futrtrubl Posted March 23, 2015 Share Posted March 23, 2015 Question out of confusion, does the red torque arrow (the straight one) matter on launch and does the red arrows here indicate a problem with the balance of the engine? Both engines are from NovaPunch, or one may be from KWrocketry. I thought maybe RCS build aid was being confused by the multiple nozzles, but I've tried other multi-nozzle engines and the red arrow doesn't appear there.Edit: Or maybe the engine that I'm using is simply too big for the rocket?http://img.photobucket.com/albums/v214/smjjames/screenshot17_zpse9mcy4za.pnghttp://img.photobucket.com/albums/v214/smjjames/screenshot18_zpsmwkiufsc.pngI means your rocket is unbalanced. Quote Link to comment Share on other sites More sharing options...
m4v Posted March 23, 2015 Author Share Posted March 23, 2015 I have encountered a compatibility issue between this and the new Kerbal Inventory System. This causes any vessels saved with a part in a KIS inventory slot to not load properly. Without RCS Built Aid no problem. Screenshots and log included.Built ship and added part to KIT inventoryhttps://www.dropbox.com/s/5i04qb7ut0n3mnw/screenshot3.png?dl=0Saved and loaded after adding part, this is resulthttps://www.dropbox.com/s/zi9sdrjj9voyh64/screenshot4.png?dl=0Log to hopefully indicate what is going onhttps://www.dropbox.com/s/tk8zfv36u927ygr/output_log.txt?dl=0EDIT: Links rechecked and confirmed to be working nowNullReferenceException: Object reference not set to an instance of an object at RCSBuildAid.RCSBuildAid.onShipModified (.ShipConstruct construct) [0x00000] in <filename unknown>:0You're using an old version of my plugin.Question out of confusion, does the red torque arrow (the straight one) matter on launch depends of the size of the rocket, if there isn't a circular arrow then it might not be a big deal. and does the red arrows here indicate a problem with the balance of the engine?dunno, try to see if there's torque with just the engine and a fuel tank, in your pictures there's a bunch of other stuff attached so it might be just your rocket that is unbalanced and not the engines. Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted March 23, 2015 Share Posted March 23, 2015 (edited) Humm, I must have missed an update. Will try the newest release and see if that corrects the problem.UPDATE: Have tested with the new version and the problem is no longer present. Edited March 24, 2015 by JeffreyCor Quote Link to comment Share on other sites More sharing options...
Mapoko Posted April 13, 2015 Share Posted April 13, 2015 Hello.I am trying to make a tug with RCS blocks on extendable legs, so they will point outward when the tug is free and move towards the cargo to compensate a bit for CoM.The problem comes when I can not use your mod to balance them in extended position.No matter what position they are in it counts them as default position (see the arrows).Not sure who should I speak to. You or the creator of the part ? Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted April 13, 2015 Share Posted April 13, 2015 Hello.I am trying to make a tug with RCS blocks on extendable legs, so they will point outward when the tug is free and move towards the cargo to compensate a bit for CoM.The problem comes when I can not use your mod to balance them in extended position.No matter what position they are in it counts them as default position (see the arrows).Not sure who should I speak to. You or the creator of the part ?http://snag.gy/nZcRX.jpgJust putting in my 2 cents here, but I think this is probably a limitation of Unity/KSP itself. It should be relatively easy to work around the problem, though, here's what you do: Set the RCS arms in the position you want to check them in, then save the craft in that configuration. Leave the RCSBuildAid window running, and just load the craft file back into the editor. The thrust vector transforms should update to the correct locations, and you'll have the information you seek. At least, this method has worked for me pretty reliably in the past.Anyway, I hope this helps! Quote Link to comment Share on other sites More sharing options...
Mapoko Posted April 13, 2015 Share Posted April 13, 2015 (edited) It worked. Kind of. Although since they are with symmetry it counts all as the position of the original part.I did save/load it with 1 leg down and 3 up.Anyway it is a way to work around it so thank you and +rep Edited April 13, 2015 by Mapoko Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted April 14, 2015 Share Posted April 14, 2015 It worked. Kind of. Although since they are with symmetry it counts all as the position of the original part.I did save/load it with 1 leg down and 3 up.http://snag.gy/zVbfo.jpgAnyway it is a way to work around it so thank you and +rep Oh, well, thank YOU very much! Yeah, I hadn't considered that. I think the only way to solve this issue would be to place each part individually, instead of with symmetry. That way each one would be independent according to RCSBA, but I can see how that would be a pain in the @$$ to place them correctly in some cases. In any event, I'm glad I was able to help at least a little. Later! Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted April 14, 2015 Share Posted April 14, 2015 Oh, well, thank YOU very much! Yeah, I hadn't considered that. I think the only way to solve this issue would be to place each part individually, instead of with symmetry. That way each one would be independent according to RCSBA, but I can see how that would be a pain in the @$$ to place them correctly in some cases. In any event, I'm glad I was able to help at least a little. Later! You can place them in symmetry and then use StripSymmetry to remove the symmetry while keeping them... symmetrically placed. Quote Link to comment Share on other sites More sharing options...
fatcargo Posted April 14, 2015 Share Posted April 14, 2015 Or Part Wizard . More complex but offers removing individual parts from symmetry (to be honest, partial symmetry removal is kind of "buggy", but that may be just my KSP install). Also has highlighting. Quote Link to comment Share on other sites More sharing options...
m4v Posted April 18, 2015 Author Share Posted April 18, 2015 Hello.I am trying to make a tug with RCS blocks on extendable legs, so they will point outward when the tug is free and move towards the cargo to compensate a bit for CoM.The problem comes when I can not use your mod to balance them in extended position.No matter what position they are in it counts them as default position (see the arrows).Not sure who should I speak to. You or the creator of the part ?http://snag.gy/nZcRX.jpgIt would help to know which mod or part are you talking about, I'm not a wizard. Quote Link to comment Share on other sites More sharing options...
smjjames Posted April 18, 2015 Share Posted April 18, 2015 I'm noticing that when I leave the RCS build aid in translation view mode and close the window (as in press the taskbar button to close it, not minimize) and whenever I undo or redo an action, I get spammed by this error until I open and then close RCS buildaid, which I'm seeing through exceptiondetector.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponent (System.Type) at UnityEngine.Component.GetComponent[ModuleForces] () [0x00000] in <filename unknown>:0 at RCSBuildAid.DeltaV.calcRCSIsp (System.Single& num, System.Single& den) [0x00000] in <filename unknown>:0 at RCSBuildAid.DeltaV.calcIsp () [0x00000] in <filename unknown>:0 at RCSBuildAid.DeltaV.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)If I leave it in attitude or engine mode, it's fine. Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted April 18, 2015 Share Posted April 18, 2015 It would help to know which mod or part are you talking about, I'm not a wizard.You're not? Well that's just great... and here I was thinking you were this superior being... Boy was I wrong. Quote Link to comment Share on other sites More sharing options...
m4v Posted April 21, 2015 Author Share Posted April 21, 2015 I'm noticing that when I leave the RCS build aid in translation view mode and close the window (as in press the taskbar button to close it, not minimize) and whenever I undo or redo an action, I get spammed by this error until I open and then close RCS buildaid, which I'm seeing through exceptiondetector.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:GetComponent (System.Type) at UnityEngine.Component.GetComponent[ModuleForces] () [0x00000] in <filename unknown>:0 at RCSBuildAid.DeltaV.calcRCSIsp (System.Single& num, System.Single& den) [0x00000] in <filename unknown>:0 at RCSBuildAid.DeltaV.calcIsp () [0x00000] in <filename unknown>:0 at RCSBuildAid.DeltaV.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)If I leave it in attitude or engine mode, it's fine.thanks, fixed in devel branch. Quote Link to comment Share on other sites More sharing options...
frencrs Posted April 23, 2015 Share Posted April 23, 2015 Hey, I love this mod, not just for RCS but for tweaking any type of thrust producing parts attached to a craft.But seriously, you should make the debug labels on the force markers (debugLabel in LineRenderer.cs) a main settings option; those are really helpful for people who love seeing the numbers for stuff. I was going to build it from source so I could throw in a simple label, but was pleasantly surprised to find out you had a very nice implementation of the feature I was looking for hidden in the debugging. Quote Link to comment Share on other sites More sharing options...
m4v Posted April 27, 2015 Author Share Posted April 27, 2015 NO! I won't be updating RCSBA! Quote Link to comment Share on other sites More sharing options...
smjjames Posted April 27, 2015 Share Posted April 27, 2015 NO! I won't be updating RCSBA!Come on man! Quote Link to comment Share on other sites More sharing options...
liquidhype Posted April 27, 2015 Share Posted April 27, 2015 NO! I won't be updating RCSBA!Pretty please? I love RCSBA Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 27, 2015 Share Posted April 27, 2015 Same here, the best tool for RCS balance and does better real time feedback for balancing mass too. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted April 27, 2015 Share Posted April 27, 2015 (edited) Well, it seems to work just fine in 1.0 from a very quick test. --EditWell, the log file has this error, but the tool itself seems to work fine in the VABAssemblyLoader: Exception loading 'RCSBuildAidToolbar': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'RCSBuildAid.Toolbar' from assembly 'RCSBuildAidToolbar, Version=0.6.1.27988, Culture=neutral, PublicKeyToken=null'. Edited April 27, 2015 by UnanimousCoward Quote Link to comment Share on other sites More sharing options...
m4v Posted April 27, 2015 Author Share Posted April 27, 2015 (edited) Seriously? I was hoping I could grief all my users by waiting until the end of exams.Well, the log file has this error, but the tool itself seems to work fine in the VABthat's probably because you don't have Blizzy's toolbar, that's normal. Edited April 27, 2015 by m4v Quote Link to comment Share on other sites More sharing options...
NathanKell Posted April 27, 2015 Share Posted April 27, 2015 Of course you can. Exams first. Quote Link to comment Share on other sites More sharing options...
migol Posted April 28, 2015 Share Posted April 28, 2015 Could you post this mod also on KerbalStuff? It will make it easier to integrate it with CKAN mod installer tool. Quote Link to comment Share on other sites More sharing options...
m4v Posted April 28, 2015 Author Share Posted April 28, 2015 nope. Quote Link to comment Share on other sites More sharing options...
Ignath Posted April 28, 2015 Share Posted April 28, 2015 Could you post this mod also on KerbalStuff? It will make it easier to integrate it with CKAN mod installer tool.It has already been integrated into CKAN...there is just no version up and ready for 1.0 yet. Once that is available, it will show up on CKAN. Quote Link to comment Share on other sites More sharing options...
Bizz Keryear Posted April 29, 2015 Share Posted April 29, 2015 NO! I won't be updating RCSBA!Also a pretty please from me.I guess exams comes first ... but don't you not even have some short minutes left to recompile it against 1.0? (and then update the 1st post that you made a quick dirty recompile)Anyway good luck with your exams. Quote Link to comment Share on other sites More sharing options...
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