Enceos Posted April 29, 2015 Share Posted April 29, 2015 Thanks for the info!Yet it throws thousands of NREs at me whenever I go to the map screen.NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.OnGUI () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
Bizz Keryear Posted May 1, 2015 Share Posted May 1, 2015 Will there be a recompile for 1.0?I really like to use it but my KSP isn't very stable right now. So I'd like to avoid any mod that would case new errors. Link to comment Share on other sites More sharing options...
somnambulist Posted May 1, 2015 Share Posted May 1, 2015 Yet it throws thousands of NREs at me whenever I go to the map screen.NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.OnGUI () [0x00000] in <filename unknown>:0 Career mode will do this until you unlock maneuver nodes. Link to comment Share on other sites More sharing options...
jebodiah1976 Posted May 1, 2015 Share Posted May 1, 2015 Looks like this addon is not going to get updated any soon, and I grew dependant on it to the point it's hard for me to perform complex orbital maneuvers. Is there an alternative addon to this to fine tune planned orbit maneuvers numerically? Link to comment Share on other sites More sharing options...
anhedakra Posted May 1, 2015 Share Posted May 1, 2015 Looks like this addon is not going to get updated any soon, and I grew dependant on it to the point it's hard for me to perform complex orbital maneuvers. Is there an alternative addon to this to fine tune planned orbit maneuvers numerically?MechJeb has a maneuver node edit feature which I think is good enough Link to comment Share on other sites More sharing options...
Sandworm Posted May 1, 2015 Share Posted May 1, 2015 Looks like this addon is not going to get updated any soon, and I grew dependant on it to the point it's hard for me to perform complex orbital maneuvers. Is there an alternative addon to this to fine tune planned orbit maneuvers numerically?It's working for me. Just yesterday I used it to tune duna/eve transfers. I agree that it is a much needed mod, that KSP isn't much fun without it. Link to comment Share on other sites More sharing options...
Superfluous J Posted May 1, 2015 Share Posted May 1, 2015 Yeah it's working better than many mods that have been updated. Link to comment Share on other sites More sharing options...
Eleven Posted May 1, 2015 Share Posted May 1, 2015 I added 1.0.0 to the version.txt and it's operating like normal for me. I think this was one of the mods that gave an error when loading, simply due to the version.txt info Link to comment Share on other sites More sharing options...
MisterFister Posted May 1, 2015 Share Posted May 1, 2015 Yet it throws thousands of NREs at me whenever I go to the map screen.NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.OnGUI () [0x00000] in <filename unknown>:0 To everyone saying "well it works for me" -- you realize that you can have silent errors (in this case, "thousands") without any symptoms that would immediately be visible to a user with no programming knowledge, right? You also realize that, even though this mod worked perfectly fine with v.90 which had the same career mode progression through upgrades to the tracking station, that more than two thirds of the changes to v1.0 was to go behind the scenes and revamp or tweak almost ALL of the code in the entire game, optimizing it to use memory and multithreaded processors, which was never done during alpha, right? (In fact, it was those poor optimizations that caused a lot of the alpha versions to be as prone to crashing as the game had always been -- that's the main difference BETWEEN alpha and beta software development: Alpha is where you test the features and set them up, and beta is where you tweak everything to make the software run smoothly.) Link to comment Share on other sites More sharing options...
Superfluous J Posted May 1, 2015 Share Posted May 1, 2015 To everyone saying "well it works for me" -- you realize that you can have silent errors (in this case, "thousands") without any symptoms that would immediately be visible to a user with no programming knowledge, right? You also realize that, even though this mod worked perfectly fine with v.90 which had the same career mode progression through upgrades to the tracking station, that more than two thirds of the changes to v1.0 was to go behind the scenes and revamp or tweak almost ALL of the code in the entire game, optimizing it to use memory and multithreaded processors, which was never done during alpha, right? (In fact, it was those poor optimizations that caused a lot of the alpha versions to be as prone to crashing as the game had always been -- that's the main difference BETWEEN alpha and beta software development: Alpha is where you test the features and set them up, and beta is where you tweak everything to make the software run smoothly.)Yes, I know all that.I also know I'd rather have all these silent errors going on in the background and be able to make proper maneuver nodes during the days or weeks or whatever until the mod gets updated. Link to comment Share on other sites More sharing options...
Sandworm Posted May 1, 2015 Share Posted May 1, 2015 To everyone saying "well it works for me" -- you realize that you can have silent errors (in this case, "thousands") without any symptoms that would immediately be visible to a user with no programming knowledge, right? You also realize that, even though this mod worked perfectly fine with v.90 which had the same career mode progression through upgrades to the tracking station, that more than two thirds of the changes to v1.0 was to go behind the scenes and revamp or tweak almost ALL of the code in the entire game, optimizing it to use memory and multithreaded processors, which was never done during alpha, right? (In fact, it was those poor optimizations that caused a lot of the alpha versions to be as prone to crashing as the game had always been -- that's the main difference BETWEEN alpha and beta software development: Alpha is where you test the features and set them up, and beta is where you tweak everything to make the software run smoothly.)Honestly, I couldn't care less about errors I never see and that never impact my game. I haven;t had a crash yet in 1.0.1 or 1.0.2. I only ever had a handful in .90. For all its quirks, KSP is a rock stable game on linux. A little log spam is certainly not a problem worth forgoing proper maneuver nodes. Link to comment Share on other sites More sharing options...
Bizz Keryear Posted May 2, 2015 Share Posted May 2, 2015 Honestly, I couldn't care less about errors I never see and that never impact my game. I haven;t had a crash yet in 1.0.1 or 1.0.2. I only ever had a handful in .90. For all its quirks, KSP is a rock stable game on linux. A little log spam is certainly not a problem worth forgoing proper maneuver nodes.Still no good ... you might not see it but it still will effect your game ... and when it only happens when you launch that super huge rocket and your frames go down to 1FPS instead of 10.edit: so @Developer: Pretty pretty pretty please update it ... no new functions are needed just a fixes and adjustments for 1.0.x Link to comment Share on other sites More sharing options...
invultri Posted May 2, 2015 Share Posted May 2, 2015 Career mode will do this until you unlock maneuver nodes.If this is the only problem I will just install it after I get access to the maneuver nodes. Or are there other issues ? Link to comment Share on other sites More sharing options...
Enceos Posted May 2, 2015 Share Posted May 2, 2015 Honestly, I couldn't care less about errors I never see and that never impact my game. I haven;t had a crash yet in 1.0.1 or 1.0.2. I only ever had a handful in .90. For all its quirks, KSP is a rock stable game on linux. A little log spam is certainly not a problem worth forgoing proper maneuver nodes.There's an upper limit to the size of output_log.txt after which the game crashes for no apparent reason. And constant error spam makes faster. Link to comment Share on other sites More sharing options...
disembodied Posted May 2, 2015 Share Posted May 2, 2015 KSP shows the date as Year 2, day 88. Precise node shows it as Year 1, day 88. It makes using transfer window planner with it... problematic. Link to comment Share on other sites More sharing options...
ManuxKerb Posted May 2, 2015 Share Posted May 2, 2015 Hii also noticed, that it messes with the delta v needed for a maneuver. When i set it up (30m/sec) Warp to it (220m/s)?????Thanks for a recompile :-) Link to comment Share on other sites More sharing options...
giltirn Posted May 2, 2015 Share Posted May 2, 2015 I would also like to add my voice to a humble request that this great mod be updated. Link to comment Share on other sites More sharing options...
John FX Posted May 2, 2015 Share Posted May 2, 2015 LIES ! UPDATE NOW LAZY MODDER !/hug blizzy78This game is pretty random without precisenode... Link to comment Share on other sites More sharing options...
blizzy78 Posted May 2, 2015 Author Share Posted May 2, 2015 Precise Node 1.1.3 is now available for download.Note: If the download page is linking an older version for you, press F5 in your browser. Link to comment Share on other sites More sharing options...
Surefoot Posted May 2, 2015 Share Posted May 2, 2015 Very nice, thanks The game is indeed quite random without that mod... Link to comment Share on other sites More sharing options...
cybersol Posted May 3, 2015 Share Posted May 3, 2015 A couple of times I spent 5-10 minutes struggling to get the right aerocapture without this. So just chiming in to say thanks for the update! Link to comment Share on other sites More sharing options...
invultri Posted May 3, 2015 Share Posted May 3, 2015 My wrists thank you for the update! Link to comment Share on other sites More sharing options...
Addle Posted May 3, 2015 Share Posted May 3, 2015 Darnit, Blizzy, check IRC. XDThe date calculation is wrong, but super easy to fix. In Extensions.cs, around line 61 in 'convertUTToHumanTime', in the year = line for KERBIN_TIME, you have a 24 in there which should be a 6. This is why it's correct for a while, but at some point, you'll be in year 2 and it will read year 1.Love this software. Much <3 to you, Blizzy! Link to comment Share on other sites More sharing options...
webward Posted May 3, 2015 Share Posted May 3, 2015 Thanks for the update, can't wait to install it when I get back to my computer! 1.0.x has been a drag without this. Link to comment Share on other sites More sharing options...
JWag Posted May 4, 2015 Share Posted May 4, 2015 Very grateful for your efforts keeping this mod going. Link to comment Share on other sites More sharing options...
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