TheDog Posted December 22, 2020 Share Posted December 22, 2020 Interesting, i'll have a more detailed look in a trimmed down install (currently at 80+ mods, not good for finding root causes...). Will get back to u! Quote Link to comment Share on other sites More sharing options...
TheDog Posted December 22, 2020 Share Posted December 22, 2020 (edited) @m4v its analyzed: You could indeed not repro it, because in MOLE's "standard playmode" after installalation, "ClassicStock", the engine (Fulcrum in this case) is configured as a multi-mode engine, and indeed has 2 usable modes. So no problem here (see screenshot #1). If the playmode is changed, e.g. to "CRP", then there is a problem on the engine config: it is still declared in the part config as multi-mode, but has actually only one usable mode. This confuses RCSBuidlAid and leads to that nullref spam (see screenshot #2). Showing the situation: 1) no problem, and 2) problem https://imgur.com/gallery/fqlpMcg So the root cause is definitely a misconfiguration on the part. Question is if that could maybe be handled more gracefully by RCSBuildAid, now that the cause is known? Edited December 22, 2020 by TheDog typo Quote Link to comment Share on other sites More sharing options...
m4v Posted December 22, 2020 Author Share Posted December 22, 2020 @TheDogOk, I see now. I should be able to fix it. Quote Link to comment Share on other sites More sharing options...
m4v Posted December 22, 2020 Author Share Posted December 22, 2020 (edited) == Version 1.0.5 * Fix: Ignore PartModules that have moduleIsEnabled set to false. * Fix: Don't ignore ModuleEngine independentThrottle setting if used. Edited December 22, 2020 by m4v Quote Link to comment Share on other sites More sharing options...
m4v Posted January 31, 2021 Author Share Posted January 31, 2021 == Version 1.0.6 * Fix: NRE when DCoM offset readout is enabled and there are no parts in the editor. Quote Link to comment Share on other sites More sharing options...
Master_Azrael Posted March 31, 2021 Share Posted March 31, 2021 (edited) Hi there! Just found a bug with my heavy modded install. It only happens with parachutes calculator. When I grab a command pod and install a chute, calculations are OK. But when I load another ship in the VAB, I get velocity calculations to "Infinity", and keeps like that until game reboot. (Of course, none of them are from the mod RealChutes, and happen also with stock ones. And I'm using stock aerodinamics) This is the error found in the log: [EXC 15:51:23.665] NullReferenceException UnityEngine.Transform.Find (System.String n) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) Part.FindModelTransform (System.String childName) (at <06f13185617646e5bc801baeab53ab75>:0) RCSBuildAid.CoDMarker.findCenterOfDrag () (at <4ce320faa66f449aafd3274fb767e25f>:0) RCSBuildAid.CoDMarker.UpdatePosition () (at <4ce320faa66f449aafd3274fb767e25f>:0) EditorMarker.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) And after that, lots of : [LOG 15:51:23.689] Look rotation viewing vector is zero If you need the full log, I can upload it for you. Thanks in advance for maintaining again this awesome mod @m4v! Edited March 31, 2021 by Master_Azrael Quote Link to comment Share on other sites More sharing options...
m4v Posted April 3, 2021 Author Share Posted April 3, 2021 (edited) @Master_Azrael I tried to reproduce but I was unable to, can you go into more detail the steps you do to trigger the bug? Edited December 18, 2021 by m4v Quote Link to comment Share on other sites More sharing options...
mhoram Posted August 26, 2021 Share Posted August 26, 2021 (edited) In the following setup I get an exception during loading the game: - KSP 1.12.2 - Toolbar 1.8.0.7 - MechJeb 2.12.3.0 - RCSBuildAid 1.0.6 The exceptions is (If needed, I can provide a complete logfile): [ERR 13:54:19.816] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'RCSBuildAid.Toolbar:button' (0) due to: Could not load file or assembly 'aaa_Toolbar, Version=1.8.0.5, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:aaa_Toolbar, Version=1.8.0.5, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> If I uninstall MechJeb, the Exception does not appear. May I ask you to have a look at this issue? Edit: I was able to resolve this issue by installing ToolbarControl and ClickThroughBlocker, the prerequisites of Toolbar. Edited August 26, 2021 by mhoram Quote Link to comment Share on other sites More sharing options...
flart Posted November 14, 2021 Share Posted November 14, 2021 (edited) looks like the mod doesn't know new RCS variant switch. This is restock-rcs-block-multi-2, choosed second variant with the 4 horns, 2 blue arrows are correct, but the other 2 blue arrows are in the place of the missed fifth horn from the first variant. ksp.log - https://1drv.ms/u/s!Alncj27YxKc-iAGMd_qjAebGLsHT Edited November 14, 2021 by flart Quote Link to comment Share on other sites More sharing options...
m4v Posted December 18, 2021 Author Share Posted December 18, 2021 (edited) @flart Thank you for bringing this to my attention (and sorry for the month delay) I can't reproduce though, using restock and restockplus part variant switching works as expected, so is probably the effect of another mod? I can see you have several mods unfortunately I can't go through all of them but I can make an educated guess... I would check the mod that adds that "RCS Mode" bar if is the cause. On 11/14/2021 at 4:58 PM, flart said: looks like the mod doesn't know new RCS variant switch. It does, but probably isn't hooked to the event the mod is firing when the variant is applied, currently RCSBA just listens to the ShipModified event since that should cover everything, but perhaps the mod is using the VariantApplied event without firing ShipModified as well. If you can pinpoint the mod I can check. It should be an easy fix although if my guess is correct then the problem is that ShipModified isn't being fired. Edit: I can think of another issue that could be happening... so for a fix I really need a minimal mod list that triggers the bug. Edited December 18, 2021 by m4v Quote Link to comment Share on other sites More sharing options...
flart Posted December 18, 2021 Share Posted December 18, 2021 (edited) 43 minutes ago, m4v said: If you can pinpoint the mod I can check that could be Rational Resources Parts or Kiwi Tech Tree (master from the github) or both Edited December 18, 2021 by flart Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted December 18, 2021 Share Posted December 18, 2021 (edited) I just also recognized this, and also it happens that when the (fuel switchable) RCS part is enabled (stageable RCS), then picked up in VAB and attached again at another position, it's disabled. Edit: yep, the source of the patching is GameData\RationalResourcesRCSFamily\ Edited December 18, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
m4v Posted December 18, 2021 Author Share Posted December 18, 2021 (edited) @flart@Gordon Dry I installed: Quote B9PartSwitch CommunityResourcePack CommunityTechTree RCSBuildAid RationalResources RationalResourcesCompanion RationalResourcesParts RationalResourcesRCSFamily ReStock ReStockPlus And still I can't reproduce. Edit: I won't test with Kiwi Tech Tree since it doesn't have a suitable release and seems abandoned. Edited December 18, 2021 by m4v Quote Link to comment Share on other sites More sharing options...
OldMold Posted January 21, 2022 Share Posted January 21, 2022 (edited) Weird, I don't seem to have the CoD marker as I'm trying to balance chutes. Is there a certain set of parameters or conditions that need to exist for it to show up? Is it locked behind some research tech node like some of MJ's functions? I have FAR installed - does that disable it? Edited January 21, 2022 by OldMold Quote Link to comment Share on other sites More sharing options...
m4v Posted January 23, 2022 Author Share Posted January 23, 2022 On 1/21/2022 at 2:16 PM, OldMold said: I have FAR installed - does that disable it? Yes. The math done assumes vanilla aerodynamics so it wouldn't be right if you're using FAR. Currently having FAR or RealChutes disables the CoD. Quote Link to comment Share on other sites More sharing options...
pwn Posted March 25, 2022 Share Posted March 25, 2022 fantastic, must have mod! thank you so much!!! Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted October 22, 2022 Share Posted October 22, 2022 Does this work on Version 1.12? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted October 22, 2022 Share Posted October 22, 2022 1 hour ago, Richmountain112 said: Does this work on Version 1.12? Yep. Quote Link to comment Share on other sites More sharing options...
Richmountain112 Posted October 22, 2022 Share Posted October 22, 2022 Thanks. Did you test to make sure? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted October 23, 2022 Share Posted October 23, 2022 9 hours ago, Richmountain112 said: Thanks. Did you test to make sure? I used it just a couple of days ago to set thruster positions on one of my ferry ships - yes, it's working in 1.12.3. Quote Link to comment Share on other sites More sharing options...
hgordillo Posted October 21, 2023 Share Posted October 21, 2023 (edited) Deleted Edited October 21, 2023 by hgordillo I figured it out. thanks. Quote Link to comment Share on other sites More sharing options...
MAFman Posted August 24 Share Posted August 24 I'm trying to update this to work with 1.12.5, on a Windows machine. AFAIK the instructions to compile the source use Linux commands; how do I compile it on Windows? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 25 Share Posted August 25 21 hours ago, MAFman said: I'm trying to update this to work with 1.12.5, on a Windows machine. AFAIK the instructions to compile the source use Linux commands; how do I compile it on Windows? linuxgurugamer is maintaining this mod now: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25 Share Posted August 25 1 hour ago, Starwaster said: linuxgurugamer is maintaining this mod now: Actually, no. The original author requested it back in 2020. And it is currently available for the latest version of KSP Quote Link to comment Share on other sites More sharing options...
MAFman Posted August 28 Share Posted August 28 On 8/25/2024 at 7:32 AM, Starwaster said: linuxgurugamer is maintaining this mod now: That thread is even older, and has been locked Quote Link to comment Share on other sites More sharing options...
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