linuxgurugamer Posted August 24, 2022 Author Share Posted August 24, 2022 6 hours ago, Flamingo said: Sure, i had not seen that the other videolink was broken. Video: https://streamable.com/0yepra Could you try going into some of the buildings before the payload is deployed ? Quote Link to comment Share on other sites More sharing options...
Pausbrak Posted August 24, 2022 Share Posted August 24, 2022 Hi there, thanks for maintaining this mod! I've been playing with it for a while now and it's been very useful. Last night I had a few ideas for improving the UI a bit. I know you're busy maintaining a whole bunch of mods, so I went ahead and wrote a patch for them myself. I submitted a PR to your Github repo with all the details, but the short version is that I changed the list of mission profiles to be sorted by name, and also added a search bar and a way to hide invalid profiles (e.g. because the payload is too heavy): Spoiler I hope that's alright! I tried to keep the patch as minimal as possible, but I had to do a bit of rejiggering to the GUI list code to get the filtering to work properly. Let me know if you need me to change or fix anything! I was also interested in making some additional changes (such as caching the search results so they don't have to be recalculated every frame, and adding support for different sort modes), but that would take a more significant rework to separate out the GUI logic from the profile validation logic first. I'm willing to make all the necessary changes myself, but I wanted to make sure you'd be okay with me submitting a PR for that kind of extensive rework before getting too deep into the guts of the code. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2022 Author Share Posted August 24, 2022 1 hour ago, Pausbrak said: Hi there, thanks for maintaining this mod! I've been playing with it for a while now and it's been very useful. Last night I had a few ideas for improving the UI a bit. I know you're busy maintaining a whole bunch of mods, so I went ahead and wrote a patch for them myself. I submitted a PR to your Github repo with all the details, but the short version is that I changed the list of mission profiles to be sorted by name, and also added a search bar and a way to hide invalid profiles (e.g. because the payload is too heavy): Reveal hidden contents I hope that's alright! I tried to keep the patch as minimal as possible, but I had to do a bit of rejiggering to the GUI list code to get the filtering to work properly. Let me know if you need me to change or fix anything! I was also interested in making some additional changes (such as caching the search results so they don't have to be recalculated every frame, and adding support for different sort modes), but that would take a more significant rework to separate out the GUI logic from the profile validation logic first. I'm willing to make all the necessary changes myself, but I wanted to make sure you'd be okay with me submitting a PR for that kind of extensive rework before getting too deep into the guts of the code. Absolutely. PRs are always welcome, and if you can improve the performance, that's great Quote Link to comment Share on other sites More sharing options...
Flamingo Posted August 25, 2022 Share Posted August 25, 2022 16 hours ago, linuxgurugamer said: Could you try going into some of the buildings before the payload is deployed ? Yes here you go! I just did a couple of different things. Log: https://file.io/amKiSn968J2E Video: https://streamable.com/9tb57e Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25, 2022 Author Share Posted August 25, 2022 10 hours ago, Flamingo said: Yes here you go! I just did a couple of different things. Log: https://file.io/amKiSn968J2E Video: https://streamable.com/9tb57e Ummm, you just repeated what you did before. What I asked is that you start a mission, and, before it gets deployed (you can try it immediately after starting the KSTS mission) go into teh various buildings Quote Link to comment Share on other sites More sharing options...
Flamingo Posted August 26, 2022 Share Posted August 26, 2022 9 hours ago, linuxgurugamer said: Ummm, you just repeated what you did before. What I asked is that you start a mission, and, before it gets deployed (you can try it immediately after starting the KSTS mission) go into teh various buildings Well, i did enter some of the buildings before the payload were deployed, like you asked. Here is a video of me entering the buildings before the payload is deployed but after the mission is started. Video: https://streamable.com/lq7slu Log: https://file.io/MyfmmEsc8IgX Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2022 Author Share Posted August 26, 2022 5 hours ago, Flamingo said: Well, i did enter some of the buildings before the payload were deployed, like you asked. Here is a video of me entering the buildings before the payload is deployed but after the mission is started. Video: https://streamable.com/lq7slu Log: https://file.io/MyfmmEsc8IgX Ok, so the problem only happens when the contract is completed. That helps I'll take a look at it. If there isn't an "infodrive", does it work correctly? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2022 Author Share Posted August 26, 2022 6 hours ago, Flamingo said: Well, i did enter some of the buildings before the payload were deployed, like you asked. Here is a video of me entering the buildings before the payload is deployed but after the mission is started. Video: https://streamable.com/lq7slu Log: https://file.io/MyfmmEsc8IgX Can you upload the log file (which goes to after the issue occurs) and PM it to me so no one else can download it? That web site deletes the file after the first download Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2022 Author Share Posted August 26, 2022 (edited) 1 hour ago, linuxgurugamer said: Ok, so the problem only happens when the contract is completed. That helps I'll take a look at it. If there isn't an "infodrive", does it work correctly? It actually looks like there is a problem (as you said) in the Infodrive. so no need for any more info for now. And, can we move this over to the VesselNotes thread, since that's where the issue is? Edit: and I think I found the problem, have more testing to do Edited August 26, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Flamingo Posted August 28, 2022 Share Posted August 28, 2022 On 8/26/2022 at 3:38 PM, linuxgurugamer said: Ok, so the problem only happens when the contract is completed. That helps I'll take a look at it. If there isn't an "infodrive", does it work correctly? On 8/26/2022 at 4:20 PM, linuxgurugamer said: Can you upload the log file (which goes to after the issue occurs) and PM it to me so no one else can download it? That web site deletes the file after the first download On 8/26/2022 at 5:02 PM, linuxgurugamer said: It actually looks like there is a problem (as you said) in the Infodrive. so no need for any more info for now. And, can we move this over to the VesselNotes thread, since that's where the issue is? Edit: and I think I found the problem, have more testing to do Yes sure. I went away for the weekend, but this sounds great! I've PM'ed you my log if you still need it by any chance. Quote Link to comment Share on other sites More sharing options...
SqrlGrlDawn Posted September 22, 2022 Share Posted September 22, 2022 https://imgur.com/a/aF4wsr5 for some reason my crewed launch wont work, it wont let me save, only abort Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 22, 2022 Author Share Posted September 22, 2022 6 hours ago, Don0303 said: https://imgur.com/a/aF4wsr5 for some reason my crewed launch wont work, it wont let me save, only abort First, no logs, no support, see my sig for info on how to get logs Second, without knowing what other mods you have installed, and without the log file, no idea if there is in interaction between mods. Only thing I can suggest is to exit the game and try again Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 28, 2022 Author Share Posted November 28, 2022 New release 2.0.3 Thanks to github user @RadHazard for these changes The list of mission profiles highlights the cost in green, and also shows cost per ton (useful for construction missions) The mission profile list is now sorted by name (and updates when profiles are renamed) Transport profiles are no longer shown when picking a mission profile for a Deploy mission, and vice-versa Profiles of the right type but not valid for a mission (e.g. because the payload is too heavy) are hidden by default, but can be shown with a checkbox The list of profiles can be searched by name (either profile name or craft name) Both the payload search and profile search are now case-insensitive Add cost per ton to the profile screen Quote Link to comment Share on other sites More sharing options...
pgrabas Posted December 21, 2022 Share Posted December 21, 2022 Hi. I love this mod! I bumped into problem when using it in career game mode. In contracts "Build new unmanned probe that has anthena and can generate power" isn't passing with vessel lunched with KSTS. Other thing is that KSTS ui is too small on 4K display. It's readable but inconvinient. Can you add some way to scale the ui? A lot of mods seem to have such option. I'm using latest version though ckan. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2022 Author Share Posted December 21, 2022 1 hour ago, pgrabas said: Hi. I love this mod! I bumped into problem when using it in career game mode. In contracts "Build new unmanned probe that has anthena and can generate power" isn't passing with vessel lunched with KSTS. Other thing is that KSTS ui is too small on 4K display. It's readable but inconvinient. Can you add some way to scale the ui? A lot of mods seem to have such option. I'm using latest version though ckan. Not going to work, you actually need to launch the vessel. KSTS is not meant to fulfil those kinds of contracts Regarding the fonts, sorry, but it's actually quite a bit of work to do that properly. The game and mods were all written long before 4K was a thing for many people, given that I have over 200 mods I take care of, I can't really spend that much time to update each one for 4K, I'd be doing that for the next year Quote Link to comment Share on other sites More sharing options...
Lucaspec72 Posted January 24, 2023 Share Posted January 24, 2023 (edited) so what exactly makes this incompatible with USI-LS ? the question was thrown a couple of time but never answered. does it just cause a few hichups on launch, or is this a game-breaking bug ? also, in the case it's completely incompatible, is there a similar alternative life support mod that's compatible ? (the only one that's said to be compatible is CLLS, but that hasn't been updated in a while and idk if it will work with PSA Greenhouse) Edited January 24, 2023 by Lucaspec72 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2023 Author Share Posted January 24, 2023 4 hours ago, Lucaspec72 said: so what exactly makes this incompatible with USI-LS ? the question was thrown a couple of time but never answered. does it just cause a few hichups on launch, or is this a game-breaking bug ? also, in the case it's completely incompatible, is there a similar alternative life support mod that's compatible ? (the only one that's said to be compatible is CLLS, but that hasn't been updated in a while and idk if it will work with PSA Greenhouse) I have no idea, other than no LS will be used during the transportation phase, but I don't know much about USI-LS. Maybe ask in the USI thread about it Quote Link to comment Share on other sites More sharing options...
Kalessin1 Posted February 15, 2023 Share Posted February 15, 2023 (edited) Hi, I have a question. Did anyone has a problem with construction mission. Because for me when I send construction mission on arrival time game just freeze. No Unity bug report window but game simply freeze. Luckily I had some save before launching but it would be great maybe to add some abort mission button. No cost return but to simply cancel the mission. Edited February 15, 2023 by Kalessin1 Quote Link to comment Share on other sites More sharing options...
Aerospacesmith Posted March 26, 2023 Share Posted March 26, 2023 When a vessel deploys, the game softlocks and I can only enter certain buildings (Astronaut Complex, R&D and Mission Control) and I cannot exit them. The log starts getting spammed with NREs. Trying to use Haystack to select any vessel and pressing the fly button doesn't work. If I start the mission then immediately go to the tracking station, as soon as the vessel deploys, it shows up in its orbit, but all the buttons become unresponsive and I'm stuck in the tracking station. I can load a previous save to before the mission and all seems well again. As soon as the vessel deploys, there are two KSPCommunityFixes errors, an NRE for your Docking Camera mod, then the rest is never-ending NRE spam from Ferram. Spoiler [KSPCommunityFixes]: No Persistent fields on object of type EngineOptimizer that is referenced in persistent field, adding as null to TypeCache. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [KSPCommunityFixes]: No Persistent fields on object of type RCSOptimizer that is referenced in persistent field, adding as null to TypeCache. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Module DockingCameraModule threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at OLDD_camera.Modules.DockingCameraModule.OnStart (PartModule+StartState state) [0x00178] in <2fa12dd90643486eb0a7fee37d0754ba>:0 at Part.ModulesOnStart () [0x00120] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.SetupICrossSectionAdjusters () [0x0000c] in <a955754033d2460d901918c27f1186df>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.Start () [0x0000d] in <a955754033d2460d901918c27f1186df>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I can provide the entire player.log or anything else if you need. Thank you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2023 Author Share Posted March 26, 2023 1 hour ago, Aerospacesmith said: When a vessel deploys, the game softlocks and I can only enter certain buildings (Astronaut Complex, R&D and Mission Control) and I cannot exit them. The log starts getting spammed with NREs. Trying to use Haystack to select any vessel and pressing the fly button doesn't work. If I start the mission then immediately go to the tracking station, as soon as the vessel deploys, it shows up in its orbit, but all the buttons become unresponsive and I'm stuck in the tracking station. I can load a previous save to before the mission and all seems well again. As soon as the vessel deploys, there are two KSPCommunityFixes errors, an NRE for your Docking Camera mod, then the rest is never-ending NRE spam from Ferram. Reveal hidden contents [KSPCommunityFixes]: No Persistent fields on object of type EngineOptimizer that is referenced in persistent field, adding as null to TypeCache. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [KSPCommunityFixes]: No Persistent fields on object of type RCSOptimizer that is referenced in persistent field, adding as null to TypeCache. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Module DockingCameraModule threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at OLDD_camera.Modules.DockingCameraModule.OnStart (PartModule+StartState state) [0x00178] in <2fa12dd90643486eb0a7fee37d0754ba>:0 at Part.ModulesOnStart () [0x00120] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.SetupICrossSectionAdjusters () [0x0000c] in <a955754033d2460d901918c27f1186df>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.Start () [0x0000d] in <a955754033d2460d901918c27f1186df>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I can provide the entire player.log or anything else if you need. Thank you. You should always provide the complete log file. A snippet is nice to help isolate it, but there are questions I am not going to ask, which the log file can provide. Not providing a log file just slows down the process. Better to provide it and not need it, than to not provide it and need it. FYI, this is the first I've heard of Docking Camera causing a problem like this, so it's probably Ferram since it's the one generating the endless NREs Quote Link to comment Share on other sites More sharing options...
Aerospacesmith Posted March 26, 2023 Share Posted March 26, 2023 12 hours ago, linuxgurugamer said: You should always provide the complete log file. A snippet is nice to help isolate it, but there are questions I am not going to ask, which the log file can provide. Not providing a log file just slows down the process. Better to provide it and not need it, than to not provide it and need it. FYI, this is the first I've heard of Docking Camera causing a problem like this, so it's probably Ferram since it's the one generating the endless NREs Log File: https://gist.github.com/Aerospacesmith/8719b95f99cbef7ad6bc61ad98d72a41 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 26, 2023 Author Share Posted March 26, 2023 5 hours ago, Aerospacesmith said: Log File: https://gist.github.com/Aerospacesmith/8719b95f99cbef7ad6bc61ad98d72a41 I looked at the log file. Your copy of Loading Screen Manager is out-of-date, there is a newer version which fixes a bug, and should fix all the exceptions it's throwing DeepFreeze is throwing a number of exceptions, but can be ignored since it's from the partloader WBI is getting a number of exceptions as well The exceptions from DockingCamera are during an initialization state, and can be ignored Your biggest problem is FAR, something in it is breaking your game. Most likely it's not compatible with this mod. You need to contact the FAR people for help Quote Link to comment Share on other sites More sharing options...
Nori Posted June 12, 2023 Share Posted June 12, 2023 Would this work to bring supplies from a Mun/Minmus base into orbit? Or a extraplanetary launchpad? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 12, 2023 Author Share Posted June 12, 2023 16 minutes ago, Nori said: Would this work to bring supplies from a Mun/Minmus base into orbit? Or a extraplanetary launchpad? iI don't think so Quote Link to comment Share on other sites More sharing options...
TuckMeIntoBread Posted December 17, 2023 Share Posted December 17, 2023 On 9/14/2021 at 5:30 AM, g_BonE said: If You use the KSTS Deploy function the craft ends up seemingly without the staging information as soon as it gets spawned in the chosen orbit. Looks like as mentioned above this data is just not transferred to the spawned craft. On 9/13/2021 at 5:26 PM, whitespacekilla said: I fixed this in a fork once but abandoned it. I was trying to generalize the ability to launch based on what you'd achieved before, very similar to how WOLF simplifies resource generation by abstracting it, I gave up on the UI programming. I also wanted KCT and USI-LS compatibility and those turned into Reflection rabbit holes. The staging never exists in the first place because of the way the vessel is spawned. I don't believe it ever worked. I fixed it by using the vessel spawn code Allista has in AT_Utils as a reference point. See https://github.com/allista/AT_Utils/blob/4d667ac2b2889a710d692b5729c32480fb0f4c79/Addons/VesselSpawner.cs for details. I think `StageManager.BeginFlight()` needed to be called to get it working. I had physics problems with my KSTS spawned vessels then, too, which I was able to fix using AT_Utils as a reference, too. I can't recreate those today. It's possible that other physics plugins like PersistentRotation or whatever plugin I had to help with the Minmus Quake was just exacerbated by how KSTS spawns vessels. I've encountered a similar issue with this mod. After a bit of tinkering, I've opened a pull request that seems to fix the issue, at least based on simple testing with only KSTS installed. Quote Link to comment Share on other sites More sharing options...
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