AdmiralTigerclaw Posted July 19, 2014 Share Posted July 19, 2014 I just posted the errors showing in the log in my last post. Give 'em a few minutes. Link to comment Share on other sites More sharing options...
krenshala Posted July 19, 2014 Share Posted July 19, 2014 It seems with the pre-release in both 32-bit and 64-bit versions of 0.24, TAC parts cause my larger ships to lag a ridiculous amount (like sub-1 fps, compared to the 40-60 I get launching them normally). I've tried whittling down my mods and it's only when I have KSP running without TAC installed that I lose that lag; I even get it when I have TAC installed but don't have TAC-specific parts on my ship.I'm using version 0.9 pre-release 3.x64 here, using the same version of TAC LS, and i'm not seeing the lag problem you are referring to. Link to comment Share on other sites More sharing options...
Liowen Posted July 19, 2014 Share Posted July 19, 2014 To add to the above here is what I got about the EVA (I think).ArgumentNullException: Argument cannot be null.Parameter name: path2 at System.IO.Path.Combine (System.String path1, System.String path2) [0x00000] in <filename unknown>:0 at KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, .Vessel flight) [0x00000] in <filename unknown>:0 at KSP.IO.File.Exists[TacLifeSupport] (System.String filename, .Vessel flight) [0x00000] in <filename unknown>:0 (Filename: Line: -1)Tac.SpaceCenterManager[FFEF832E][66.09]: Start, new game = True(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.SpaceCenterManager[FFEF832E][66.09]: New save detected!(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.AddLifeSupport[85B34A40][66.09]: Constructor(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.AddLifeSupport[85B34A40][66.09]: run(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.AddLifeSupport[85B34A40][66.09]: Adding resources to kerbalEVA/(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)Tac.AddLifeSupport[85B34A40][66.09]: The expected exception is still happening when adding the Life Support part module to the EVA: Object reference not set to an instance of an object at Part.AddModule (System.String moduleName) [0x00000] in <filename unknown>:0 at Part.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at Tac.AddLifeSupport.EvaAddPartModule (.Part part) [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
toril Posted July 19, 2014 Share Posted July 19, 2014 Im getting the same issues as Admiral Tigerclaw as well. In addition, all the life support parts (and pods that are configed with TAC) are showing no Oxygen or Water, only food. The TAC Coverts are showing no outputs as well, waste. In the process of uploading log file. now.EDIT: I believe the no oxy or water issue is a mod conflict, at least when i installed the latest tac on a clean install with only it and Modulal Manager, the resources showed up fine (though the issue above still persists.this is US error in the module manager config you need to change it to this// Universal Storage Module Manage Config File 0.7// Core Pack// *******************************************************// This adds the three resources required by Universal Storage// It also renames duplicate resources from other mods to prevent duplicates// Resource Definition// *******************************************************// Creates the Oxygen resource// Mol: O2// State: Gas at STP// Units: LiterRESOURCE_DEFINITION { name = Oxygen density = 0.000001429 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true tag = USOxygen }// Renames other resources called Oxygen//@RESOURCE_DEFINITION[Oxygen]:HAS[~tag[USOxygen]]// {// @name = OxygenDELETED// }//// *******************************************************// Creates the Hydrogen resource// Mol: H2// State: Gas at STP// Units: LiterRESOURCE_DEFINITION { name = Hydrogen density = 0.0000000899 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true tag = USHydrogen }// Renames other resources called Hydrogen//@RESOURCE_DEFINITION[Hydrogen]:HAS[~tag[USHydrogen]]// {// @name = HydrogenDELETED// }//// *******************************************************// Creates the Water resource// Mol: H2O// State: Liquid at STP// Units: LiterRESOURCE_DEFINITION { name = Water density = 0.001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true tag = USWater }// Renames other resources called Water//@RESOURCE_DEFINITION[Water]:HAS[~tag[USWater]]// {// @name = WaterDELETED// }// *******************************************************weird bug only happens in .24 works fine in .23.5 Link to comment Share on other sites More sharing options...
rabidninjawombat Posted July 19, 2014 Share Posted July 19, 2014 Universal Storage! The one mod I hadnt got to that one yet while i was slowly removing mods one at a time to try and see which one was causing the error Alphabetical order is a lolThanks for the updated config. Link to comment Share on other sites More sharing options...
toril Posted July 19, 2014 Share Posted July 19, 2014 No problem. Was driving me nuts for a while too, because technically there is nothing wrong with the config. But it deletes all oxygen all hydrogen and all water for some reason. It should leave its own definition alone. Might be a bug with module manager in .24 because as I said this works in .23.5 Link to comment Share on other sites More sharing options...
TaranisElsu Posted July 19, 2014 Author Share Posted July 19, 2014 Here you go: https://www.dropbox.com/s/ak2oarltt2dqwlw/output_log.txtI saw that there were a bunch of FAR-related errors on there so I upgraded FAR to no avail, but then I tried running KSP without FAR and the lag went away. The lag only shows up when TAC 0.9pre 3 and the latest FAR are running side-by-side.I was told that you should go read the FAR OP and post this over there with more information. Most likely not an issue in TACLS. Link to comment Share on other sites More sharing options...
kittenhugs Posted July 19, 2014 Share Posted July 19, 2014 It seems I fixed it by remaking the rocket from scratch after seeing a post about old craft files. If I run into it again I'll be sure to run over to the FAR topic, thanks. Link to comment Share on other sites More sharing options...
smunisto Posted July 19, 2014 Share Posted July 19, 2014 Taranis, I am getting the same UI bug as Liowen. Here's my log file(by the way the game acts weirdly from time to time, so if you notice anything else that's strange - please do give me a poke ):https://www.dropbox.com/s/g78bn2vshyixs6t/output_log.txt Link to comment Share on other sites More sharing options...
OwDoge Posted July 19, 2014 Share Posted July 19, 2014 Ok I installed the latest version but have run into somewhat of an issue. When I go to enable TAC on the save I start with this screen here....Taranis, I am getting the same UI bug as Liowen. Same here. The bug performs exactly as Liowen's. Log file here. Link to comment Share on other sites More sharing options...
Gobur Posted July 19, 2014 Share Posted July 19, 2014 (edited) I have conflict with real fuels mod, after instalation all tanks have full load oxydiser and i cannot change fuelEdit: My apologize, this hapen becose new Infernal Robotic, not this mod, i forgot uninstal it Edited July 19, 2014 by Gobur Link to comment Share on other sites More sharing options...
NathanKell Posted July 19, 2014 Share Posted July 19, 2014 That might be because Real Fuels hasn't been updated for .24 Link to comment Share on other sites More sharing options...
sidfu Posted July 19, 2014 Share Posted July 19, 2014 here is the error it gives its a gui error[EXC 09:44:57.082] NullReferenceException: Object reference not set to an instance of an object[EXC 09:44:57.093] ArgumentException: GUILayout: Mismatched LayoutGroup.Repainthappens anytime u hit one of the buttons for the start screen for tac. once u go to another screen it clears the error but reappear if u hit the button again Link to comment Share on other sites More sharing options...
Olympic1 Posted July 19, 2014 Share Posted July 19, 2014 Is TAC LS updated to the new days of Kerbin?1 Sidereal Day is now exactly 5h 59m 1s (time needed to turn 360° around its own axis)1 Solor Day is now exactly 6 hours long (time needed from noon to noon) Link to comment Share on other sites More sharing options...
Boomerang Posted July 19, 2014 Share Posted July 19, 2014 So are the new storage capacities based on how much of a given resource should be able to fit within the dimensions of the various containers? Because having the single-resource containers being balanced against each other neither for mass nor the duration of their supplies is just kinda weird. But I guess I get it if it was supposed to be more realistic. Link to comment Share on other sites More sharing options...
Smurfalot Posted July 19, 2014 Share Posted July 19, 2014 Is there some type of dashboard included that gives you information on your LS burn rate so you know how much time you have left on your various LS supplies? Link to comment Share on other sites More sharing options...
Liowen Posted July 19, 2014 Share Posted July 19, 2014 Is there some type of dashboard included that gives you information on your LS burn rate so you know how much time you have left on your various LS supplies?On the toolbar there is a fork and knife and when you click it it will show how long of a supply of each resource in days, hours, minutes, seconds. The electric charge I found is how long you can go without the sun before running out of charge. Link to comment Share on other sites More sharing options...
Smurfalot Posted July 19, 2014 Share Posted July 19, 2014 On the toolbar there is a fork and knife and when you click it it will show how long of a supply of each resource in days, hours, minutes, seconds. The electric charge I found is how long you can go without the sun before running out of charge.Sweet, thanks for the help! Link to comment Share on other sites More sharing options...
Holyvision Posted July 19, 2014 Share Posted July 19, 2014 (edited) When I use the latest version, may game acts as though there is no such thing as a "Water" or "Oxygen" resource. Parts will register space for Food, WasteWater, Waste, CarbonDioxide. I know it says in the known issues: "The resource amounts sometimes do not show up in the VAB/SPH. They will show once you move to the launchpad or runway."However, I still do not have these show up after launching, regardless of in space or otherwise. I have tried deleting and re-installing mod with no success. Using chatterer, kerbal alarm clock, MechJeb2, US, and 000toolbar.::EDIT::Nevermind, it was Universal Storage Mod. Edited July 19, 2014 by Holyvision Link to comment Share on other sites More sharing options...
Woopert Posted July 19, 2014 Share Posted July 19, 2014 Sorry to be stupid, but is there a configuration file where I can set it so Kerbals are "invincible"? I'd like to use Modular Kolonization System, and that requires TAC LS; I'm the type of player that just likes to play a [somewhat] relaxing game.Don't get me wrong, I love your work and with the new textures it looks better than ever! I'd just like to play with MKS and TAC while still having that relaxed feel to KSP. Cheers Link to comment Share on other sites More sharing options...
Liowen Posted July 19, 2014 Share Posted July 19, 2014 Sorry to be stupid, but is there a configuration file where I can set it so Kerbals are "invincible"? I'd like to use Modular Kolonization System, and that requires TAC LS; I'm the type of player that just likes to play a [somewhat] relaxing game.Don't get me wrong, I love your work and with the new textures it looks better than ever! I'd just like to play with MKS and TAC while still having that relaxed feel to KSP. Cheers You could just set the max amount to whatever you want to extend the amount of life support, something 9999999999 should be longer than any mission you would ever do i guess. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted July 19, 2014 Share Posted July 19, 2014 Just set the consumption rate to something absurdly low and play like that. Allows you to 'think about' using the required life support, but on super easy. Link to comment Share on other sites More sharing options...
somnambulist Posted July 19, 2014 Share Posted July 19, 2014 You could just set the max amount to whatever you want to extend the amount of life support, something 9999999999 should be longer than any mission you would ever do i guess.Or set consumption to 0. Link to comment Share on other sites More sharing options...
Furious1964 Posted July 19, 2014 Share Posted July 19, 2014 Not working for me as the items are hidden and the output logs says something about not satisfying its needs. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 19, 2014 Share Posted July 19, 2014 Not working for me as the items are hidden and the output logs says something about not satisfying its needs.Post screenshot of your Gamedata folder - unsatisfied :NEEDS are due to the required plugin/folder not being present. Link to comment Share on other sites More sharing options...
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