SingABrightSong Posted June 30, 2022 Share Posted June 30, 2022 (edited) 3 minutes ago, modus said: Maybe you can scroll up a bit first before posting? Oh, whoops. Ah, that's the issue, new version hasn't propagated to CKAN yet. ETA: New version has in fact just propagated to CKAN the moment after I posted this. Edited June 30, 2022 by SingABrightSong Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 34 minutes ago, JonnyOThan said: When QuickStart is configured to go to the most recently flown vessel, it just ends up in the SpaceCenter view and still has the countdown timer text on the screen I'm using QuickStart a lot and I never had that issue. Besides, I fail to see anything in KSPCF that could affect QuickStart... 22 minutes ago, SingABrightSong said: Just installed the latest update. VAB is borked I just released a fixed version (1.18.1). Sorry for the inconvenience. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted June 30, 2022 Share Posted June 30, 2022 That might actually be a bit of a stretch, but maybe it is fixable externally. There's a bug with asteroids on several versions of the game, it consists of asteroids being unable to decrease mass as they're being mined. The text from the bug tracker goes as follows: Spoiler Link (only visible if you have an account): https://bugs.kerbalspaceprogram.com/issues/25730 Title: The use of the excavator to mine asteroids increases the mass of the system Description When it extracts ore from the asteroid to the ship, the total mass of the system cannot change, because it is moving the ore from the asteroid to the ship and not creating ore. Apparently, the game is keeping the total mass of the asteroid fixed and, when using the excavator, the ore's mass is added to the system. In my test the mass of the ship is 6.7t (picture1) and the asteroid mass is 178.4t. The total mass of the system (ship + asteroid) is 185.1t (picture2). If I remove 1.5t of ore from the asteroid and put it on the ship, the mass of the asteroid decreases by 1.5t and the mass of the ship increases by 1.5t, so the total mass must remain 185.1t. Picture3 shows that the amount of minerals is added to the system, indicating an increase in the total mass of the system by 1.5t. I believe there is a bug here, because the game is keeping the mass of the asteroid fixed and adding ore mass to the system. If disengage the ship from the asteroid, the mass will return to 6.7t + 1.5t = 8.2t (picture4) Now, if I discard the ore from the ship and connect to the asteroid again, we can see that the game keeps the mass of the asteroid fixed because it considers the total mass equal to picture2, even with the asteroid without 1.5t of ore. (picture5) The video showing the problem https://youtu.be/SRzGvAtCRrA Quote Link to comment Share on other sites More sharing options...
dok_377 Posted June 30, 2022 Share Posted June 30, 2022 On 7/25/2021 at 8:30 PM, Gotmachine said: PAWStockGroups [KSP 1.10.1 - 1.12.3] Part Action Window groups for a selection of stock items/modules Oh, it would also be good if this fix had an option to make all the groups be extended by default. Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 22 minutes ago, dok_377 said: There's a bug with asteroids on several versions of the game, it consists of asteroids being unable to decrease mass as they're being mined. That specific bug was fixed in KSP 1.12.2, and I won't implement fixes for older KSP versions. Out of curiosity, why are you staying on 1.10 ? This being said, there is another asteroid/comet mining related bug lying around (asteroid mass being reset to 100% when an asteroid becomes depleted by mining while timewarping), but I haven't had the courage to put my hands in that specific mess yet. 1 minute ago, dok_377 said: it would also be good if this fix had an option to make all the groups be extended by default. Yeah, this has been requested a few times, but I keep forgetting about it. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted June 30, 2022 Share Posted June 30, 2022 (edited) 16 minutes ago, Gotmachine said: Out of curiosity, why are you staying on 1.10 ? 16 minutes ago, Gotmachine said: That specific bug was fixed in KSP 1.12.2, and I won't implement fixes for older KSP versions. That was the exact reason for my hesitation to ask about it up until this point, I was expecting this exact reply. It's fine, after all it's my own decision to play the outdated version of the game. You can't have it all, there will always be something missing. Edited June 30, 2022 by dok_377 Quote Link to comment Share on other sites More sharing options...
maledin Posted June 30, 2022 Share Posted June 30, 2022 Ever since I updated this morning, I've experienced a strange bug wherein every time I try to place something radially, it just spams the thing I'm holding wherever I move my cursor. However, if I save and reload the vessel, the added parts disappear (and the part count never actually increases). That said, I'm unable to place a "real" part at all. Here's a screenshot of what it ends up looking like: Build mode is basically unusable as long as this is happening, so I'm going to downgrade to the previous version until further notice. I have no idea what could be causing this -- I'll save my recent console info if needed. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 30, 2022 Share Posted June 30, 2022 59 minutes ago, Gotmachine said: I'm using QuickStart a lot and I never had that issue. Besides, I fail to see anything in KSPCF that could affect QuickStart... Interesting, there are a few other peculiarities of my setup, I will have to test on something a little more typical...Sorry! Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 Mkay. Well, there is definitely a performance impact in 1.11 / 1.12 due to the planets revamp (but arguably, they look much better). As for the "poorly made" comment, there are a few issues indeed but not any more or less than in previous versions. And this put aside, the 1.11 and 1.12 updates cycles definitely fixed a lot of bugs, and many active mods have also matured a lot in that timeframe. Quote Link to comment Share on other sites More sharing options...
maledin Posted June 30, 2022 Share Posted June 30, 2022 Just saw the previous comment on this topic and decided to change AutostrutActions to false and everything appears to be function correctly again. Just a FYI, but I still had the issue despite having the supposed hotfix in version 1.18.1 Quote Link to comment Share on other sites More sharing options...
dok_377 Posted June 30, 2022 Share Posted June 30, 2022 6 minutes ago, Gotmachine said: Well, there is definitely a performance impact in 1.11 / 1.12 due to the planets revamp (but arguably, they look much better). It's not about revamps. Same vehicles in the same places just perform worse for some reason. I haven't completely given up on it though, I might do some more testing. Who knows how it might turn out. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted June 30, 2022 Share Posted June 30, 2022 37 minutes ago, dok_377 said: It's not about revamps. Same vehicles in the same places just perform worse for some reason. I haven't completely given up on it though, I might do some more testing. Who knows how it might turn out. If you provide your save files maybe someone can figure it out and someone can include a fix in KSPCF. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted June 30, 2022 Share Posted June 30, 2022 7 minutes ago, JonnyOThan said: If you provide your save files maybe someone can figure it out and someone can include a fix in KSPCF. There's no point in providing empty save files. It's THAT bad. Quote Link to comment Share on other sites More sharing options...
Russos Posted June 30, 2022 Share Posted June 30, 2022 Hello. After the release of the new version, I observe a conflict with the Komplexity ( I am upgrading the launch pad. I go to the VAB, I go out - the launch pad returned to the previous level, and the money was written off. what additional information do you need to tell (logs and so on) to sort out the conflict situation? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 30, 2022 Share Posted June 30, 2022 (edited) 23 minutes ago, Russos said: Hello. After the release of the new version, I observe a conflict with the Komplexity ( I am upgrading the launch pad. I go to the VAB, I go out - the launch pad returned to the previous level, and the money was written off. what additional information do you need to tell (logs and so on) to sort out the conflict situation? Just for some information, Komplexity is just a specific set of patches that are enabled by @sarbian's CustomBarnKit (CBK) Edited June 30, 2022 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 (edited) 34 minutes ago, Russos said: I am upgrading the launch pad. I go to the VAB, I go out - the launch pad returned to the previous level, and the money was written off. Yeah, this isn't even a bad interaction with CustomBarnKit, it's a bad interaction between the MemoryLeak patch and some stock code doing something unusual that I didn't anticipate. The issue happens in stock too. Will provide (another) fixed release ASAP. Edited June 30, 2022 by Gotmachine Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 @RussosDone, version 1.18.2 fixes that issue and should be available on CKAN in a while. Sorry to all for the inconvenience. Quote Link to comment Share on other sites More sharing options...
Russos Posted June 30, 2022 Share Posted June 30, 2022 (edited) Thanks a lot. I'm waiting for a new version. wow! how fast! Thank you! did a quick test. Install KSP (No lang patch, no DLC) Install Module Manager (SCAN) Install HarmonyKSP (SCAN) Install Custom Barn Kit (SCAN) RUN KSP — all ok Install KSP Community Fixes 1.18.2 (zip) RUN KSP, start new carrer And problem still exists Edited June 30, 2022 by Russos Quote Link to comment Share on other sites More sharing options...
Russos Posted June 30, 2022 Share Posted June 30, 2022 18 minutes ago, Gotmachine said: @RussosDone, version 1.18.2 fixes that issue and should be available on CKAN in a while. Sorry to all for the inconvenience. I'm sorry. Problem still exists. Quote Link to comment Share on other sites More sharing options...
flart Posted June 30, 2022 Share Posted June 30, 2022 stock bug: if you put the service bay 2.5m right above the engine plate 2.5m, and some other part below engine plate to close the engine plate, then the service bay in the flight will not be opening. After decoupling the engine plate, the service bay will open properly. Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 1 hour ago, Russos said: I'm sorry. Problem still exists. Don't be sorry, thank you for testing and reporting There was indeed an additional bad interaction between CustomBarnKit and KSPCF (and turns out other mods as well). Hopefully, things should now work fine with KSPCF 1.18.3 ! Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted June 30, 2022 Author Share Posted June 30, 2022 31 minutes ago, flart said: if you put the service bay 2.5m right above the engine plate 2.5m, and some other part below engine plate to close the engine plate, then the service bay in the flight will not be opening. After decoupling the engine plate, the service bay will open properly. Yeah... tricky one... What is happening is that "ModuleDecouple" on the engine plate is setting all attached parts as "shielded from airstream", excepted the part attached to the node defined in the "bottomNodeName" of the "ModuleJettison" module. Which make sense, but somehow they forgot that "all attached parts" also mean the part attached to the top node. In your example, this is the service bay, which then refuse to open because it is considered as in a fairing. But on the bright side, that part now doesn't cause any drag ! This is tricky to fix because this would require having an extra config field to specify additional nodes that shouldn't be shielded. Putting aside the fact that adding extra config fields to existing modules is difficult and messy, this would also mean that we need actual config patchs for every part using "ModuleDecouple" with "isEnginePlate = true". Alternatively, I could add an hardcoded exclusion for the usual top node id ("top") that might cover this issue for stock parts, but also might not work correctly in other cases (modded parts...). Quote Link to comment Share on other sites More sharing options...
maledin Posted June 30, 2022 Share Posted June 30, 2022 52 minutes ago, Gotmachine said: Don't be sorry, thank you for testing and reporting There was indeed an additional bad interaction between CustomBarnKit and KSPCF (and turns out other mods as well). Hopefully, things should now work fine with KSPCF 1.18.3 ! Man, you're a rock star with these hot fixes! Oh and btw, the memory leak fix is AMAZING. Before, I'd have to reset the game after an hour or so as load times between ships reached up to five+ minutes. Now, it's nearly instantaneous despite having the game running for a while. You're doing the dev's work here! Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 1, 2022 Share Posted July 1, 2022 3 hours ago, Gotmachine said: Yeah... tricky one... What is happening is that "ModuleDecouple" on the engine plate is setting all attached parts as "shielded from airstream", excepted the part attached to the node defined in the "bottomNodeName" of the "ModuleJettison" module. Which make sense, but somehow they forgot that "all attached parts" also mean the part attached to the top node. In your example, this is the service bay, which then refuse to open because it is considered as in a fairing. But on the bright side, that part now doesn't cause any drag ! This is tricky to fix because this would require having an extra config field to specify additional nodes that shouldn't be shielded. Putting aside the fact that adding extra config fields to existing modules is difficult and messy, this would also mean that we need actual config patchs for every part using "ModuleDecouple" with "isEnginePlate = true". Perhaps use the orientation of the nodes? The decouple node and the various engine nodes all point one direction while the top node that connects to the rest of the vessel points the opposite direction. That's an already present distinction which doesn't rely on node names. Quote Link to comment Share on other sites More sharing options...
swjr-swis Posted July 1, 2022 Share Posted July 1, 2022 4 hours ago, Gotmachine said: This is tricky to fix because this would require having an extra config field to specify additional nodes that shouldn't be shielded. Or... and hear me out a moment... add an option for us to entirely disable (and I really do mean with absolute prejudice disable) the code that does the 'let's disable stuff when parts are shielded' thing. That would solve So. Many. Bugs. in one fell swoop. Anyway. Never mind me. Quote Link to comment Share on other sites More sharing options...
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