benjee10 Posted August 29, 2022 Author Share Posted August 29, 2022 Thanks everyone, glad you are enjoying! 9 hours ago, luftwaffles said: This is really good but for me the capsule isnt reflective do you know how to fix this? You don't need TU for this as it uses the stock reflective shader. If you could post a screenshot of what you're encountering I might be able to help troubleshoot. Quote Link to comment Share on other sites More sharing options...
GoldForest Posted August 29, 2022 Share Posted August 29, 2022 Full album: Imgur: The magic of the Internet Did a flyby of the Mun. Unfortunately, no return pics due to a staging mishap... namely me accidentally hitting space and caught the capsule to detach from the SM. @benjee10 SLS remake for ReDirect or SLS addon for ARK when? Gotta keep the ball rolling! Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted August 29, 2022 Share Posted August 29, 2022 Had the pre-release for a couple of weeks and loved it. Can't wait to see the new IVA! Quote Link to comment Share on other sites More sharing options...
Doc Shaftoe Posted August 29, 2022 Share Posted August 29, 2022 Well it's a shame that the real Orion isn't going to space today, but thanks to your hard work @benjee10, that won't stop the rest of us! Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted August 29, 2022 Share Posted August 29, 2022 Kouston, we have a mod Quote Link to comment Share on other sites More sharing options...
ProCrast Posted August 29, 2022 Share Posted August 29, 2022 Congratz for the release ,the quality is top notch as always ! Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 29, 2022 Share Posted August 29, 2022 Hello - thanks for sharing this excellent work! I could use some help diagnosing what's up on my system. I have a 68MB log file full of: [ERR 09:21:52.538] Bones do not match bindpose. Oddly, these don't seem to appear in the console at runtime, only in the log file. Using release from Spacedock. Here's a snippet: Spoiler [LOG 09:21:52.491] Load(Model): Benjee10_Orion/Parts/orion_auxThruster_2 [LOG 09:21:52.503] Load(Model): Benjee10_Orion/Parts/orion_Capsule [LOG 09:21:52.522] Load(Model): Benjee10_Orion/Parts/orion_drogueChute [ERR 09:21:52.537] File error: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in <12e76cd50cc64cf19e759e981cb725af>:0 at PartReader.ReadMaterial4 (System.IO.BinaryReader br) [0x0001f] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x005ca] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <cd473063d3a2482f8d93d388d0c95035>:0 [WRN 09:21:52.537] Model load error in 'F:\World\GameData\Benjee10_Orion\Parts\orion_drogueChute.mu' [ERR 09:21:52.538] Bones do not match bindpose. [ERR 09:21:52.538] Bones do not match bindpose. [ERR 09:21:52.538] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [ERR 09:21:52.539] Bones do not match bindpose. [LOG 09:21:52.542] Load(Model): Benjee10_Orion/Parts/orion_drogueChuteDouble [ERR 09:21:52.570] File error: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00008] in <12e76cd50cc64cf19e759e981cb725af>:0 at PartReader.ReadMaterial4 (System.IO.BinaryReader br) [0x0001f] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x005ca] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <cd473063d3a2482f8d93d388d0c95035>:0 [WRN 09:21:52.570] Model load error in 'F:\World\GameData\Benjee10_Orion\Parts\orion_drogueChuteDouble.mu' [ERR 09:21:52.570] Bones do not match bindpose. [ERR 09:21:52.570] Bones do not match bindpose. And a link to the complete log file, zipped: https://drive.google.com/drive/folders/1CZrA0fnHqFxhXLNTYlYcunAPysnEJV9r?usp=sharing Thanks for any ideas! Quote Link to comment Share on other sites More sharing options...
benjee10 Posted August 29, 2022 Author Share Posted August 29, 2022 13 minutes ago, OrbitalManeuvers said: Hello - thanks for sharing this excellent work! I could use some help diagnosing what's up on my system. I have a 68MB log file full of: [ERR 09:21:52.538] Bones do not match bindpose. Oddly, these don't seem to appear in the console at runtime, only in the log file. Using release from Spacedock. Are you having any issues with the parts in game? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 29, 2022 Share Posted August 29, 2022 13 minutes ago, benjee10 said: Are you having any issues with the parts in game? None that I know of! I've flown a few trips to orbit with reDirect parts for the LV. Have used escape tower, solar panels, service module, rcs, engine - no issues so far. Quote Link to comment Share on other sites More sharing options...
Snappy Posted August 29, 2022 Share Posted August 29, 2022 Awesome! Could you possibly add the mod to Ckan? Quote Link to comment Share on other sites More sharing options...
Snappy Posted August 29, 2022 Share Posted August 29, 2022 16 minutes ago, Snappy said: Awesome! Could you possibly add the mod to Ckan? (Note: Found out it was on Ckan but not available) Quote Link to comment Share on other sites More sharing options...
KSPNerd Posted August 29, 2022 Share Posted August 29, 2022 I was wondering if you'd be posting something for SLS, and I am not disappointed in the slightest. The difference between this and ReDirect is frankly astonishing and you should feel incredibly proud. Spectacular work from one of the best part makers in KSP. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted August 29, 2022 Author Share Posted August 29, 2022 3 hours ago, OrbitalManeuvers said: None that I know of! I've flown a few trips to orbit with reDirect parts for the LV. Have used escape tower, solar panels, service module, rcs, engine - no issues so far. Seems like it is a warning that can be ignored, think it relates to the parachutes as these use bones to give them a more convincing animation. As far as a I can tell the warning is tripped when the model starts in a position that doesn't match how the bone weights were assigned. This makes sense as the parachutes start in the packed position but the weights were assigned in the deployed position. That's my best guess anyway - it doesn't seem like there are any problems with the parachute parts or that the warnings are causing any performance issues. If anyone knows better on that please let me know and I'll look into it further. 1 hour ago, Snappy said: (Note: Found out it was on Ckan but not available) I've requested it be added to Ckan via SpaceDock so I imagine it's just a matter of time. 19 minutes ago, KSPNerd said: I was wondering if you'd be posting something for SLS, and I am not disappointed in the slightest. The difference between this and ReDirect is frankly astonishing and you should feel incredibly proud. Spectacular work from one of the best part makers in KSP. Thank you! Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted August 29, 2022 Share Posted August 29, 2022 9 minutes ago, benjee10 said: I've requested it be added to Ckan via SpaceDock so I imagine it's just a matter of time. It's there, but the SharedAssets and HabTechProps dependencies have a KSP_VERSION_MAX of 1.11.99, so users on KSP 1.12 won't see them as compatible unless they adjust their settings. https://github.com/KSP-CKAN/CKAN/wiki/User-guide#choosing-compatible-game-versions Quote Link to comment Share on other sites More sharing options...
benjee10 Posted August 29, 2022 Author Share Posted August 29, 2022 (edited) 14 minutes ago, HebaruSan said: It's there, but the SharedAssets and HabTechProps dependencies have a KSP_VERSION_MAX of 1.11.99, so users on KSP 1.12 won't see them as compatible unless they adjust their settings. https://github.com/KSP-CKAN/CKAN/wiki/User-guide#choosing-compatible-game-versions D'oh - I'll get that fixed shortly! EDIT: Hopefully fixed now Edited August 29, 2022 by benjee10 Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 29, 2022 Share Posted August 29, 2022 19 minutes ago, benjee10 said: Seems like it is a warning that can be ignored, Hmm, not really an option for me as my disk space is not unlimited, and that 68MB log was generated in only a couple minutes of flight. I guess I'll watch for updates then try the mod again at that point. Thank you for taking a look. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted August 29, 2022 Share Posted August 29, 2022 13 minutes ago, benjee10 said: D'oh - I'll get that fixed shortly! EDIT: Hopefully fixed now Confirmed fixed after clicking Refresh in CKAN, thanks for the rapid response! Quote Link to comment Share on other sites More sharing options...
shakuvendell Posted August 29, 2022 Share Posted August 29, 2022 Gorgeous! Just remember to scrub your first launch attempt for maximum authenticity! Quote Link to comment Share on other sites More sharing options...
obnox twin Posted August 29, 2022 Share Posted August 29, 2022 10 hours ago, RiccRacc said: SOCK I might try SOCK but because of time of me being busy the whole week maybe but Orion would be my first IVA using Raster and ASET Quote Link to comment Share on other sites More sharing options...
Soviet_Velir Posted August 29, 2022 Share Posted August 29, 2022 Benjee, its looks just great! But I'm wondering if there is a SLS in fashion? Or is a Redirect also needed? Quote Link to comment Share on other sites More sharing options...
benjee10 Posted August 29, 2022 Author Share Posted August 29, 2022 2 hours ago, OrbitalManeuvers said: Hmm, not really an option for me as my disk space is not unlimited, and that 68MB log was generated in only a couple minutes of flight. I guess I'll watch for updates then try the mod again at that point. Thank you for taking a look. OK, I think have the culprit - it seems like this log spam gets generated when Shabby & Shaddy aren't installed. Shaddy provides shaders for the chutes and the way I made this optional was to have two meshes, one using a default KSP shader and one using a Shaddy shader, and swap between them using ModuleManager if Shaddy is detected. However, KSP tries to load the mesh anyway even if it isn't being used, and isn't able to if Shaddy isn't installed since it can't find the shader. This then throws the exception as there is no mesh for the bones to bind to. To be honest, I don't know a way round this. However, there are a couple of bits of good news: It seems to only spam the error during loading. As far as I can tell from your log and my testing there is no spam during flight. Which means your log bloat will be capped by the load time and won't continue to grow as you play. It looks like you are on KSP 1.12.2, so Shaddy should work for you. You can grab it here (you will need its dependencies too). This will fix the log spam and you'll get nicer looking parachutes. Win-win! For those of you stuck on 1.11 or otherwise unable/unwilling to use Shaddy I will keep looking into this as it obviously isn't ideal. Nothing game breaking but if I find a solution I will implement it. 31 minutes ago, obnox twin said: I might try SOCK but because of time of me being busy the whole week maybe but Orion would be my first IVA using Raster and ASET SOCK will be trickier as the MFDs and some controls are part of the IVA mesh. In Orion all the controls and MFDs are just props, so you can disable them in the config. I plan to adjust the SOCK IVA in future to make custom IVAs easier. Will be excited to see any IVAs people make using RPM/MAS and happy to post links in the OP. 25 minutes ago, Soviet_Velir said: Benjee, its looks just great! But I'm wondering if there is a SLS in fashion? Or is a Redirect also needed? So for the moment your best bet is probably a mix of NFLV for the core stage, BDB for the ICPS and Photon Corp for the boosters. You could use reDIRECT too but the parts are quite old now. As for whether I will be adding SLS in the future, well... it is Artemis construction kit after all and not Orion... Quote Link to comment Share on other sites More sharing options...
PlasmaIndustries Posted August 29, 2022 Share Posted August 29, 2022 New SLS parts would be great! Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 29, 2022 Share Posted August 29, 2022 1 hour ago, benjee10 said: OK, I think have the culprit Thank you for the brain time, very much appreciated. I've confirmed that installing Shab-dy-et all does indeed fix the log spam. Quote Link to comment Share on other sites More sharing options...
Clamp-o-Tron Posted August 29, 2022 Share Posted August 29, 2022 It's hard to make it more obvious Benjee. (Also, I'm sure you know, but Estreet is working on SDLVs of their own so coordination would be good) Quote Link to comment Share on other sites More sharing options...
RiccRacc Posted August 30, 2022 Share Posted August 30, 2022 2 hours ago, benjee10 said: OK, I think have the culprit - it seems like this log spam gets generated when Shabby & Shaddy aren't installed. Shaddy provides shaders for the chutes and the way I made this optional was to have two meshes, one using a default KSP shader and one using a Shaddy shader, and swap between them using ModuleManager if Shaddy is detected. However, KSP tries to load the mesh anyway even if it isn't being used, and isn't able to if Shaddy isn't installed since it can't find the shader. This then throws the exception as there is no mesh for the bones to bind to. To be honest, I don't know a way round this. However, there are a couple of bits of good news: It seems to only spam the error during loading. As far as I can tell from your log and my testing there is no spam during flight. Which means your log bloat will be capped by the load time and won't continue to grow as you play. It looks like you are on KSP 1.12.2, so Shaddy should work for you. You can grab it here (you will need its dependencies too). This will fix the log spam and you'll get nicer looking parachutes. Win-win! For those of you stuck on 1.11 or otherwise unable/unwilling to use Shaddy I will keep looking into this as it obviously isn't ideal. Nothing game breaking but if I find a solution I will implement it. SOCK will be trickier as the MFDs and some controls are part of the IVA mesh. In Orion all the controls and MFDs are just props, so you can disable them in the config. I plan to adjust the SOCK IVA in future to make custom IVAs easier. Will be excited to see any IVAs people make using RPM/MAS and happy to post links in the OP. So for the moment your best bet is probably a mix of NFLV for the core stage, BDB for the ICPS and Photon Corp for the boosters. You could use reDIRECT too but the parts are quite old now. As for whether I will be adding SLS in the future, well... it is Artemis construction kit after all and not Orion... NFLV? Quote Link to comment Share on other sites More sharing options...
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