HyperHamster_ Posted June 27, 2017 Share Posted June 27, 2017 49 minutes ago, Gordon Dry said: In the game settings you can already set it up like that. Thank you Gordon Dry. For some reason my google search for this turned up a forum post that said Squad didn't want to implement this functionality because they didn't want people flying entirely from the flight map and cited the inability to stage in it as evidence. I had somehow overlooked this option every time I went into the settings so it seemed believable, I suppose I should have looked again. Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 15, 2017 Share Posted July 15, 2017 (edited) Hey, I seem to be getting a Nullref on leaving the SPH sometimes and it's tied to QuickBrake: Exception handling event OnFlightGlobalsReady in class QBrake:System.NullReferenceException: Object reference not set to an instance of an object at ModuleWheelBase.ActionUIUpdate () [0x00000] in <filename unknown>:0 at ModuleWheelBase.ActAutoFrictionToggle (.KSPActionParam act) [0x00000] in <filename unknown>:0 at BaseAction.Invoke (.KSPActionParam param) [0x00000] in <filename unknown>:0 at ActionGroupList.ToggleGroup (KSPActionGroup group) [0x00000] in <filename unknown>:0 at ActionGroupList.SetGroup (KSPActionGroup group, Boolean active) [0x00000] in <filename unknown>:0 at QuickBrake.QBrake.OnFlightGlobalsReady (Boolean ready) [0x00000] in <filename unknown>:0 at EventData`1[System.Boolean].Fire (Boolean data) [0x00000] in <filename unknown>:0 I was getting this exception thrown once when I launched a craft. From the text I'm assuming its QuickBrake, also considering the other funky things I'll mention below. The Nullref vanished when I removed QuickBrake from my install. Image in game: Also when this happens, QuickBrake also doesn't seem to effect the craft at launch. In that picture the brake light is on, but the craft still rolls freely. The nullref only happens some of the times and I can't predict when it happens and when it doesn't. The only thing it seems to mess with is that the craft isn't braked on launch despite the brake light being active. Edited July 15, 2017 by Avera9eJoe Link to comment Share on other sites More sharing options...
Malah Posted July 16, 2017 Author Share Posted July 16, 2017 On 15/07/2017 at 8:50 PM, Avera9eJoe said: Hey, I seem to be getting a Nullref on leaving the SPH sometimes and it's tied to QuickBrake: Exception handling event OnFlightGlobalsReady in class QBrake:System.NullReferenceException: Object reference not set to an instance of an object at ModuleWheelBase.ActionUIUpdate () [0x00000] in <filename unknown>:0 at ModuleWheelBase.ActAutoFrictionToggle (.KSPActionParam act) [0x00000] in <filename unknown>:0 at BaseAction.Invoke (.KSPActionParam param) [0x00000] in <filename unknown>:0 at ActionGroupList.ToggleGroup (KSPActionGroup group) [0x00000] in <filename unknown>:0 at ActionGroupList.SetGroup (KSPActionGroup group, Boolean active) [0x00000] in <filename unknown>:0 at QuickBrake.QBrake.OnFlightGlobalsReady (Boolean ready) [0x00000] in <filename unknown>:0 at EventData`1[System.Boolean].Fire (Boolean data) [0x00000] in <filename unknown>:0 I was getting this exception thrown once when I launched a craft. From the text I'm assuming its QuickBrake, also considering the other funky things I'll mention below. The Nullref vanished when I removed QuickBrake from my install. Image in game: Also when this happens, QuickBrake also doesn't seem to effect the craft at launch. In that picture the brake light is on, but the craft still rolls freely. The nullref only happens some of the times and I can't predict when it happens and when it doesn't. The only thing it seems to mess with is that the craft isn't braked on launch despite the brake light being active. Hello, thanks for this report, can you send the full log please ? Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 16, 2017 Share Posted July 16, 2017 (edited) 58 minutes ago, Malah said: Hello, thanks for this report, can you send the full log please ? Sure, here's the full log: https://www.dropbox.com/s/xtuzprpn6g3a061/output_log.txt?dl=0 Do you think you know what's wrong? I'm retesting with it as the only thing installed to make sure it's not one of my other QoL mods. EDIT: Yes - it still occurs when it's the only mod installed Edited July 16, 2017 by Avera9eJoe Link to comment Share on other sites More sharing options...
Malah Posted July 17, 2017 Author Share Posted July 17, 2017 20 hours ago, Avera9eJoe said: Sure, here's the full log: https://www.dropbox.com/s/xtuzprpn6g3a061/output_log.txt?dl=0 Do you think you know what's wrong? I'm retesting with it as the only thing installed to make sure it's not one of my other QoL mods. EDIT: Yes - it still occurs when it's the only mod installed Hello, I haven't found how to reproduce your error, it seems it has something with actiongroups (I use action groups to activate brake function), if you have an other idea/information? Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 17, 2017 Share Posted July 17, 2017 2 hours ago, Malah said: Hello, I haven't found how to reproduce your error, it seems it has something with actiongroups (I use action groups to activate brake function), if you have an other idea/information? Odd... Here is the craft file on KerbalX if it would aid you? The glitch seems to appear at random after moving the craft around in the SPH and launching, or just randomly on launching from the SPH. I can't think of anything else though. Perhaps a clean install of Kerbal is needed, not just removing and re-adding mods. Link to comment Share on other sites More sharing options...
WhitestWizard Posted August 13, 2017 Share Posted August 13, 2017 http://imgur.com/CovjwuY What have I done, to make the toolbar look like this? Link to comment Share on other sites More sharing options...
Brigadier Posted August 13, 2017 Share Posted August 13, 2017 1 hour ago, WhitestWizard said: http://imgur.com/CovjwuY What have I done, to make the toolbar look like this? My guess is that you've just installed the latest update for ResearchBodies. This is a known problem. Link to comment Share on other sites More sharing options...
WhitestWizard Posted August 13, 2017 Share Posted August 13, 2017 58 minutes ago, Brigadier said: My guess is that you've just installed the latest update for ResearchBodies. This is a known problem. Thank you, recently installed that mod, but never used the observatory yet to spot that background image. Thank you Link to comment Share on other sites More sharing options...
Brigadier Posted August 14, 2017 Share Posted August 14, 2017 2 hours ago, WhitestWizard said: Thank you, recently installed that mod, but never used the observatory yet to spot that background image. Thank you The problem only occurs in the latest release (just a day old). The developer is aware of the problem. Link to comment Share on other sites More sharing options...
Jacke Posted August 26, 2017 Share Posted August 26, 2017 (edited) I've determined that QuickGoto is causing Ui lockout bugs, where UI events get ignored, like the Esc key, many mouse events, and UI buttons commonly on the upper right in the Space Centre, R&D, VAB/SPH, and other scenes. A way to trigger the bug. at least with a number of other mods, is to run the mouse pointer over the QuickGoto icon on the App Launcher. I also think it can be triggered in other ways, especially when KSP is highly modded. QuickGoto is also the work around for the bug. If in an editor, QuickGoto to the Space Centre first unlocks the UI lockup and then transfers the scene. Here's a set of logs with lockup events on it, then another set with the same set of mods with QuickGoto removed. https://www.dropbox.com/s/21udwe600614y4t/20170826a-UI-lockout-bug.7z?dl=1 https://www.dropbox.com/s/lwlllyf236tdy2c/20170826b-UI-lockout-bug.7z?dl=1 Edited September 11, 2017 by Jacke Link to comment Share on other sites More sharing options...
awang Posted September 23, 2017 Share Posted September 23, 2017 On 8/26/2017 at 6:45 PM, Jacke said: I've determined that QuickGoto is causing Ui lockout bugs, where UI events get ignored, like the Esc key, many mouse events, and UI buttons commonly on the upper right in the Space Centre, R&D, VAB/SPH, and other scenes. A way to trigger the bug. at least with a number of other mods, is to run the mouse pointer over the QuickGoto icon on the App Launcher. I also think it can be triggered in other ways, especially when KSP is highly modded. QuickGoto is also the work around for the bug. If in an editor, QuickGoto to the Space Centre first unlocks the UI lockup and then transfers the scene. Here's a set of logs with lockup events on it, then another set with the same set of mods with QuickGoto removed. https://www.dropbox.com/s/21udwe600614y4t/20170826a-UI-lockout-bug.7z?dl=1 https://www.dropbox.com/s/lwlllyf236tdy2c/20170826b-UI-lockout-bug.7z?dl=1 Yep, it's a [known bug](https://github.com/malahx/QuickMods/issues/33). Looks like some of the mods have been fixed, but QuickGoto is not one of them, unfortunately Link to comment Share on other sites More sharing options...
katateochi Posted October 4, 2017 Share Posted October 4, 2017 @Malah I know quick-scroll was made mostly obsolete when scrolling was added to the stock game, but it had a feature which I still really miss; the ability to hold ctrl while scrolling and have that change categories. Is there any chance you could make a mod that just adds that back in? Thanks for making these mods, they are really useful! Link to comment Share on other sites More sharing options...
Galenmacil Posted October 19, 2017 Share Posted October 19, 2017 On 10/4/2017 at 6:32 AM, katateochi said: @Malah I know quick-scroll was made mostly obsolete when scrolling was added to the stock game, but it had a feature which I still really miss; the ability to hold ctrl while scrolling and have that change categories. Is there any chance you could make a mod that just adds that back in? Thanks for making these mods, they are really useful! Indeed! I second your request! Link to comment Share on other sites More sharing options...
Malah Posted December 10, 2017 Author Share Posted December 10, 2017 (edited) Hello, it's a long time that I haven't come here... Sorry for that, but I haven't the time to maintain, correct or update my mods. If someone want to keep them alive you can in the respect of the license (GPL) and Thanks for all the fish Edited December 10, 2017 by Malah Link to comment Share on other sites More sharing options...
Stone Blue Posted December 10, 2017 Share Posted December 10, 2017 (edited) @Malah First off, sad to see you have to back off from modding KSP. I've always found you to be most polite and generous in your support of your mods. I have been using just about all of your mods, since the beginning. I consider them in my "Top Most Needed, Quality of Life List of Mods" I want to express MUCH appreciation for your time and contributions, to making my KSP experience SO much better. Also, THANK YOU very much for leaving your mods with open licenses, so hopefully someone can pick up, and run with the torch. As Always, Take Care Live Long and Prosper and Thanx for All the Fish Edited December 11, 2017 by Stone Blue Link to comment Share on other sites More sharing options...
HafCoJoe Posted December 11, 2017 Share Posted December 11, 2017 7 hours ago, Malah said: Hello, it's a long time that I haven't come here... Sorry for that, but I haven't the time to maintain, correct or update my mods. If someone want to keep them alive you can in the respect of the license (GPL) and Thanks for all the fish No worries Malah, it's been an honor to serve with you See you in the country. Link to comment Share on other sites More sharing options...
theJesuit Posted December 11, 2017 Share Posted December 11, 2017 Thank you Malah! Peace. Link to comment Share on other sites More sharing options...
Brigadier Posted December 12, 2017 Share Posted December 12, 2017 @Malah, merci beaucoup pour tout ce que tu as fait, mon ami. Franchement, merveilleuses contributions a KSP. Link to comment Share on other sites More sharing options...
9bananas Posted December 12, 2017 Share Posted December 12, 2017 On 8/27/2017 at 12:45 AM, Jacke said: I've determined that QuickGoto is causing Ui lockout bugs, where UI events get ignored, like the Esc key, many mouse events, and UI buttons commonly on the upper right in the Space Centre, R&D, VAB/SPH, and other scenes. A way to trigger the bug. at least with a number of other mods, is to run the mouse pointer over the QuickGoto icon on the App Launcher. I also think it can be triggered in other ways, especially when KSP is highly modded. QuickGoto is also the work around for the bug. If in an editor, QuickGoto to the Space Centre first unlocks the UI lockup and then transfers the scene. Here's a set of logs with lockup events on it, then another set with the same set of mods with QuickGoto removed. https://www.dropbox.com/s/21udwe600614y4t/20170826a-UI-lockout-bug.7z?dl=1 https://www.dropbox.com/s/lwlllyf236tdy2c/20170826b-UI-lockout-bug.7z?dl=1 QuickGoTo Fix: i thought i should mention this in case somebody else has this problem: you can fix this behaviour in the in-game console of ksp: press alt+f12 and there's a button to clear control locks Link to comment Share on other sites More sharing options...
Brigadier Posted December 12, 2017 Share Posted December 12, 2017 @Malah, have you considered speaking with @linuxgurugamerabout taking on your mods? I don't know if he's maxed out supporting other abandoned mods and can't undertake any more, but he'd done a spectacular job with those he's working on. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2017 Share Posted December 12, 2017 3 hours ago, Brigadier said: @Malah, have you considered speaking with @linuxgurugamerabout taking on your mods? I don't know if he's maxed out supporting other abandoned mods and can't undertake any more, but he'd done a spectacular job with those he's working on. Hmmmmmmmmmmmm Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 13, 2017 Share Posted December 13, 2017 For anyone interested, I have a preliminary recompile/rebuild for KSP 1.3.1 here: https://github.com/linuxgurugamer/QuickMods/releases/tag/1.3.1.0 Link to comment Share on other sites More sharing options...
Kolago Posted January 12, 2018 Share Posted January 12, 2018 On 13.12.2017 at 3:38 AM, linuxgurugamer said: For anyone interested, I have a preliminary recompile/rebuild for KSP 1.3.1 here: https://github.com/linuxgurugamer/QuickMods/releases/tag/1.3.1.0 THX! Link to comment Share on other sites More sharing options...
Kolago Posted January 21, 2018 Share Posted January 21, 2018 QuickSearch is not working. Just for me or does somebody else have the same problem? No erros in the log. Link to comment Share on other sites More sharing options...
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