sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 I have no idea why, but with v0.15 it's still laggy as hell.output_log.txtNo such problems with v0.14. Maybe the Logfile helps.Download 0.15a. Reinstall everything, not just the plugin. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 I love this mod Looks at these things!http://forum.kerbalspaceprogram.com/threads/80200-The-Walking-Base%21http://forum.kerbalspaceprogram.com/threads/79513-The-Bug-RoverAwesome. Thanks for sharing! I always have a blast seeing what people can do. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted May 16, 2014 Share Posted May 16, 2014 Download 0.15a. Reinstall everything, not just the plugin.Sry, I actually meant v0.15a. :-)And I reinstalled everything new and changed the three Dromoman parts in the way you suggested. Link to comment Share on other sites More sharing options...
petros_a_l Posted May 16, 2014 Share Posted May 16, 2014 Floats to Ints is not happening. I've already asked for everyone's input and I essentially got only 2 responses on what to do. One deals with robotics in the real world so I'm just going to go with their input for now. In the next release, if you want it to not increment by 0.01 then you can edit the CFG to make it 1.0That would be even better.Great work btw, this mod gives to the game so much more depth and fun. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Sry, I actually meant v0.15a. :-)And I reinstalled everything new and changed the three Dromoman parts in the way you suggested.Still getting the error? What parts do you have on the craft? Can I see a new log file? Link to comment Share on other sites More sharing options...
Spartwo Posted May 16, 2014 Share Posted May 16, 2014 Yay more stockey. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted May 16, 2014 Share Posted May 16, 2014 Still getting the error? What parts do you have on the craft? Can I see a new log file?The one I posted above is a new one with Magic Smoke Industries Infernal Robotics - 0.15a and the for 0.15a modified Dromoman Arm parts.All parts actually work fine, also the toolbar-hide-servocontrol-window thing. But, due the fact that change from 0.15a back to 0.14 the frames per second increases on an factor four, on the same vessel, I'm convinced that something that was changed between 0.14 and 0.15a needs a lot of resources. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 The one I posted above is a new one with Magic Smoke Industries Infernal Robotics - 0.15a and the for 0.15a modified Dromoman Arm parts.All parts actually work fine, also the toolbar-hide-servocontrol-window thing. But, due the fact that change from 0.15a back to 0.14 the frames per second increases on an factor four, on the same vessel, I'm convinced that something that was changed between 0.14 and 0.15a needs a lot of resources.It's something else which is why I asked what parts you have on the craft. I'm seeing this in the error and I _need_ to know what parts you have. Is it lagging on it's own or are you making the parts move then it lags? Does this happen while in the VAB/SPH or does this happen in Flight?NullReferenceException: Object reference not set to an instance of an object at MuMech.MuMechToggle.checkInputs () [0x00000] in <filename unknown>:0 at MuMech.MuMechToggle.FixedUpdate () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
johnwayne1930 Posted May 16, 2014 Share Posted May 16, 2014 @sirkutAh well, here a list of parts on the Craft I used for testing.Its lagging on it's own, doesn't change if I make the parts move or not.It happens only in flight, and as it seems only with a vessel witch use IR in any way. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 @sirkutAh well, here a list of parts on the Craft I used for testing.Its lagging on it's own, doesn't change if I make the parts move or not.It happens only in flight, and as it seems only with a vessel witch use IR in any way.Perfect, I'm able to replicate it now. I'll look into it now that I can repeat it. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 16, 2014 Share Posted May 16, 2014 Sirkut, I have a feature request.Can 0.16 please make me sandwiches? I would greatly appreciate this. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Sirkut, I have a feature request.Can 0.16 please make me sandwiches? I would greatly appreciate this.How about I give you an inch in 0.16 but demand a yard kthnx? Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 16, 2014 Share Posted May 16, 2014 How about I give you an inch in 0.16 but demand a yard kthnx?Sounds reasonable.I don't know what you're saying but I'm sure it's reasonable. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 @sirkutAh well, here a list of parts on the Craft I used for testing.Its lagging on it's own, doesn't change if I make the parts move or not.It happens only in flight, and as it seems only with a vessel witch use IR in any way.I want to first say how wonderful it is that someone can help me out in finding bugs. You gave me an output_log.txt file. THEN you answered by giving me an exact list of parts you were using for your craft. Now for the fun:With your parts list, I noticed you were using the Dromoman parts so I loaded a craft that had all the parts that were using the infernal robotics plugin. I was able to replicate the bug. I then deleted all my parts because I knew they work and left only the Dromoman arms. THIS is where the bug was coming from. I failed to check if the audio source was null in the CheckInputs method! So I thank you. I fixed it and the next update (today) will contain the fix. This bug has been in the code for quite some time so I guess it's nice when a new release is out, people notice things. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted May 16, 2014 Share Posted May 16, 2014 I'm glad I could help. :-) Link to comment Share on other sites More sharing options...
The Destroyer Posted May 16, 2014 Share Posted May 16, 2014 What's with the weak joints? I've seen people build Jebsy-Danger size things that work. Whenever I do it, it breaks under a mere 20 ton load. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 What's with the weak joints? I've seen people build Jebsy-Danger size things that work. Whenever I do it, it breaks under a mere 20 ton load. http://i.imgur.com/gdIOqsQ.jpgcraft file? Link to comment Share on other sites More sharing options...
The Destroyer Posted May 16, 2014 Share Posted May 16, 2014 I think I know why its breaking. The VTOL joint bends faster than the part can actually move. Every. Single. One. Of my creations that are complexish (not heavy) has had this problem since the days of DR.https://www.dropbox.com/s/6nu1htqystihw4j/Kerb-ferris%20wheel.craft Link to comment Share on other sites More sharing options...
ggibsonjr Posted May 16, 2014 Share Posted May 16, 2014 Every time I use the rotatrons they only work when I initially use them then they get stuck. Am I doing something wrong? I wanted to use it as a Vtol engine. I have the min and max set to 90, is that where I'm messing up? Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 The Destroyer, Your design doesn't make sense to me. Is it supposed to be a ferris wheel meaning the big wheels are supposed to turn while the launch clamps are still connected? I get weird breaking if the two nose cones aren't connected to the launch clamps. Also the moment of rotation of the vtol rotatrons don't match up with the free moving docking washers so there will be some weird forces causing it to fall apart. Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Every time I use the rotatrons they only work when I initially use them then they get stuck. Am I doing something wrong? I wanted to use it as a Vtol engine. I have the min and max set to 90, is that where I'm messing up?Craft file please? I hope it's stock. Link to comment Share on other sites More sharing options...
The Destroyer Posted May 16, 2014 Share Posted May 16, 2014 The Destroyer, Your design doesn't make sense to me. Is it supposed to be a ferris wheel meaning the big wheels are supposed to turn while the launch clamps are still connected? I get weird breaking if the two nose cones aren't connected to the launch clamps. Also the moment of rotation of the vtol rotatrons don't match up with the free moving docking washers so there will be some weird forces causing it to fall apart.Yes, it is. Also, I never thought of launch-clamping the nose cones. Why would the rotator and free moving docking washer be different? Link to comment Share on other sites More sharing options...
sirkut Posted May 16, 2014 Author Share Posted May 16, 2014 Yes, it is. Also, I never thought of launch-clamping the nose cones. Why would the rotator and free moving docking washer be different?I'm looking at the orientation according to the horizon. They don't line up. Have you considered using a standard docking washer or possibly a rotatron instead of the VTOL version? Link to comment Share on other sites More sharing options...
The Destroyer Posted May 16, 2014 Share Posted May 16, 2014 Hm, I SHOULD be able to do that... Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 16, 2014 Share Posted May 16, 2014 excellent work sirkut. Slapped this new version in, had to reset some of my robotics (the hinges rotated 90 degrees and closed up) but otherwise no problems with previous version parts and I can finally hide the IR window again. Link to comment Share on other sites More sharing options...
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