linuxgurugamer Posted September 13, 2022 Share Posted September 13, 2022 7 hours ago, DeadJohn said: @cineboxandrew I'm getting log spam and non-displaying decals from Conformal Decals. Tagging @linuxgurugamer because he recently did a PR trying to fix prior nullrefs. I think that's the version I'm currently using. Logfile says "ConformalDecals v9.9.9.0 / v1.0.0 / v9.9.9". I don't always have the problem. Conformal Decals work for a while then something, perhaps ctrl-z or another VAB action or an interfering mod, triggers the issue. Decals stop displaying correctly and I get many nullrefs from Conformal Decals. Exiting VAB and returning does not fix the decals. A full game restart fixes it for a while. While the problem is happening in VAB, existing CD decals and new decals get their usual green part highlights when selected, but no flag displays on the rocket. If I drag a flag or text decal I momentarily see the flag/text as I move it around, but as soon as I click to apply it to the rocket it's like the decal is 100% transparent. The official release and PR can both cause nullref spam for me. If you want me to test more, please let me know which version I should test. Logfile at https://drive.google.com/file/d/1xi2VK_-CE7C8mlGRYXSNE7d-ru_wliLR/view?usp=sharing According to CKAN, the last release is 0.2.10, on 3/13/2022, so if you are using the CKAN version, it's not the one with my fix. Looking at Github, no release has been done recently. Please verify you are using my test DLL and PM me directly with the log file Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted September 13, 2022 Share Posted September 13, 2022 1 hour ago, linuxgurugamer said: According to CKAN, the last release is 0.2.10, on 3/13/2022, so if you are using the CKAN version, it's not the one with my fix. Looking at Github, no release has been done recently. Please verify you are using my test DLL and PM me directly with the log file I think I am using your test DLL and hope the logfile can provide verification. That's why my prior post mentioned "ConformalDecals v9.9.9.0 / v1.0.0 / v9.9.9". Does 9.9.9 confirm it's your test DLL rather than the official release? Logfile at https://drive.google.com/file/d/1xi2VK_-CE7C8mlGRYXSNE7d-ru_wliLR/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 13, 2022 Share Posted September 13, 2022 3 hours ago, DeadJohn said: I think I am using your test DLL and hope the logfile can provide verification. That's why my prior post mentioned "ConformalDecals v9.9.9.0 / v1.0.0 / v9.9.9". Does 9.9.9 confirm it's your test DLL rather than the official release? Logfile at https://drive.google.com/file/d/1xi2VK_-CE7C8mlGRYXSNE7d-ru_wliLR/view?usp=sharing Already replied in chat, this is for anyone else interested. Since @DeadJohnwasn't sure if he was using my test dll, I rebuilt it and sent him another for him to test. Regarding this fix, as a service to the users of this mod, I attempted to do a fix which I then provided to the author on Github. I don't have any intentions (at this time) of adopting this mod, and any discussions of any fixes that I am attempting to make to it should NOT be discussed here. If you have any questions, contact me via PM. If you are also experiencing these nullrefs, contact me via PM to see if my fix can help. @cineboxandrew hasn't been around since August 8, that is not long enough for anyone to consider adopting this mod Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted September 14, 2022 Share Posted September 14, 2022 (edited) It worked fine before ,but when I re-install a new KSP game, and then I installed this mod with CKAN, the flag decal only show 512x256 image correctly, and if I put other size image into the flag folder such as 512x512, it get queezed in game play to fit 512x512. A year before when I played with this mod, I could confirm that it worked like "The image can be any size and the decal will automatically resize to fit the aspect ratio". I have no idea why this time it falied, I tried to delete the CKAN mod and use github-downloaded mod, but it still failed. So now I have to make sure all .png I put into the folder is 512x256, so there will be a lot of useless transparent space in the decal part, covering a lot of "mouse-sensor" space in hangar editor. Edited September 14, 2022 by DuckDuckCute Quote Link to comment Share on other sites More sharing options...
CowboyChicken Posted September 16, 2022 Share Posted September 16, 2022 (edited) Just noticed the lines on the CDL-3 hazmat decals if you zoom in closely. Nice easter egg! Edited September 16, 2022 by CowboyChicken Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted October 30, 2022 Author Share Posted October 30, 2022 (edited) On 9/14/2022 at 4:10 AM, DuckDuckCute said: It worked fine before ,but when I re-install a new KSP game, and then I installed this mod with CKAN, the flag decal only show 512x256 image correctly, and if I put other size image into the flag folder such as 512x512, it get queezed in game play to fit 512x512. A year before when I played with this mod, I could confirm that it worked like "The image can be any size and the decal will automatically resize to fit the aspect ratio". I have no idea why this time it falied, I tried to delete the CKAN mod and use github-downloaded mod, but it still failed. So now I have to make sure all .png I put into the folder is 512x256, so there will be a lot of useless transparent space in the decal part, covering a lot of "mouse-sensor" space in hangar editor. The mod is hardcoded to make any image in Squad/flags 8:5 aspect ratio, due to the way the Squad flags are done (squad flags are 2:1 but expect to be stretched by the flag transforms. blame them). Put them anywhere else in game data and they should be the right aspect ratio. In hindsight maybe I should have kept a list of stock flags instead of doing it by folder. To be honest I had no idea users would modify Squad/ Released Conformal Decals 0.2.11 Fixed PR by LinuxGuruGamer: Fixed nullref caused when an entry in _targets was null Fixed memory leak caused by the OnDestroy() methods not being called due to them being virtual Edited October 30, 2022 by cineboxandrew Quote Link to comment Share on other sites More sharing options...
rnyboy Posted October 30, 2022 Share Posted October 30, 2022 (edited) I just started to use this mod (v0.2.11) today to add the USA's, UNITED STATES OF AMERICA, and American flag to a BDB Saturn V. It initially looks GREAT in the VAB but when moved to the launchpad the decals aren't being displayed. When I revert to the launchpad the decals no longer display as well but the greenish shadow panel/box is there if you hover over their locations. Soon as you remove the decal the correct text shows again in the part to be placed but as soon as you place it again nothing is displayed except you can see that greenish panel/box again if mouse is placed over the location. It's weird because they appear to work OK in the VAB for the first addition to a build but after one attempt to launch they don't work after that. Any thoughts as to what maybe wrong here? Edited October 30, 2022 by rnyboy Quote Link to comment Share on other sites More sharing options...
dok_377 Posted October 30, 2022 Share Posted October 30, 2022 2 hours ago, rnyboy said: I just started to use this mod (v0.2.11) today to add the USA's, UNITED STATES OF AMERICA, and American flag to a BDB Saturn V. It initially looks GREAT in the VAB but when moved to the launchpad the decals aren't being displayed. When I revert to the launchpad the decals no longer display as well but the greenish shadow panel/box is there if you hover over their locations. Soon as you remove the decal the correct text shows again in the part to be placed but as soon as you place it again nothing is displayed except you can see that greenish panel/box again if mouse is placed over the location. It's weird because they appear to work OK in the VAB for the first addition to a build but after one attempt to launch they don't work after that. Any thoughts as to what maybe wrong here? There's some error in the last update, my game log was 92 megabytes after several minutes of playing because the console was practically destroyed with errors. If you want to use this mod, download the version 0.2.10, it works fine. Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted October 31, 2022 Author Share Posted October 31, 2022 Released Conformal Decals 0.2.12 Changed Updated bundled Shabby to 0.3.0. Does not affect CKAN users Made flag aspect ratio overrides configurable with ASPECTRATIO nodes in the config. User flags added to Squad/Flags should now be the correct aspect ratio All decal aspect ratios can now be overriden with the aspectRatio field Fixed Reverted some changes from last version that were causing issues on launch Quote Link to comment Share on other sites More sharing options...
dok_377 Posted October 31, 2022 Share Posted October 31, 2022 46 minutes ago, cineboxandrew said: Reverted some changes from last version that were causing issues on launch Does this mean memory leak fixes were also reverted? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 31, 2022 Share Posted October 31, 2022 (edited) Coincidence? Since I updated to 0.2.12 via CKAN the loading process stops at the end, mentioning: Quote KSPBurst: waiting for Burst compiler... @dkavolis I never had issues with KSPBurst before, I just found this in the KSP.log directly after the modlist ( "[KSPBurst]: Plugins found:" ): [EXC 14:14:25.549] InvalidOperationException: Collection was modified; enumeration operation may not execute. System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <9577ac7a62ef43179789031239ba8798>:0) System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <9577ac7a62ef43179789031239ba8798>:0) System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <9577ac7a62ef43179789031239ba8798>:0) KSPBurst.KSPBurst.FlushMessages () (at <c8b5fe2baff6415cb73ea658bdb44b4c>:0) KSPBurst.KSPBurst+<BurstCompile>d__20.MoveNext () (at <c8b5fe2baff6415cb73ea658bdb44b4c>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) but after that entry the loading process continued for 9 minutes, until it stopped. The full logs: https://www.dropbox.com/s/ito55fs25rfa6s8/2022103101.7z?dl=1 Edit: The next launch worked. Edited October 31, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted October 31, 2022 Author Share Posted October 31, 2022 3 hours ago, Gordon Dry said: KSPBurst: waiting for Burst compiler... Why are you posting in this thread then. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 31, 2022 Share Posted October 31, 2022 (edited) 26 minutes ago, cineboxandrew said: Why are you posting in this thread then. Did you even read my post? Because it happened THE first time ever for me AFTER I updated THIS mod. Come on ... Edited October 31, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted November 1, 2022 Author Share Posted November 1, 2022 18 hours ago, dok_377 said: Does this mean memory leak fixes were also reverted? im not convinced there ever where memory leaks. at least not in OnDestroy() Quote Link to comment Share on other sites More sharing options...
KERBALZ Posted November 2, 2022 Share Posted November 2, 2022 Is there a version of this mod that doesn't effect weight? My friend made a A6M5 and I decorated it as I usually do, but I couldn't help but notice how sluggish it moved midair. There was turn lag, it couldn't get up to speed fast enough, etc. I went through all the usual problems I check when this happens and nothing changed. I then decided to completely remove the flags from the craft and that seemed to fix it. I thought the flags and text had no drag? I am thoroughly confused and saddened that I won't be able to make craft like I want too. Is there some way, any way at all that I can completely remove the effects of weight and drag from these parts? Thank you The craft: Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted November 3, 2022 Author Share Posted November 3, 2022 23 hours ago, KERBALZ said: Is there a version of this mod that doesn't effect weight? Each decal only weighs 500g. I don't think thats your problem Quote Link to comment Share on other sites More sharing options...
KERBALZ Posted November 26, 2022 Share Posted November 26, 2022 Really late reply, but it seems that each decal is somehow causing drag. you can see this if you open f12. While it might not be a lot of drag, it is significant enough in large quantities to completely cripple a build. Is there any fix for this you could make? This is really stifling my process. oh, also how do I add new fonts? Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted November 27, 2022 Author Share Posted November 27, 2022 On 11/25/2022 at 6:40 PM, KERBALZ said: Really late reply, but it seems that each decal is somehow causing drag. you can see this if you open f12. While it might not be a lot of drag, it is significant enough in large quantities to completely cr**** a build. Is there any fix for this you could make? This is really stifling my process I don't know what to tell you, the parts have no drag model. Even in your F12 screenshot the arrows appear to have zero length Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 28, 2022 Share Posted November 28, 2022 (edited) I witnessed that decals have been ripped off if a vessel got high AoA problems - shortly before it was destroyed. Edited November 28, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted November 28, 2022 Author Share Posted November 28, 2022 Checked again, decals don't even show drag info in their PAW with debug info shown. if anyone can give actual evidence they have aerodynamics I'll look into it but I've yet to see that. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted November 28, 2022 Share Posted November 28, 2022 Are any of the above discussed issues being experienced with FAR? iirc a flag has to be set in FAR to ensure that collisions/bounding boxes are ignored for the drag model. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 28, 2022 Share Posted November 28, 2022 (edited) 4 hours ago, Poodmund said: with FAR Yes. I'm on RP-1, so RO, so RSS, so FAR as a dependency. Edit: I see two entries in MM cache for a conformal decal part: physicalSignificance = NONE and then later PhysicsSignificance = 1 Edit: I found the culprit: GameData\RealismOverhaul\RO_SuggestedMods\RO-ConformalDecals.cfg // ========================================================================== // Conformal Decals configuration // ========================================================================== @PART[conformaldecals-*]:FOR[RealismOverhaul]:NEEDS[ConformalDecals] { %RSSROConfig = True !MODULE[GeometryPartModule] {} %PhysicsSignificance = 1 %mass = 0.0001 %maxTemp = 3000 @MODULE[ModuleConformalDecal] { %scaleRange = 0.25 5.25 } } I will open an issue on the RO side. Done: https://github.com/KSP-RO/RealismOverhaul/issues/2746 Edited November 28, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Probird_23 Posted December 1, 2022 Share Posted December 1, 2022 This probably has been asked before, but is it possible to create heat-resistant decals that shield parts from reentry heating? Thanks! Quote Link to comment Share on other sites More sharing options...
cineboxandrew Posted December 3, 2022 Author Share Posted December 3, 2022 On 12/1/2022 at 9:26 AM, Probird_23 said: This probably has been asked before, but is it possible to create heat-resistant decals that shield parts from reentry heating? Thanks! Unfortunately not, since the decals don't have physics or aerodynamics. I considered having it increase the max heat of the part they're attached to but modifying *other* parts is a risky gamble Quote Link to comment Share on other sites More sharing options...
girpoidhunter98 Posted February 15, 2023 Share Posted February 15, 2023 Hello, this has probably already been asked before, but is there a way to use this feature on fairings? I was mainly looking to use this mod to do stuff with fairings as I find the base game way of utilising flags and fairings to be janky. Quote Link to comment Share on other sites More sharing options...
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