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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks


Gotmachine

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SAS bug founded:

1) put your vessel on orbit

2) dont have reaction wheels on it.

3) turn sas on

 

now press Rotation or Pitch buttons, and watch Yaw.

Yaw seems to be twitching while it should stay still.

 

this only happens with Yaw, if you press yaw button, rotation and pitch stays still as they should.

 

edit 1:

maybe never mind, fact is that when in orbit. sas tries to keep vessels orientation relative to body and keeps pushing controls more and more straight when vessel advances trought orbit.

But it makes me wonder, should it do this? Why it is trying to keep its orientation balanced using orbit body, why not universe?

 

edit 2: Not sure which method ksp uses to balance, but if vessel is stable(not rotating) at orbit then my logic SAS shouldn't do anything to it.

Edited by Jeq
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On 1/31/2025 at 4:39 PM, Jeq said:

edit: i dont know what is happening. i swear gimbals caused wiggle of my stations, i occasionaly had to turn gimbals off and suddenly felt stable. not happening anymore. Maybe another glitch in matrix.

Part's CoM is always at the root GameObject of it's .mu model hierarchy plus CoM offset defined in the part's cfg. Nozzles and other moving parts should have a gimbal/control surface object as their parent to be able to rotate together with the gimbal/control surface object. It's impossible to make any part in KSP move it's center of mass because of the 3d model hierarchy (root object can't have animations or be a gimbal/control surface) . Wheels, control surfaces, cargo bay doors, engine nozzles don't have mass because all mass of any part is concentrated in a single point.

P.S. nuclear engines don't have gimbals but the SAS roll oscillation is still there for 100+ t spacecraft.

Edited by Manul
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  • 4 weeks later...

I have a couple questions about the converting files to DXT 5. From my understanding the game automatically does it when launching in stock, but if you allow KSPCF to permanently do it, it speeds up loading(my current load is 9 minutes, 15 if I don’t load from the MM cache).  Is there a downside to converting the files? Also, if I opted not to do it when the pop up occurred, is there another way to force the prompt again?

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8 hours ago, Spike88 said:

I have a couple questions about the converting files to DXT 5. From my understanding the game automatically does it when launching in stock, but if you allow KSPCF to permanently do it, it speeds up loading(my current load is 9 minutes, 15 if I don’t load from the MM cache).  Is there a downside to converting the files? Also, if I opted not to do it when the pop up occurred, is there another way to force the prompt again?

The converted files take up more space on disk.  You can force the prompt to reappear by deleting the KSPCommunityFixes/PluginData/PNGTextureCache.cfg file.

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  • 3 weeks later...

I have found a strange bug:

If use a ground science storage (Breaking Ground DLC) and place eg. a Communotron HG-48 (0,035t), I can place it down... But after placing down the dish, the occupied kg in the kerbal's inventory does not go down to zero again (naked kerbal without parachute or jetpack), even when having placed the communotron down... After picking it up, the kerbal has 4 tons (!!!) in his inventory... I can place the communotron back in the vessel's ground science storage but can not pull it back into the Kerbal's inventory afterwards do to extreme mass. Somehow it generates ghost mass and makes vessels heavier after putting items back into their storage after usage. Even the vessel mass goes up 4 tons.

 

I have the KSPCF 1.36.0 installed and the inventory fix active....

 

How to reproduce: Take a breaking ground experiment storage, put e.g. a communtron in it, and add an external seat with a kerbal. Place communotron down on ground and put it back into storage. Observe the intentory masses and the vessel mass (e.g. by Kerbal engineer).

 

No Modded parts involved needed.

 

Craftfile-Testsetup here: https://www.filemail.com/d/ixjhjwgsushraoq

Happens also with all my mods uninstalled.

Edited by Rakete
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There are several inventory related bugs lingering around, I'm aware of a few of them.

I can reproduce the part of the issue where the mass of the ground part is still applied to the Kerbal after placing it.
This being said, it's only a UI/visual issue, under the hood the Kerbal mass is correctly updated, and moving stuff around the inventory fixes the UI not being up-to-date.

However I can't reproduce the part of your issue where the ground part weight 4 tons upon picking it up again. Either there is something different on your KSP install, or there is some specific reproduction steps I missed.

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5 hours ago, Gotmachine said:

There are several inventory related bugs lingering around, I'm aware of a few of them.

I can reproduce the part of the issue where the mass of the ground part is still applied to the Kerbal after placing it.
This being said, it's only a UI/visual issue, under the hood the Kerbal mass is correctly updated, and moving stuff around the inventory fixes the UI not being up-to-date.

However I can't reproduce the part of your issue where the ground part weight 4 tons upon picking it up again. Either there is something different on your KSP install, or there is some specific reproduction steps I missed.

I tried this with a stock parts. The test vessel was afterwards 4 tons heavier according to KerbalEngineer. 

I did also some tests with a real lander,... the dV declined drasticly after putting back the ground science into the lander - so not only an display issue. My modlist is very long but mostly only part mods, that doesn't affect the physics (Basicly just Kopernicus, partmods, OPM, visual mods, partmods, BDA+, Near and FarFuture, etc.)

In fact it made a vessel so much heavier, that i could it barely make it able to leave Eeloo again. Fortunately I had a quicksave before putting the groundscience back in the vessel.

Whats going on internally i can't say... I have no debugger to observe internal variables.

 

You downloaded my testcraft? Okay, maybe try this:

- place kerbal in external seat with jetpack and parachute. Leave the seat, put jetpack and parachute into the equipment container, pull communotron from container to the kerbal inventory. Place the dish on the ground. Pick the dish back into the kerbal inventory (observe the huge displayed mass), put the dish back into the equipment container (its mass goes drasticly up, when observed via Kerbal engineer), try to put the communotron back into the kerbal inventory (you can't).

 

Happens with the KSPCF - Inventory fix on or off... also happens with stock ksp for me.

Win 10 x64 on a Intel i7 9700K system

Edited by Rakete
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7 minutes ago, Rakete said:

the dV declined drasticly after putting back the ground science into the lander - so not only an display issue

The display issue is when the inventory UI still says you have 0.035t worth of inventory stuff after placing the dish. The real mass of the kerbal isn't affected.

5 minutes ago, Rakete said:

Pick the dish back into the kerbal inventory (observe the huge displayed mass)

Did exactly what you said with the craft file you provided, that part and the next ones dont't reproduce for me, the mass is correct.
I would suggest trying in a 100% stock install to rule out some mod being the culprit or not.
Maybe post your modulemanager.configcache file, I would suspect some mod altering the stock config.

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2 hours ago, Rakete said:

Update: Freshly downloaded install: Seems not to happen. Can you give me a tip, which of my mods might cause the issue?

SunkWorks has a patch that allows you to drop a parachute and a jetpack on the ground. And sometimes it has some unexpected mass fluctuations. Once Jeb got a 20t jetpack, and it's mass was real. When Jeb boarded the aircraft it became so nose-heavy that it was almost impossible to fly without an unrecoverable nosedive. I couldn't understand what's going on and was blaming aerodynamics. But after the crash landing I noticed that Jeb can barely walk and can not jump at all, and it was the time when I realized that he was 20t heavier than usual.

Edited by Manul
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15 hours ago, Rakete said:

Update: Freshly downloaded install: Seems not to happen. Can you give me a tip, which of my mods might cause the issue?

As I suspected, this is caused by the KSP Part Volume mod.
For the bug to reproduce on stock ground parts, you need to enable the "Include stock parts" option in the main menu popup of that mod.

The technical explanation is that KSP Part volume wrongly adds an extra ModuleCargoPart module to parts that already have a derived version of that module, any of those :
- ModuleGroundPart
- ModuleGroundSciencePart
- ModuleGroundCommsPart
- ModuleGroundExpControl
- ModuleGroundExperiment

Having that duplicate module is incorrect and make the inventory system freak out in all sort of ways.
The issue affect all the stock DLC ground parts, and potentially any modded part implementing those stock modules (not sure there are any on the market, but still).

@linuxgurugamer I've reported the issue on the KSP Part Volume github

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Thank you so much - i wouldn't have suspected this... Your help is invaluable! Thx!!!

I have the mod currently not installed, because I just kept the config it creates (it does not do need to run everytime... I just kept its results). So i could edit the config (as a temporary fix) by myself. How can I identify those groundmodules and delete the parts of the KSPPartvolumes created config-file? 

And yes I enabled include stock parts in order to make them printable in the magnificent Sandcastle-Mod

 

 

Edited by Rakete
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44 minutes ago, Gotmachine said:

As I suspected, this is caused by the KSP Part Volume mod.
For the bug to reproduce on stock ground parts, you need to enable the "Include stock parts" option in the main menu popup of that mod.

The technical explanation is that KSP Part volume wrongly adds an extra ModuleCargoPart module to parts that already have a derived version of that module, any of those :
- ModuleGroundPart
- ModuleGroundSciencePart
- ModuleGroundCommsPart
- ModuleGroundExpControl
- ModuleGroundExperiment

Having that duplicate module is incorrect and make the inventory system freak out in all sort of ways.
The issue affect all the stock DLC ground parts, and potentially any modded part implementing those stock modules (not sure there are any on the market, but still).

@linuxgurugamer I've reported the issue on the KSP Part Volume github

 

Hmmm, looks like some changes got reverted, those were supposed to have been blacklisted in a previous fix. Yuck, I'll get an update out now

Edit:  I have to do a bit of digging, but will try to get an update out soon

Edited by linuxgurugamer
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@Gotmachine @Rakete

I've just released a new version of KSP_PartVolumes which fixes the problem mentioned above:
 

KSP_PartVolume, 0.0.4

  • Added new option to PartBlacklist.cfg file to allow blacklisting modules
  • Removed hard-coded check for ModuleGroundPart, now using entries in the PartBlacklist.cfg file
  • Removed included config file

Please check the PartVolume config in your game

Edited by linuxgurugamer
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7 hours ago, linuxgurugamer said:

@Gotmachine @Rakete

I've just released a new version of KSP_PartVolumes which fixes the problem mentioned above:
 

KSP_PartVolume, 0.0.4

  • Added new option to PartBlacklist.cfg file to allow blacklisting modules
  • Removed hard-coded check for ModuleGroundPart, now using entries in the PartBlacklist.cfg file
  • Removed included config file

Please check the PartVolume config in your game

Will check this and give a report as soon as tested.

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45 minutes ago, Rakete said:

@linuxgurugamer Thank you... It fixed it for me.

 

A short question on the blacklist: Why this: ? Iirc I have this engine. Why is it blacklisted?

-->  blacklistPart = cryoengine-iguanodon-1

I believe it was because the bounding box was not correct, so the mod can't calculate the correct size.

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@Gotmachine I think this is related to KSPCF. Sorry for bugging you if it's unrelated.

TLDR: jetpack EVA propellant is not refilling when boarding, nor even when recovering the Kerbal. KSP 1.12.5.

I just started a new science playthrough. I copied my prior KSP folder that did not show the propellant bug, replaced JNSQ planets with Beyond Home, changed some other mods (parts mods, and changed tech tree from Gradual Progression to CTT), then started my new game.

AFAIK KSP 1.12.5 has this propellant bug and KSPCF fixes it. KSPCF is a standard part of all my playthroughs and I've therefore never seen the bug in any prior playthrough. Something I did while picking difficulty settings or changing other mods might be interfering with KSPCF.

Any suggestions for fixing settings, known problem mods that conflict, or other things I should check before sending log files?

EDIT: SunkWorks was seemingly the offending mod. I uninstalled it, problem with previously equipped jetpacks continued, deleting and re-adding new jetpacks fixed problem.

Edited by DeadJohn
Clarified that I have evidence but not proof that SunkWorks was responsible
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19 hours ago, DeadJohn said:

known problem mods that conflict

MM patches that target a jetpack can cause this. I had this problem due to a patch that makes the jetpack a deployable ground part. It could not be refueled and it had unexpected mass fluctuations (up to 20t)

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6 hours ago, Manul said:

MM patches that target a jetpack can cause this. I had this problem due to a patch that makes the jetpack a deployable ground part. It could not be refueled and it had unexpected mass fluctuations (up to 20t)

Thanks. That led me to the cause: SunkWorks. You even posted to the SunkWorks thread about this very bug Jan 23 2023.

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Any chance of getting a look into making it so placed but *not* deployed ground station parts are no longer interactable? :^)  Like grabbing a photovoltaic unit, but only placing it on the ground without deploying it, making it unable to be ever picked up again

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Has anyone see this type of error before? I'm not finding it via Search on this thread (although google has an entry, but not seeing here).

[ERR 10:03:55.488] [KSPCommunityFixes]: No Persistent fields on object of type Rect that is referenced in persistent field, adding as null to TypeCache.

 

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6 hours ago, scottadges said:

Has anyone see this type of error before? I'm not finding it via Search on this thread (although google has an entry, but not seeing here).

[ERR 10:03:55.488] [KSPCommunityFixes]: No Persistent fields on object of type Rect that is referenced in persistent field, adding as null to TypeCache.

 

It is a new error message added with the fix for PAPI lights. I am pretty sure it can safely be ignored if you aren't seeing any issues with your mods. I believe its purely an informational error message not something to be worried about, but anyone can correct me if I am wrong. It is a result of mods doing things in a non standard way and KSPCF working around that.

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