toadicus Posted October 8, 2015 Author Share Posted October 8, 2015 I think it should be, LostOblivion. Give it a try and let me know. Link to comment Share on other sites More sharing options...
Iamsodarncool Posted October 12, 2015 Share Posted October 12, 2015 Could you pretty please:* add tweakables for radiators in the editor* remove the tweakable for decoupler ejection force, as it's part of stock now Link to comment Share on other sites More sharing options...
toadicus Posted October 17, 2015 Author Share Posted October 17, 2015 TweakableEverything has been updated to version 1.13.1! This version brings support for deployable radiators and a few bug fixes.CHANGELOG:v.1.13.1 [2015-10-17]* TweakableSolarPanels is now TweakablePanels! This module now supports common tweakables for both solar panels and deployable radiators.* TweakableDecouplers: Disable Squad's ejection force throttle in favor of our tweakable.* TweakableAnimateGeneric: Move the open/close response code back to LateUpdate to improve responsiveness.Note that the .DLL name for TweakableSolarPanels does not change. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 17, 2015 Share Posted October 17, 2015 This module now supports common tweakables for ... deployable radiators.Awww yeah, that's been frustrating me more than it should... Link to comment Share on other sites More sharing options...
Skalou Posted October 18, 2015 Share Posted October 18, 2015 deployable radiators You rock!!! Link to comment Share on other sites More sharing options...
Krittick Posted October 18, 2015 Share Posted October 18, 2015 The newest update is throwing hundreds of exceptions per second when solar panels are added to a craft or when a craft with solar panels is loaded:[LOG 15:18:24.325] solarPanels5 added to ship - part count: 2[LOG 15:18:24.326] SAFix.onPartAttach(): Host = solarPanels5 | Target = mk1pod | Symmetry Count = 1[LOG 15:18:24.326] solarPanels5 added to ship - part count: 3[LOG 15:18:24.326] SAFix.onPartAttach(): Host = solarPanels5 | Target = mk1pod | Symmetry Count = 1[LOG 15:18:24.328] [VersionTaggedType] found KSPAPIExtensions.PartMessage.KnownPartMarker_1_7_5_0 for KSPAPIExtensions.PartMessage.KnownPartMarker[LOG 15:18:24.328] [VersionTaggedType] found KSPAPIExtensions.PartMessage.KnownPartMarker_1_7_5_0 for KSPAPIExtensions.PartMessage.KnownPartMarkerEXC 15:18:24.390] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.390] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.423] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.423] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.450] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.450] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.486] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()[EXC 15:18:24.486] NullReferenceException: Object reference not set to an instance of an object TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate ()...etc etc Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 19, 2015 Share Posted October 19, 2015 Actually, expanding on what Krittick said, the last 2 releases (1.13 and 1.13.1) have rendered the game unplayable for me. I don't know if it's in the ToadicusTools.dll or something in one of the TweakableEverything packages, but I couldn't even get my game to load with this last update. With 1.13 it would load, but CTD within 5 minutes of playtime, no matter if I went to flight mode or into the SPH or VAB. Some conflict or exception keeps spamming the log until the game runs out of memory and crashes. I know it's something in this mod, because when I revert to v1.12 of TweakableEverything, the problems disappear. Before anyone gets upset that I'm not providing my output log and/or crash report, I decline to do so because I'm certain that the problem stems from the interaction of this mod with one or more of the MANY other mods I use, so I don't think it's very reasonable to ask the dev of any one mod to try to debug problems that may very well be caused by someone else's mod, that's all. I merely want to point out the problems I'm having in general terms so that Toadicus, IF he or she is so inclined, can investigate the issue to determine if there is something that sticks out and waves a red flag within this mod. Otherwise, I can live with using the older version of TE. It would really be nice to be able to open radiators in the editors, though, that's why I was eager to update, but again, I'll cope. Later, all! Link to comment Share on other sites More sharing options...
toadicus Posted October 19, 2015 Author Share Posted October 19, 2015 Krittick, can you elaborate at all on the steps you follow to recreate that bug, or provide the full log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log)? I tried plain adding and also loading, in the editor and in flight, without such problems. That doesn't mean I haven't overlooked something, but I need more context than the error itself to find it. Neutrinovore, while I appreciate you not wanting to overly burden me, saying "there is a problem" without indicating what that problem is in any meaningful way is actually worse than either saying nothing at all, or presuming that I am interesting in solving your problem. I like to think my track record supports that I am very willing to solve problems when the fault is mine or the effort in accommodating other mods is reasonable, so I encourage you to give me the chance. If it's really a WONTFIX, I'll tell you. Just as a reminder: I don't release code that I know spams exceptions everywhere. My testing is not always super rigorous, so it could be you find an edge case that breaks some assumption I made. I also don't test against a bunch of mods, so it could be a compatibility problem. Either way, both of those options are usually easy to fix once I know how to reproduce the problem. I am always happy to consider reports that give me a reproducible bug and a simple way to reproduce it. I enjoy giving you guys a good product, so I enjoy making it a better one. When I don't have to spend a couple of hours trying to figure out how you broke something so I can spend ~5 minutes coding a fix, I'm even happier. Link to comment Share on other sites More sharing options...
Krittick Posted October 19, 2015 Share Posted October 19, 2015 (edited) My bad, I meant to edit with the player.log stuff and forgot to. The entire thing is 11.8MB, but these are the lines from when I loaded a craft and added the OX-STAT panels at 2x symmetry to the mk1 pod (though it happens when the craft already has panels too):Autogen thumbnail for /home/ben/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/../thumbs/Ben_VAB_Quick Minmus Hopper.png from /home/ben/.local/share/Steam/steamapps/common/Kerbal Space Program/saves/Ben/Ships/VAB/Quick Minmus Hopper.craft(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at TweakableEverything.ModuleTweakableDeployablePanel.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: 4294967295)The exception repeats a bunch until I get to the lines showing where I alt+F4'd. Let me know if you want anything else from the log though.Edit: To clarify, the exception starts happening as soon as the OX STAT panels are clicked on, even before they're added to the craft. Edited October 19, 2015 by Krittick Link to comment Share on other sites More sharing options...
Skalou Posted October 20, 2015 Share Posted October 20, 2015 (edited) My bad, I meant to edit with the player.log stuff and forgot to. The entire thing is 11.8MB, but these are the lines from when I loaded a craft and added the OX-STAT panels at 2x symmetry to the mk1 pod (though it happens when the craft already has panels too):Edit: To clarify, the exception starts happening as soon as the OX STAT panels are clicked on, even before they're added to the craft.I confirm this,and there is the tweakables for "deploy" and "sun tracking" available for them but it shouldn't.Keep up the good work and tell us if you need more info or test. Edited October 20, 2015 by Skalou Link to comment Share on other sites More sharing options...
toadicus Posted October 20, 2015 Author Share Posted October 20, 2015 Pretty sure I've got the bug squashed; I'm not at home to do a proper release but here's a dev build; let me know if it goes away. [zip] [tar.gz] [tar.xz]Thanks! Link to comment Share on other sites More sharing options...
Krittick Posted October 20, 2015 Share Posted October 20, 2015 Pretty sure I've got the bug squashed; I'm not at home to do a proper release but here's a dev build; let me know if it goes away. [zip] [tar.gz] [tar.xz]Thanks!Works great, no exceptions at all. Thanks for the insanely quick fix! Link to comment Share on other sites More sharing options...
Skalou Posted October 21, 2015 Share Posted October 21, 2015 Yep, woaaw really fast fix! i confirm too that the exeption is fixed, no more "sun tracking" for non the deployables solars panels,however there is still the "start deployed/retracted" toggle for them (in the VAB/SPH only), but it doesn't cause issues, an other small thing i see today is there is an inversion in the module manager patch description for 2 of them in the "Extras":in the FairingStagingToggle.cfg:[...]// Adds a "Toggle Staging" switch to all parts with the stock engine modules// (so, all stock engines and many mod engines)[...]and in the EngineStagingToggle.cfg:[...]// Adds a "Toggle Staging" switch to all parts with the stock procedural fairing module// (so, all stock payload fairings, and many mod payload fairings).[...] Link to comment Share on other sites More sharing options...
LostOblivion Posted October 31, 2015 Share Posted October 31, 2015 toadicus, great work as always, man.Is it possible to add pitch/yaw/roll toggles to RCS ports? Like in stock for control surfaces. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 31, 2015 Share Posted October 31, 2015 Another feature request: could you include the curved expanding panels from NFT please? It feels weird to be deploy every other deployable panel from NFT except these ones.. You could do this by either targeting the part directly or using various HAS's.. here's the name and PartModule:name = solarpanel-curved-deploying-25-1...MODULE { name = ModuleCurvedSolarPanel PanelTransformName = sunCatcher TotalEnergyRate = 20 ResourceName = ElectricCharge Deployable = true DeployAnimation = PanelsExtend powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } }Pls to have? Link to comment Share on other sites More sharing options...
Neutrinovore Posted October 31, 2015 Share Posted October 31, 2015 Krittick, can you elaborate at all on the steps you follow to recreate that bug, or provide the full log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log)? I tried plain adding and also loading, in the editor and in flight, without such problems. That doesn't mean I haven't overlooked something, but I need more context than the error itself to find it. Neutrinovore, while I appreciate you not wanting to overly burden me, saying "there is a problem" without indicating what that problem is in any meaningful way is actually worse than either saying nothing at all, or presuming that I am interesting in solving your problem. I like to think my track record supports that I am very willing to solve problems when the fault is mine or the effort in accommodating other mods is reasonable, so I encourage you to give me the chance. If it's really a WONTFIX, I'll tell you. Just as a reminder: I don't release code that I know spams exceptions everywhere. My testing is not always super rigorous, so it could be you find an edge case that breaks some assumption I made. I also don't test against a bunch of mods, so it could be a compatibility problem. Either way, both of those options are usually easy to fix once I know how to reproduce the problem. I am always happy to consider reports that give me a reproducible bug and a simple way to reproduce it. I enjoy giving you guys a good product, so I enjoy making it a better one. When I don't have to spend a couple of hours trying to figure out how you broke something so I can spend ~5 minutes coding a fix, I'm even happier. By the way, just wanted to let you know that I figured out what my problem was: I had a duplicate 'ToadicusTools.dll' in another mod, Tantares. As soon as I got rid of that outdated file, everything started working fine. So I was right, in a way, in that the problem wasn't actually caused by this mod, at least not directly. Rather, it was the fact that multiple mods package the same .dll within their archives, so when one gets updated but the others don't, conflicts can arise. Anyway, just letting everyone know. If you're having a lot of problems like I described in my original post, you might want to dig through all of your mod files to see if you have a duplicate .dll situation.Later, all! Link to comment Share on other sites More sharing options...
toadicus Posted November 2, 2015 Author Share Posted November 2, 2015 LostOblivion, last time I checked there's not a good way to do that. But, that was a long time ago; I'll look again.ObsessedWithKSP, Nertea isn't just inheriting/duplicating ModuleDeployableSolarPanel, so I'd need to write a whole new module to handle it, which I'd argue is the wrong direction. Considering nertea has direct access to his own code, and adding these toggles within his class should be super trivial, the right way to handle this is to make the request on nertea's end. If he's not interested, come on back and I'll see what I can do. Link to comment Share on other sites More sharing options...
Psycho_zs Posted November 7, 2015 Share Posted November 7, 2015 Hi!Not sure if this bug was brought up already. I've had a trouble with a docking port that had gone through staging sequence. Docked another ship to this port, saved, loaded: BAM! the port is instantly decoupled, and one of the ships drops out of physics with 0m/s speed in the SOI. It took me a while to figure out that I have to reset the staged state of the port in the save file to fix that. So when docking port is staged, it should reset the state right away. Link to comment Share on other sites More sharing options...
toadicus Posted November 8, 2015 Author Share Posted November 8, 2015 Psycho_zs, for reasons I am obligated not to divulge I'm going to delay looking into that a bit. More on that Soonâ„¢. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 8, 2015 Share Posted November 8, 2015 Will it ruin the fun if I say that docking ports are stageable in stock now? I saw it on the Twitch streams.Yes, Other OWKSP, yes it will.. Link to comment Share on other sites More sharing options...
Superfluous J Posted November 8, 2015 Share Posted November 8, 2015 Will it ruin the fun if I say that docking ports are stageable in stock now? I saw it on the Twitch streams.Yes, Other OWKSP, yes it will..Not even a little. TE will be "basically stock" for me until pretty much every single thing it does is doable in stock.#IAlsoStillUseEnhancedNavball Link to comment Share on other sites More sharing options...
toadicus Posted November 8, 2015 Author Share Posted November 8, 2015 Since it's being shown in previews: the staging toggle functionality previously handled by TweakableEverything will be stock in 1.0.5, along with actually a bunch of other TE functionality. We'll still have a several things of our own, but the list will be noticeably smaller. Link to comment Share on other sites More sharing options...
NathanKell Posted November 9, 2015 Share Posted November 9, 2015 I just want to note here that some of the new tweakables in 1.0.5 are heavily inspired by the excellent work toadicus has been doing in this mod. So a hearty thankyou. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 9, 2015 Share Posted November 9, 2015 Hip hip hooray for toady for making stock KSP better! I always miss TE whenever KSP updates, I'm glad some has made it into stock, especially the TweakableSolarPanels. Link to comment Share on other sites More sharing options...
toadicus Posted November 9, 2015 Author Share Posted November 9, 2015 Thanks and you're welcome, NathanKell! I'm happy to have been helpful. And thanks, OWK. Everyone else, I've got the necessary revisions on my end mostly done; I'll try to get my updates done Soon. Link to comment Share on other sites More sharing options...
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