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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4


nli2work

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dag nabbit lo-fi, you never cease to amaze. Animations based on slider positions? sweet stuff there. Now, if we can get attached parts to move with the end of the arm (like we get with IR) you'd practically be reinventing the piston motor (now that you've already reinvented the wheel, that seems to be the next logical step).

Well, it seemed like a good idea... I am working on the part attachment problem too, think I might have it figured out ;)

FStextureSwitch was a b*tch... but it was totally worth it

http://i.imgur.com/nU95an7.jpg

template will be provided so you can make your own.

Definitely, this just keeps getting better!

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is that the camera probe core behind the text? hard to say why, maybe probeControlRoom + TransparentPod is not a good mix. if it's the camera probe core, there shouldn't be an IVA portrait.

if you added TransparentPod module manually, that maybe what's causing the NRE. there's no transparent window object for the module. I don't know what "Matrix stack full depth reached" means.

Edited by nli2work
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is that the camera probe core behind the text? hard to say why, maybe probeControlRoom + TransparentPod is not a good mix

Yes it is and don't have probeControlRoom install here you can do this stock in any mod that use it.

EDIT- Have try'ed your mod and ASET and Bobcat all the same if a probe get's loaded in range, On a part using TransparentPod on it that happens.

Edited by Mecripp2
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any probe or just the camera probe core? without probeControlRoom that probe core shouldn't have IVA at all. I'll have to try it tonight.

Any probe bug2.png

And what, I have install here is

[LOG 12:56:13.924] [ModuleManager] compiling list of loaded mods...
Mod DLLs found:
Assembly-CSharp v1.0.0.0
ModuleManager.2.5.1 v2.5.1.0
Firespitter v7.0.5398.27328
JSIPartUtilities v0.0.1.0
RasterPropMonitor v0.17.0.0
Non-DLL mods added:
RetroFuture
Mods by directory (sub directories of GameData):
JSI
NASAmission
NohArksPnP
OrbitalTug
Squad

[LOG 12:56:13.925] [ModuleManager] Checking NEEDS.

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I can't reproduce it. If you want to post the output_log.txt somewhere, there maybe more clues in there. Should be able to see what plugin is throwing the Matrix stack errors.

I launched the monopod on launchpad, it has transparent pod

then I launched a squad probe core on the runway, no errors. then I launched a squad probe core, plus the camera probe core from RF, on the runway. still no errors.

my install, I've got the same DLLs and nonDLL mods as yours, plus many more.


Mod DLLs found:
Assembly-CSharp v1.0.0.0
ModuleManager.2.5.1 v2.5.1.0
ProbeControlRoom v1.0.5151.15088
UtilPlugins v1.0.0.0
ActiveTextureManagement v1.0.0.0
BDAnimationModules v0.0.0.0
DeadlyReentry v6.1.5401.38651
Engineer v0.6.2.9
FerramAerospaceResearch v0.14.4.0
ferramGraph v1.3.0.0
Scale_Redist v1.0.0.0
Firespitter v7.0.5398.27328
JSIPartUtilities v0.0.1.0
MechJeb2 v2.3.0.0
RasterPropMonitor v0.17.0.0
MechJebRPM v0.17.0.0
KerbalJointReinforcement v2.4.4.0
NavUtilLib v0.4.3.0
RPMHSI v0.4.3.0
KineTechAnimation v1.0.0.0
OpenResourceSystem_1_4_2 v1.4.2.0
pWings v0.9.1.0
SCANsat v1.0.8.0
SmokeScreen v2.5.0.0
TacFuelBalancer v2.4.1.0
TreeLoader v1.1.5.0
KSPAPIExtensions v1.7.1.2
Scale v1.44.0.0
VesselView v1.0.0.0
VesselViewRPM v1.0.0.0
VVDiscoDisplay v1.0.0.0
VVPartSelector v1.0.0.0
Interstellar v1.0.0.0
Non-DLL mods added:
RetroFuture
Mods by directory (sub directories of GameData):
BahaSP
JSI
KerbalScienceFoundation
NASAmission
NohArksPnP
OpenPartRoverBody
OpenResourceSystem
OrbitalTug
ORSResourcePack
ProceduralDynamics
Squad
TweakScale
WarpPlugin

also tried replicating same install as yours, still no errors like you have.

[LOG 20:59:33.457] [ModuleManager] compiling list of loaded mods...
Mod DLLs found:
Assembly-CSharp v1.0.0.0
ModuleManager.2.5.1 v2.5.1.0
Firespitter v7.0.5398.27328
JSIPartUtilities v0.0.1.0
RasterPropMonitor v0.17.0.0
Non-DLL mods added:
RetroFuture
Mods by directory (sub directories of GameData):
JSI
NASAmission
NohArksPnP
OpenPartRoverBody
OrbitalTug
Squad

Edited by nli2work
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nope, still can't replicate it. is your HUD gray/black or green?

launched cycloPod, put HUD, also tried with basic info screen, on RPM, switched to SPH, launched probecore with RF camera probe core. no errors.

also tried same steps with -force-opengl; no errors either.

I can only guess it's a linux+openGL thing. I don't remember if RPM used KSP shaders or Unity shaders, but I know it doesn't add it's own shader like TextureReplacer. this error is related to Unity's RenderTexture function. If it can be fixed on the modder's side it'd have to be Mihara or someone else with better programming experience

Edited by nli2work
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If I get what your asking it's a smoke black with the navball on it or clear if, I don't turn it on , Loading up again will check.

EDIT- bugb1.png

EDIT- It stopped when, I goto the craft with the RPM and went back but no error but don't have the EVE out on the probecore which is good but he's picture still there.

Edited by Mecripp2
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Well see that if the matrix error start's spamming can goto the craft with the rpm and it stops goto spacecenter back to probe get the maxtrix error again but will stop again if goto the craft with rpm, If use [ keys ] to change vessals can keep from getting the error.

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I launched cyclopod;

set RPM to ship info screen;

switched to space center;

entered SPH, launched stock 1.25m disc probe core plus 0.625m camera probe core on launch clamp on the runway;

switched to space center, then back to runway;

then switched to spacecenter, then switched to launchpad, entered IVA, checked RPM page is still the same.

then used [ to switch to probe core vessel on runway.

no matrix stack errors. or nullRef related to RPM

at any rate the problem is something I can't fix.

Edited by nli2work
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So when you get done with the Orbital Tug there will be away we can make the glass use something like https://dl.dropboxusercontent.com/u/72893034/EVAvisor.png For the glass ?

hm... now that I think about it... possibly! of course if you use TransparentPod, it won't make much difference. I think I can set it up with a second texture option for the windshield.

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