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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)


Claw

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When I dock these two ships together, the 4k battery packs (usually just one) have a tendency to explode due to overheating.

Okay. I will have the overheat checks trigger upon docking also. I'm going to guess off hand that it will not work, but I can do that for the next release and see if it helps you out.

As always, thank you Claw.

Thank you! And you are quite welcome. :)

Cheers,

~Claw

- - - Updated - - -

and "ModuleDockingNode" doesn't seem to do anything (no "MDNStuff.dll" or mention thereof to be found). What's up?

You know, I feel like a bit of an idiot with my last comment about this. ModuleDockingNode was something I was working on, so there isn't actually a release yet. That's why there's no documentation or .dll. For some reason when I first read this, my brain was thinking ModuleGrappleNode.

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Oh my. Not sure why, but the most recent update is causing hundreds if not thousands of NREs in my game. I was going to post about this last night, but decided to start fresh today with a smaller output_log file - the one from last night was huge, 585,000+kb in size... today's file is a mere 12,134kb.

The NRE I'm getting is:

NullReferenceException: Object reference not set to an instance of an object
at ClawKSP.LCFix.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

Today's results came from work done on my Kerbin orbit space station, adding a new piece.

For reference:

Win8.1 64-bit

KSPv1.0.4 32-bit

Playing: Science_sandbox

Mods:

FreeEVA-0.5.2

HullCameraVDS.V0.50

SCANsat-v14.2

StockBugFixModules.v1.0.4c.1

x-science-v4.8

output_log file

persistent file

There are also two other NREs toward the end of the file, but I'm not sure if they're related to the ones being generated by your update. They're both of the following form:

NullReferenceException
at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_set_localRotation (UnityEngine.Quaternion&)

at UnityEngine.Transform.set_localRotation (Quaternion value) [0x00000] in <filename unknown>:0

at SpaceCenterCamera2.UpdateTransformOverview () [0x00000] in <filename unknown>:0

at SpaceCenterCamera2.UpdateTransform () [0x00000] in <filename unknown>:0

at SpaceCenterCamera2.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

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Version 1.0.4c.2

- Fixes the LaunchClampFix NREs in the editor

- Added a (Plus) feature that disables airbrake movement/deployment in space (similar to the flight controls)

- Added another overheat case




Hello, It would be cool for an Engine Auto-Shroud/Fairing toggle On/Off.

This could be arranged, but I think TweakableEverything has this too.

You fixed my station overheat problems!!!

Excellent! It's only a partial fix, but glad to hear it's helping some people. :)

Oh my. Not sure why, but the most recent update is causing hundreds if not thousands of NREs in my game.

Yes, someone reported this. I saw where I messed up, but didn't realize how prolific it was. So thank you for uploading a log file (or explaining the magnitude of the problem). It is now fixed in 1.0.4c.2.

Cheers,

~Claw

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Hello there. I heard you might have a solution to the non-functioning tracking station bug?

I have this case where going into the tracking station shows no active vessels in the list, despite still showing the crafts in their orbits on the map, and preventing me from even exiting the tracking station alltogether. I've had so far no luck in tracking the cause of this issue, except for an old reddit post claiming it to be a bug with firing kerbals, and that you might have "stock fix" solution to this bug

I've opened a support post but so far no avail http://forum.kerbalspaceprogram.com/threads/133168-Tracking-station-unable-to-do-anything

Is that correct?

Thanks a bunch! Getting a little desperate here

Edited by zeropositivo
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That particular stock bug (firing kerbals freezes the game) was fixed in 1.0, it sounds like you're having a separate problem worthy of its own support thread. Be sure to include logs and all relevant info.

Sorry edited my post to include the support thread I opened, more info and logs in here http://forum.kerbalspaceprogram.com/threads/133168-Tracking-station-unable-to-do-anything

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I have this case where going into the tracking station shows no active vessels in the list, despite still showing the crafts in their orbits on the map, and preventing me from even exiting the tracking station alltogether.

As posted above, the firing kerbal bug was fixed. Also, based on your linked post, it's definitely a different bug. It definitely sounds like a mod interaction issue, and (unfortunately) one I'm not familiar with. :(

Those look more like StockPlus options, since they are not fixing bugs. Are you proposing adding a link to the OP, or actual inclusion into the BugFix download? I tend to try not to replicate or undercut other peoples work.

Cheers,

-Claw

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The update (1.0.4c.2) indeed fixed that NRE problem, Claw. Thank you. The only NRE I'm getting now is not related to your stuff, shown below, so I'll continue tracking and see if I can figure out where it's coming from (perhaps the x-Science mod?).

NullReferenceException
at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StopCoroutine (string)

at ScienceChecklist.ScienceChecklistAddon.Unload () [0x00000] in <filename unknown>:0

at EventVoid.Fire () [0x00000] in <filename unknown>:0

at ApplicationLauncher.OnDestroy () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

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Those look more like StockPlus options, since they are not fixing bugs. Are you proposing adding a link to the OP, or actual inclusion into the BugFix download? I tend to try not to replicate or undercut other peoples work.

Cheers,

-Claw

It could indeed be categorised as a StockPlus functionality. I just don't want this tiny but very useful mod get lost again on the release forum. It deserves a link or integration into StockPlus when possible

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Is there any way I can, or is there any way at all to make "Gimbal Rate" active by default for all engines with gimbal capabilities? Currently I have to make sure that I enable it for each engine I place, and I know for a fact that I've forgotten to enable it on an engine more than once. If there isn't a way to make it enabled by default, then I'd love to see that become an option you can enable via config file.

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The update (1.0.4c.2) indeed fixed that NRE problem, Claw. Thank you. The only NRE I'm getting now is not related to your stuff, shown below, so I'll continue tracking and see if I can figure out where it's coming from (perhaps the x-Science mod?).

Great! And that's not coming from one of mine. I'd say a science mod is a good guess. Although it could be a mod interaction issue also. Narrowing it down by removing mods could be helpful, but I would copy KSP first and fiddle in the copy (to not break your primary).

Thanks for the feedback.

If there isn't a way to make it enabled by default, then I'd love to see that become an option you can enable via config file.

That's pretty easy to do. I can arrange that.

Cheers,

-Claw

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Anyone else experiencing kerbals going on EVA having their temperatures rise from normal to around 64% critical temp in a matter of seconds? I didn't start seeing this until the most recent update.

They aren't exploding or anything, though that might be kinda funny if they did.

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Anyone else experiencing kerbals going on EVA having their temperatures rise from normal to around 64% critical temp in a matter of seconds? I didn't start seeing this until the most recent update.

Depends on where you're at. Could you post a pic?

Thanks,

~Claw

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Here is a picture from my shuttle landed on Minmus next to my outpost to refuel. You can see the fuel line going down and left towards the outpost not more than 100m away.

Note a couple things in the picture:

  1. Dansy, who is standing on top near the cockpit, has an orange temperature bar overlaid on top of him.
  2. Flight Engineer lists Dansy with a critical temp of 517K / 515K (64.63%).

Every single kerbal that EVA'd from the shuttle or the outpost exhibited the same problem. The shuttle was carrying 20 kerbals and the outpost had 4 kerbals.

This also happen to a kerbal that I was rescuing on the dark side of Kerbin from a low orbit (around 80km). As soon as the kerbal being rescued EVA'd from the MK1 Inline Cockpit his temperature rose to 63%.

It doesn't seem to be having any adverse effects. I just thought it was odd since I had never seen a kerbal with a temperature guage until now. The only mod updates I applied recently were Stock Bug Fixes and a Module Manager update a day or two ago.

xImtVBt.png

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I don't want to seem annoying / impatient, if anything I want it to seem the exact opposite. This is a free mod made entirely from some form of passion to help the community fix some of the most annoying bugs in the game. What I'm referring to to is this question I'm about to ask. When do you think this config option will be implemented? I'm mainly asking because I want to grab it as soon as it becomes available because I absolutely love what it adds to the game.

This is a quick fix (because I already put the infrastructure in place), but I probably won't push out an update soon (at least not just for this).

But because you asked so nicely (and qualified your request), have this in the mean time. Replace the existing ModuleGimbalFix.cfg in your folder, and you can modify the values listed in the .cfg. Those will be the new default, but be advised that it will not change any existing .craft or ships in flight.

Thanks again for being understanding, and I'm glad to hear that it's working nicely for you. :D

Also, thanks for the <3

Here is a picture from my shuttle landed on Minmus next to my outpost to refuel.

Thank you so much. That certainly doesn't look right, and could possibly be my fault. I'll try to look into this soon. Please let me know if it becomes a bigger issue elsewhere.

Cheers,

~Claw

Edited by Claw
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This is a quick fix (because I already put the infrastructure in place), but I probably won't push out an update soon (at least not just for this).

But because you asked so nicely (and qualified your request), have this in the mean time. Replace the existing ModuleGimbalFix.cfg in your folder, and you can modify the values listed in the .cfg. Those will be the new default, but be advised that it will not change any existing .craft or ships in flight.

Thanks again for being understanding, and I'm glad to hear that it's working nicely for you. :D

Also, thanks for the <3

Absolutely wonderful! Thanks so much!

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