Aethon Posted July 21, 2014 Share Posted July 21, 2014 Hey e-dog. Don't get discouraged. Your work is loved and appreciated by the community. So the consensus is working with .24 except for the Squad decouple force bug? Link to comment Share on other sites More sharing options...
mike9606 Posted July 21, 2014 Share Posted July 21, 2014 Hey e-dog. Don't get discouraged. Your work is loved and appreciated by the community. So the consensus is working with .24 except for the Squad decouple force bug?There is a mod floating around somewhere that fixes the no-decouple force bug. Link to comment Share on other sites More sharing options...
koksny Posted July 21, 2014 Share Posted July 21, 2014 There is a mod floating around somewhere that fixes the no-decouple force bug.But it's not working with PF, someone need to fork it (or explain how to do it). Link to comment Share on other sites More sharing options...
tjsnh Posted July 21, 2014 Share Posted July 21, 2014 So ... running 0.24 with the latest PF (first time using it) How do I separate the fairing? All the readme/etc documentation refers to staging them, but ... there's nothing to stage ... the parts don't seem to have any action-group compatible actions, the right-click options in VAB don't give any help .. I've tried stage separators inside, and outside, the PF base .. nothing works ... Any help? Am I missing something really obvious? Link to comment Share on other sites More sharing options...
Ramarren Posted July 21, 2014 Share Posted July 21, 2014 How do I separate the fairing?Are you sure you used the actual fairings (from aerodynamics tab)? The mod also includes procedural fuselages (in structural tab), which cannot be ejected. Link to comment Share on other sites More sharing options...
Master Tao Posted July 21, 2014 Share Posted July 21, 2014 There are two kinds of fairings: one kind is in the Structural tab and can't be separated, the other is in the Aerodynamics tab and can. The fairings that can be separated are more yellow than grey and will show up in your staging sequence. You can also right click them in flight and I think you can assign an action group if you want. Link to comment Share on other sites More sharing options...
RoboRay Posted July 21, 2014 Share Posted July 21, 2014 (edited) Are you using the Fairing sections in the Aero page of the VAB? Or are you using the Fuselage sections in the Structural tab?Because Fairing sections eject, but Fuselage sections don't.Edit: Is there an echo in here? ...here? ...here? Edited July 21, 2014 by RoboRay Link to comment Share on other sites More sharing options...
NathanKell Posted July 21, 2014 Share Posted July 21, 2014 They're bit by the x64 decoupler bug. Known issue. Sarbian wrote some code to replace regular decouplers, but e-dog is using a custom-built one so he will need to switch his code to using Sarbian's. Link to comment Share on other sites More sharing options...
tjsnh Posted July 21, 2014 Share Posted July 21, 2014 That seemed to do the trick - I was using the base in 'structural' rather than 'aerodynamic' , thanks!!! Link to comment Share on other sites More sharing options...
KerbMav Posted July 21, 2014 Share Posted July 21, 2014 Is there an echo in here? ...here? ...here?No, it is just one of the most popular mods and this thread is under constant surveillance of the update predators! Link to comment Share on other sites More sharing options...
Aethon Posted July 22, 2014 Share Posted July 22, 2014 So played for a while, saw there was a game update 3 hrs ago. In game I contract tested a radial decoupler that about knocked the test stand over. Nearly 5 sec later, far off in the distance, I heard the business end lithobraking even though it was fired horizontal. Is the decouple bug fixed and does that mean our beloved PF is also .24 compatible? Link to comment Share on other sites More sharing options...
problemecium Posted July 22, 2014 Share Posted July 22, 2014 Apparently nobody else has reported this yet, so...Whenever I click a procedural fairing base to spawn it, it creates those green balls, but leaves clones of them behind the parts menu. This seems to have no noticeable effect on performance or on flight physics, but uh... it sure is weird. Anyone else seen this happen?Yes, I am using Windows 64-bit. Link to comment Share on other sites More sharing options...
smart013 Posted July 22, 2014 Share Posted July 22, 2014 Apparently nobody else has reported this yet, so...http://i.imgur.com/cALguau.pngWhenever I click a procedural fairing base to spawn it, it creates those green balls, but leaves clones of them behind the parts menu. This seems to have no noticeable effect on performance or on flight physics, but uh... it sure is weird. Anyone else seen this happen?Yes, I am using Windows 64-bit.Had the same effect with 32bit. Link to comment Share on other sites More sharing options...
problemecium Posted July 22, 2014 Share Posted July 22, 2014 Update:Now I know this post may end up finding itself in the wrong thread, but here goes anyway. Today I downloaded the new KW Rocketry patch (bear with me) and KSP started crashing and throwing AccessViolationExceptions. So I derped all over the place trying to fix memory problems, long story short. But in the end, after swapping a bunch of folders in and out of GameData, I discovered that when I had KW and Procedural Fairings installed together, KSP ate up all my memory and crashed.So my new hypothesis is that Procedural Fairings is the real culprit rather than KW. Since KW doesn't have any plugins, my guess is that either this specifically or KSPAPIExtensions has a memory leak.Sooo anyone else observing similar problems? Link to comment Share on other sites More sharing options...
Joachim Posted July 22, 2014 Share Posted July 22, 2014 Update:Now I know this post may end up finding itself in the wrong thread, but here goes anyway. Today I downloaded the new KW Rocketry patch (bear with me) and KSP started crashing and throwing AccessViolationExceptions. So I derped all over the place trying to fix memory problems, long story short. But in the end, after swapping a bunch of folders in and out of GameData, I discovered that when I had KW and Procedural Fairings installed together, KSP ate up all my memory and crashed.So my new hypothesis is that Procedural Fairings is the real culprit rather than KW. Since KW doesn't have any plugins, my guess is that either this specifically or KSPAPIExtensions has a memory leak.Sooo anyone else observing similar problems?Yes I have dumped PF in favour of the KW fairings as PF has too many plugins to play nicely with all the other scale.dll and kspapiextensions.dll files that are floating about............. Link to comment Share on other sites More sharing options...
Joachim Posted July 22, 2014 Share Posted July 22, 2014 Apparently scale.dll has altered parameters for each mod but you can make sure that all the kspapiextensions.dll files are the same latest version pulled from github, has helped me abit but not enough presently to use PF Link to comment Share on other sites More sharing options...
softweir Posted July 22, 2014 Share Posted July 22, 2014 (edited) Each mod has its own copy of KSAPIExtensions in its folder. Recent versions of KSAPIExtensions are OK with this, but older versions can't cope and start messing with each other.The solution is to make sure each and every mod you use is using the latest KSPAPIExtensions. I don't know if you can just download the latest and shove it in each mod folder (being sure to delete the old copy!), but it's worth a try.EDIT: May not be relevant to the mod in question. I'll check!EDIT EDIT: Nope, sorry, not relevant - I have no idea how KW and PF are interacting! Edited July 22, 2014 by softweir Link to comment Share on other sites More sharing options...
Uburian Posted July 22, 2014 Share Posted July 22, 2014 Apparently nobody else has reported this yet, so...http://i.imgur.com/cALguau.pngWhenever I click a procedural fairing base to spawn it, it creates those green balls, but leaves clones of them behind the parts menu. This seems to have no noticeable effect on performance or on flight physics, but uh... it sure is weird. Anyone else seen this happen?Yes, I am using Windows 64-bit.I can confirm that i'm having this issue too. 32bit. Link to comment Share on other sites More sharing options...
maxrsp Posted July 22, 2014 Share Posted July 22, 2014 I can confirm that i'm having this issue too. 32bit.I am also having same issue on Windows 7 64-bit with KSP .24 64-bit Link to comment Share on other sites More sharing options...
biohazard15 Posted July 22, 2014 Share Posted July 22, 2014 Update:Now I know this post may end up finding itself in the wrong thread, but here goes anyway. Today I downloaded the new KW Rocketry patch (bear with me) and KSP started crashing and throwing AccessViolationExceptions. So I derped all over the place trying to fix memory problems, long story short. But in the end, after swapping a bunch of folders in and out of GameData, I discovered that when I had KW and Procedural Fairings installed together, KSP ate up all my memory and crashed.So my new hypothesis is that Procedural Fairings is the real culprit rather than KW. Since KW doesn't have any plugins, my guess is that either this specifically or KSPAPIExtensions has a memory leak.Sooo anyone else observing similar problems?I do confirm this "ghost node" bug, but I'm using PF+KW (and many other mods) quite nicely. Real culprit here is KSP x64 - it has more than enough bugs itself, and any mod can add something completely unexpected to this wonderful technoentomologic college party. Link to comment Share on other sites More sharing options...
Preliator Posted July 22, 2014 Share Posted July 22, 2014 Why there aren't the bases bigger than the 1.75m? I haven't the 2.5, 3.75 and 5m basis to place the fairing... Link to comment Share on other sites More sharing options...
Ignath Posted July 22, 2014 Share Posted July 22, 2014 Why there aren't the bases bigger than the 1.75m? I haven't the 2.5, 3.75 and 5m basis to place the fairing...Right-click on the fairing when it's been placed and, in the tweakables menu, you can make them bigger. If you're playing career, you probably need to advance a bit more on the science tree before you can expand them further. Link to comment Share on other sites More sharing options...
Preliator Posted July 22, 2014 Share Posted July 22, 2014 Right-click on the fairing when it's been placed and, in the tweakables menu, you can make them bigger. If you're playing career, you probably need to advance a bit more on the science tree before you can expand them further.Ouch!! my carelessness.... thank you Link to comment Share on other sites More sharing options...
Ignath Posted July 22, 2014 Share Posted July 22, 2014 Ouch!! my carelessness.... thank you You bet, glad I could help Link to comment Share on other sites More sharing options...
problemecium Posted July 22, 2014 Share Posted July 22, 2014 I've actually investigated KSPAPIExtensions' possibly causing my crashes - it turned out PFairings is the only mod I have that uses it, and it was indeed the latest version. I think next I'll download some other mod with the DLL and see if it causes the same memory overflow problem.Actually I may not have been running out of memory in the first place - my latest crash dump said the AccessViolationException occurred at 91% memory. The investigation continues... Link to comment Share on other sites More sharing options...
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