Starwaster Posted May 16 Share Posted May 16 (edited) 18 hours ago, JadeOfMaar said: It's the model. I ripped all the affected models, remade their colliders and animations and re-exported, therefore, it's absolutely something I'm not aware of in what I've done. I've tried what I can as far as the config is concerned but no success. And I'm not sure what the orientations are for the docking transforms. Since the part is being stubborn I've somewhat given up on trying to learn the correct orientations. The correct orientation is for the forward (z axis, or blue in unity editor). The up axis is optionally used for orientation around the forward axis. (that is, a port can be configured that the two up axes have to be aligned for docking to succeed) The transform should be named dockingNode OR nodeTransformName should be set in the ModuleDockingNode to whatever you did name the transform. There's also an optional controlTransform (designated in the config by controlTransformName) which if absent defaults to the part's base transform. As to the collision issue, no idea... Edit: Actually, for the controlTransform, you should consider that not so optional for the inline ports. When controlling from the docking port, the controlTransform needs to be the same as if it were a cockpit orientation. Edited May 16 by Starwaster Quote Link to comment Share on other sites More sharing options...
Tanicus Posted May 16 Share Posted May 16 (edited) On 4/9/2024 at 5:09 PM, JTheDoc said: Regarding the last part of your comment, would this fix the issue I'm having with the OPT K Space Plane Cockpit. - When I turn on the lights for the cockpit, the whole part turns white. I do not have TURD installed either. Using the latest version of OPT Spaceplane on the beta github. I'll happily include a log/part file and any necessary information JadeOfMaar needs. Same here, if external cockpit lights are on the part glows like the core of a sun. I did delete the old OPT but the only thing I can think of is the order of install of Legacy, Reconfig and Continued. Is there a preferred order of install or even not to install all 3? (I should add, I install my mods manually and usually allow overwrites, so could be putting bad files into play that should have been replaced.) Edited May 16 by Tanicus Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 16 Share Posted May 16 (edited) @JadeOfMaar You've definitely got a problem with the docking node transform. I downloaded the beta, put a test craft up there and MJ is trying to dock at a 90 degree angle to where it should be. Edit: Good news is that the control transform seems okay. If I control from it then it's trying to align through the docking port instead of the front of the part. Although, which way should be the top? Right now it's trying to use the back of the part as the top (the direction of the hatch handle) If that's what you intended then it's fine. Edit: 2 That bounding box is messed up... not sure what part is doing that but it shouldn't be so long: Spoiler Edit #3: Nevermind. It's the fricken Wolfhound that I had mounted on the back for propulsion.... WHY is its bounding box so goddamn huge??? Edited May 16 by Starwaster Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 17 Author Share Posted May 17 @Starwaster Granted what you said, while I tried rotating the docking and control transforms I kept thinking Y+ was forward for the docking transform. That helped me to finally fix it. (It's playtested and confirmed.) Links: Direct/Commit Pre-release (zips) 3.4.9.3 Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 20 Share Posted May 20 For people using ASET avionics and the OPT J HT cockpit with IVA, and are confused how to use the HSI/ILS to land: Set nav 2 before take-off to 108.5 for approach from east (9), 110.1 for west (27). You can set both and use the arrow thingy at the bottom to quickly switch when you overshoot. I'm posting this here because it doesn't have RPM MFDs for NavUtils Continued and instead requires a more hands on set-up on launch. Also, if nothing works there's 2 big red shielded buttons on the bottom that you gotta flip. They're BAT(tery) and BUS. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 22 Share Posted May 22 (edited) Hello! I get SEVERE unhandled exception spam about NullReferences while using the OPT J HT cockpit. I have attached all possible relevant logfiles and my modlist: https://drive.google.com/file/d/1KJzuQZ0isNyB7_8YxIPqVoBqzc-O2ibD/view?usp=sharing It seems related to MAS that the cockpit uses. I noticed when I launch the vessel, none of the MFDs work and there's severe flickering. If I EVA and re-enter, the flickering persists unless I zoom the right amount but things work again. By this, I mean I couldn't toggle the Bus and the Bat triggers either, so it's not because i forgot them. I am NOT using the MAS experimental avionics or RPM replacement patches yet I will attempt the beta to see if it changes anything. Edit 1: Downloaded latest beta release, except for "Legacy." The exception nullreference seems to have stopped. MAS still complains of initialization on EVA/enter, but the MFDs work fully. Logs will wait until I land and recover on Kerbin and launch the vessel again for certainity's sake. Edit 2: NullReference started spamming again on launch. I wonder if it might be something to do with Kerbal Construction Time. Logs for with beta: https://drive.google.com/file/d/1lp3kgKmm3o3NN5DKX665SlSNEJOOX8Hf/view?usp=sharing Edited May 22 by RunaDacino Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 22 Share Posted May 22 @RunaDacino Most of them are this: NullReferenceException: Object reference not set to an instance of an object FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.CalculateEngineAndIntakeBasedParameters (System.Double vesselSpeed) (at <8fc38445915649c48b25aabd1db34a9d>:0) FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalcs.UpdatePhysicsParameters () (at <8fc38445915649c48b25aabd1db34a9d>:0) FerramAerospaceResearch.FARGUI.FARFlightGUI.FlightGUI.FixedUpdate () (at <8fc38445915649c48b25aabd1db34a9d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) over 20,000 of them Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 22 Share Posted May 22 (edited) @Starwaster I've launched a KRASH form of the cockpit in question (J HT) and the nullreference exception persists, it seems to be caused by that part. Maybe its intake set-up? The 5 person J QSo2 cockpit with intakes has no such issues. Edit: Tested a frankenstein's cockpit of all intake-capable K cockpits (TAV, Spaceplane, avatar) and the one J cockpit I never used. No issues there. Seems unique to J HT, which is a shame as I love its IVA. K TAV and the J HT are the closest in shape too. Edit 2: I tracked down the bug. It's the b9fuelswitch for the cockpit. By default, it's on "IntakeAtm". I have changed it to KeroLox, presuming it's storage for those air-based OMS thrusters and... this apparently broke everything. Putting it on IntakeAtm fixes the massive exception spam. Spoiler Yeah, went through the rest of the cockpits. If you change it from IntakeAtm, everything breaks. Edited May 22 by RunaDacino Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 25 Share Posted May 25 hi I tried the Beta version, but I don't understand how to produce Thermal power for the J81 to work !!! Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted May 25 Share Posted May 25 I absolutely adore this parts pack. My only issue is that the file structure is quite complicated once you install legacy and the reconfig file. For purely stylistic reasons, I am trying to change the exhaust plume on the J81 to a more realistic version but changing the animation file path appears to have no effect. Can anyone tell me what I am doing wrong? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
RunaDacino Posted May 26 Share Posted May 26 I've found that the OPT J HT flight instruments fail to work without the MAS JSI to MAS and ASET to MAS patches. Unfortunately, these patches break probes before crew and some other IVAs (ALCOR). I've found a very hacky solution to this. In the MAS patches for RPM and ASET (000 JSI TO MAS, 001 ASET TO MAS) slap a big old ":HAS[#NAME[j_6m_cockpit]" onto @INTERNAL and @PART entries in both files. This gives you a working J HT cockpit with usable ILS displays while keeping PBC from breaking. Quote Link to comment Share on other sites More sharing options...
RedDwarfIV Posted June 2 Share Posted June 2 On 4/2/2024 at 7:09 PM, JadeOfMaar said: @RedDwarfIV I just noticed your highly modded colonization [mission report] in which you use OPT spaceplanes. I'd really like it if you were to try out this WIP update, linked above, and give feedback. Cheers! I'll check it out. If nothing else, I appreciate this: Updated Antimatter configs so containment cost only applies when tanks are set to hold Antimatter. It's a small thing but those matter too. Quote Link to comment Share on other sites More sharing options...
RedDwarfIV Posted June 2 Share Posted June 2 On 4/2/2024 at 7:09 PM, JadeOfMaar said: @RedDwarfIV I just noticed your highly modded colonization [mission report] in which you use OPT spaceplanes. I'd really like it if you were to try out this WIP update, linked above, and give feedback. Okay, I tried it out. Unfortunately, I can't give you any feedback on how it worked in-game, because I didn't get that far. I would post the log file but I can't see any way to attach it to this post. There are a lot of errors and warnings. I've reverted to the 2021 version of OPT, as I don't want to cause problems with my current save file. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 2 Author Share Posted June 2 (edited) 1 hour ago, RedDwarfIV said: Okay, I tried it out. Did you make sure to do a clean install of the 3 OPT folders? Delete and replace, not merge the new into the old/existing. It helps to delete GameData/ModuleManager.ConfiigCache when lots of MM problems happen. If the B9PS problems happen to be really bad, consider re-downloading and re-installing B9PS too. The OPT downloads could have possibly corrupted too. Somehow it seems like your OPT install got completely busted and I don't put out that bad of an update. Edited June 2 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted June 2 Share Posted June 2 (edited) 1 hour ago, RedDwarfIV said: I would post the log file but I can't see any way to attach it to this post. ZIP and copy the log to a file sharing service such as Google Drive. Enable anonymous access to the file, then post a link to the file in this thread. Edited June 2 by DeadJohn typo Quote Link to comment Share on other sites More sharing options...
RedDwarfIV Posted June 3 Share Posted June 3 46 minutes ago, JadeOfMaar said: Did you make sure to do a clean install of the 3 OPT folders? Delete and replace, not merge the new into the old/existing. It helps to delete GameData/ModuleManager.ConfiigCache when lots of MM problems happen. If the B9PS problems happen to be really bad, consider re-downloading and re-installing B9PS too. The OPT downloads could have possibly corrupted too. Somehow it seems like your OPT install got completely busted and I don't put out that bad of an update. Ah, I did not. I merged the folders, because I assumed that anything new would either be added or replace existing files. I will try your recommendation tomorrow. I assumed it was something to do with my save, since it wasn't happening to anyone else. Didn't intend for it to come across as an accusation, just reporting the issues I was having. Quote Link to comment Share on other sites More sharing options...
RedDwarfIV Posted June 3 Share Posted June 3 21 hours ago, JadeOfMaar said: Did you make sure to do a clean install of the 3 OPT folders? Delete and replace, not merge the new into the old/existing. It helps to delete GameData/ModuleManager.ConfiigCache when lots of MM problems happen. If the B9PS problems happen to be really bad, consider re-downloading and re-installing B9PS too. The OPT downloads could have possibly corrupted too. Somehow it seems like your OPT install got completely busted and I don't put out that bad of an update. PEBCAK error confirmed, I followed your instructions and the mod was loaded successfully. Took a look at the tech tree, and the reworked scramjets and such sounded like they'd be pretty useful. I hadn't made use of them before because I felt they were too soft sci-fi for the save file. Supertech engines can be fun but more for sandbox play. The only issue I had was that I was still getting the antimatter popup even without antimatter tanks on board. Perhaps I misunderstood what was meant in the update log. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 3 Author Share Posted June 3 @RedDwarfIV Nice. It's good to know that folks will turn around now concerning the engines. It's a weird and uncofortable place to know that a whole notable fraction of players avoid them. I don't play with Antimatter at all, with or without FFT so, sorry, I have no experience to lend you with that popup window. Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted June 5 Share Posted June 5 Is OPT at all compatible with the waterfall mod? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 5 Author Share Posted June 5 2 hours ago, Ironcladsix said: Is OPT at all compatible with the waterfall mod? No. There are no Waterfall configs currently. Quote Link to comment Share on other sites More sharing options...
Ironcladsix Posted June 6 Share Posted June 6 Thank you for being so responsive. Quote Link to comment Share on other sites More sharing options...
JTheDoc Posted June 13 Share Posted June 13 (edited) On 5/16/2024 at 2:05 PM, Tanicus said: Same here, if external cockpit lights are on the part glows like the core of a sun. I did delete the old OPT but the only thing I can think of is the order of install of Legacy, Reconfig and Continued. Is there a preferred order of install or even not to install all 3? (I should add, I install my mods manually and usually allow overwrites, so could be putting bad files into play that should have been replaced.) Did you ever find out what was responsible or fix this on your install? I've reinstalled and still have the same issue @JadeOfMaar - Thanks for the advice, only just noticed you'd replied! I've freshly reinstalled the game and still have the error. I'll go into a little more detail later and will edit this post as I originally thought to only reply to Tanicus! Edited June 13 by JTheDoc Quote Link to comment Share on other sites More sharing options...
fanda Posted June 14 Share Posted June 14 Love this mod, its great What are some good engine combos? Been having some trouble balancing fuel with thrust on my planes Heres some random pic https://imgur.com/a/QcUeTWC Quote Link to comment Share on other sites More sharing options...
Tanicus Posted June 19 Share Posted June 19 On 6/14/2024 at 6:46 PM, fanda said: Love this mod, its great What are some good engine combos? Been having some trouble balancing fuel with thrust on my planes Heres some random pic https://imgur.com/a/QcUeTWC Mad looking ship! The Big delta wings are excellent for lift and hold an enormous amount of fuel. Dual cycle engines are my engines of choice. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted June 29 Share Posted June 29 (edited) Still working on the new version?(i'll keep waiting) Edited June 29 by jebycheek Quote Link to comment Share on other sites More sharing options...
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