Gravitic Lift StartActionName = Start Gravitic Lift StopActionName = Stop Gravitic Lift ToggleActionName = Toggle Gravitic Lift FillAmount = 1.0 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false startEffect = effectStart stopEffect = effectStop runningEffect = effectRunning //Maximum acceleration in meters per second per second. maxAcceleration = 20 //EfficiencyBonus is auto-calculated. The more massive the craft, the higher the "bonus," which translates into //consuming and producing input/output resources faster. //So instead of EfficiencyBonus, we use specific impulse to determine how well we use the resources. //Math: acceleration * total vessel mass = lift force. //EfficiencyBonus = lift force / (9.81 * specificImpulse). //Resources are consumed & produced at Ratio * EfficiencyBonus. specificImpulse = 1 //...or liquid fuel, or whatever... INPUT_RESOURCE { ResourceName = Graviolium Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = StaticCharge Ratio = 0.05 DumpExcess = false } } @Eskandare@JadeOfMaar Edited September 29, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 29, 2018 Share Posted September 29, 2018 Yeah bwoi! I know I'll be grateful as heck for this. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 3, 2018 Author Share Posted October 3, 2018 Started working on the S4 gravitic engine: Unlike the Flapjack's engine, which doubles as the central keel, the S4 engine is separate from the Engineering Core. That allows you to place an underside module of some sort. The engine is 7m in diameter at present. Anyway, as with most of the saucer, there's a lot to do. I need to make some revisions to the gravitic engine part module, for instance, to leverage some lessons I learned while prototyping the Excalibur's particle effects. It's slow progress to be sure, but life is busy for me these days. At least it's progress. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 8, 2018 Author Share Posted October 8, 2018 KFS 0.3.11 is now available: - Added Large Tail Fin: This is a larger version of the Flapjack's tail fin for use on the Excalibur. Quote Link to comment Share on other sites More sharing options...
ToastyOats Posted October 9, 2018 Share Posted October 9, 2018 So out of curiosity I attempted to install this with the Engineering Tech Tree, and found out that it seems to annihilate a couple of Alien Tech relevent nodes, I've unlocked the flapjacks Aerospike, the alien tech super computer & the SAFER reactor, but everything else is kaput. I should add I'm also running KSPI-E besides that everything seems to work. That Coana hover engine tho seems unable to lift the flapjack off the floor Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 9, 2018 Share Posted October 9, 2018 17 hours ago, ToastyOats said: So out of curiosity I attempted to install this with the Engineering Tech Tree, and found out that it seems to annihilate a couple of Alien Tech relevent nodes, I've unlocked the flapjacks Aerospike, the alien tech super computer & the SAFER reactor, but everything else is kaput. Angel (and most players) don't use ETT so no compatibility may exist for it in his mods. It would make sense that ETT buries his tech nodes, or his tech nodes bury some in ETT. Quote Link to comment Share on other sites More sharing options...
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