Jump to content

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


Claw

Recommended Posts

[quote name='Claw']I've been hatching a plan on how to get after this one. I think this is going to be a hard one, and will probably need help.[/QUOTE]

well.. this bug usually hapens when I go to high inclinated orbits, or above 100km altitude orbits or change SOI...
Only happens when I get close to KSC.
Everytime I go back to KSC and get like 1.5 Km from it, the game does a little stutter like when you get close to a big craft and the physics simulation loads, at this moment, If I have gone to one of the situations I mentioned, the triangular wings explodes.
Only the triangular ones are affected... less the Big-Shuttle wing.
ane there was one time a capsule, returning from a Mun mission, with no wings in it, landed on a invisible structure exactly between the VAB and the LaunchPad... back at version 0.90...

The only workarround I know is: No triangular wings on craft... Or land on Island Runway... :P


And there are another bug I encountered... Any type of cargo bay... any parts placed close to it's surface(not directly attached to it), once you open and close the bay, will randomly get occluded from aero forces or locked in case they are control surfaces... Edited by luizopiloto
Link to comment
Share on other sites

[quote name='Haguruma']what does this mod do? how does it help me?[/QUOTE]

The primary purpose of this mod is to provide fixes for bugs that occur in stock KSP. To keep things encapsulated, each bug fix is actually its own separate DLL file and configuration file. This allows the users to only include the desired bug fixes, and allows them to ignore any they don't want.

Ideally, Squad will eventually fix all the bugs making the primary purpose of this mod obsolete.

[B]But wait, there's more![/B] There are also small, new functionalities, usually related to the bug fixes, that are included but are part of "Stock Plus" and must be enabled separately. (They are not enabled by default because they actually change stock functionality, rather than just fixing bugs.)
Link to comment
Share on other sites

If I don't see SAS fix tweakables (as they were in 1.0.4) on control parts (capsules and probes), does it mean SAS fix doesn't works for me?
Model is activated via AltF8 menu.

I'm not sure it should, because I use saturated RW mod and MM patch that reduces all RW torgues to 5% from initial value - to make RW wheels more believable...

By the way, really great mod (nice to see all the fixes eventually become part of original game)!
Link to comment
Share on other sites

When I first installed this mod, the config menu opened by default and I was able to configure it to my liking. However, after using it for awhile there are a few settings I would like to change however I cannot get the config menu to open again. I have tried using "Left Alt + F8" as well as "Right Alt + F8" but the menu simply doesn't open at all.

Does anyone have any idea why this may be occurring? Thanks!
Link to comment
Share on other sites

[quote name='evileye.x']If I don't see SAS fix tweakables (as they were in 1.0.4)[/QUOTE]

I checked, and I'm not seeing them either. I haven't been playing with my mod installed at the moment because I'm doing a challenge, but yeah, looks like that bit is missing. I'll take a look, and thanks for letting me know. :)


[quote name='Bandus']I have tried using "Left Alt + F8" as well as "Right Alt + F8" but the menu simply doesn't open at all.[/QUOTE]

Should be MOD+F8. So ALT if you are using Windows, SHIFT if you are using Linux, and Option key(?) for Mac. You should be able to bring the menu up in any scene. Depending on the scene and when you do it, you might have to hold MOD+F8 down for a little bit to make sure it registers. If it's not working for you, you can open up the StockBugFixPlusController.cfg file and edit the line "userConfigured = True" to "userConfigured = False". That should make it come up and ask you again when restart KSP, but won't wipe out any settings you have set already.


Cheers,
~Claw
Link to comment
Share on other sites

On 27.11.2015, 8:48:41, Claw said:

looks like that bit is missing

I think the whole SAS fix is missing as well :) 

SAS definetly behave not like in pre 1.0.5 version. Hope you'll have time to investigate, thank you in advance.

Edited by evileye.x
Link to comment
Share on other sites

The way the highlighter disabler works right now (for performance considerations), it wasn't set up to change upon toggle of the button. It's hooked to certain events. So if you're pressing the toggle and nothing's happening, try a scene change or (the easiest) enter non-phys time warp for a couple seconds and back out.

I'll take a look into seeing if I can change this particular module. They pretty much all need at least a scene change for the changes to apply. I made it set up that way for a variety of reasons, but I was hoping that a scene change was much more preferred to a full KSP restart.

Unless I'm misunderstanding your bug. If you could explain more about what you are doing (steps), then perhaps I can understand your problem better.

Link to comment
Share on other sites

Each scene change raise up memory garbage for a bit, so it is not prefered way for workaronds, especialy for people who use a lot of mods.
It will be better if it can be hooked up with something else, some event that is not triggered so often so it does not influence performance too much.

At least until memory leak problems were fixed from Unity engine or SQUAD side. Anyway, I hope that you will be able to figure something out, many of kerbonauts out there are very grateful for creating those fixes in the first place.

Link to comment
Share on other sites

37 minutes ago, kcs123 said:

Each scene change raise up memory garbage for a bit, so it is not prefered way for workaronds, especialy for people who use a lot of mods.

Scene change for StockPlus setting changes is not a "workaround." It's actually an alternative way I came up with to dynamically configure my PartModules while the game is actively running. The old method was to use MM configs for settings and hook into stock modules, which forces people to restart the game to update the configuration or go back to the KSC scene and reload the database (which still would have cause problems with dynamic changes).

The scene change is the new way I implemented to ensure things are created and set properly when applying changes while in-game, rather than constantly polling the settings to see what's changed. There are very few StockPlus options that need to be dynamically activated/deactivated constantly during a given scene. So the application on scene change seemed to be the least resource intensive way to update non-dynamic preferences.

If you are specifically talking about the highlighter disabler, it's actually hooked to a lot of Events (because it's not a PartModule hooking into other PartModules). The most convenient Event being "OffRails". The "OffRails" event can be triggered by momentarily going into non-phys time warp and back to normal time. That's also why I said I can look into alternative ways to toggle this option.

Link to comment
Share on other sites

"workaroound"  is probably bad choice of word. I meant it as general "workaround" or alternative ways to avoid/solve stock game bugs. English is not my native language, so I don't explain things properly from time to time I guess. Sorry about that.

It is certainly better to use trigger on scene change rather than to exit game completely, if there is no other alternative. It is not even too bad if you need to change scene only once for configuration to become effective. If it is needed to change scene every time to be sure if some settings become active or not it is not good way for it due to memory leaks on scene change. I'm glad that you are looking for alternatives such as "OffRails" event instead.

I didn't specifically talking about highlighter disabler, more as reminder of that anoying memory leak bug. So if the scene change is only trigger used for something, it is then not very good solution. Thanks for clarification about it.

Link to comment
Share on other sites

13 hours ago, Claw said:

The way the highlighter disabler works right now (for performance considerations), it wasn't set up to change upon toggle of the button. It's hooked to certain events. So if you're pressing the toggle and nothing's happening, try a scene change or (the easiest) enter non-phys time warp for a couple seconds and back out.

Changing scene no asolutely nothing. Warp-unwapr also - green highlight is still there.

13 hours ago, Claw said:

Unless I'm misunderstanding your bug. If you could explain more about what you are doing (steps), then perhaps I can understand your problem better.

Bug is simple:)

  1. Install the mod
  2. Make simple craft, go to flight scene and enable all StockPlus options and click save settings
  3. Highlight disabler does not working
  4. Go to TS and back
  5. Highlight disabler does not working
  6. Restart the game, goto ship
  7. Highlight disabler does not working

:blush:

Edited by ZobrAA
Link to comment
Share on other sites

21 hours ago, kcs123 said:

I meant it as general "workaround" or alternative ways to avoid/solve stock game bugs.

Ah, no worries. I think here is the confusion about what we both meant. The bug fixes are always active. If you install the mod and do nothing else, all the fixes should be functional. If you don't want a fix, then you must delete the appropriate .dll.

It's the StockPlus options that are toggable with the in-game GUI. And because of how those work, you have to do a scene change after making changes to certain modules. The GUI itself actually notifies you when a setting change requires a scene change. And most of the modules that require scene changes typically aren't the ones that you'll want to toggle "on the fly" during actual flying.

 

12 hours ago, ZobrAA said:

Changing scene no asolutely nothing. Warp-unwapr also - green highlight is still there.

 

Those are indeed simple steps. I'm sorry for being a prude about it. :P I'm actually doing a challenge in stock only right now (Elcano), so I've not been running with my own mods. Which means (ironically) I haven't been play testing them much.

 

Now that the main push of the forum migration is done, I will hopefully have some time soon to look at all the requests/reports in this thread. Thanks to all the kerbals out there for your patience.

 

FYI: I also just noticed there's a typo in the README. It says "Settings should not be persistent across StockBugFixPlus updates." That's completely backwards. It should say "Settings should now be persistent across StockBugFixPlus updates." In other words, after you've configured things, later updates of StockBugFixPlus should not overwrite your settings.

Edited by Claw
Link to comment
Share on other sites

@Claw Is there anyway to change the default gimbal rate from 10. I ask now that there is no longer a module added to part where I added these lines before. Thanks!

gimbalRateIsActive = True
gimbalResponseSpeed = 15

 

Edited by Svm420
Link to comment
Share on other sites

8 hours ago, Svm420 said:

Is there anyway to change the default gimbal rate from 10.

Hmm, not under the current system. Though you raise a valid question of something that existed before. I will see if I can think of a way to incorporate that into the gui.

 

I will be working on an update soon. So at the moment, I'm open to bug fix suggestions and consideration for StockPlus options.

Link to comment
Share on other sites

6 hours ago, Claw said:

I will be working on an update soon. So at the moment, I'm open to bug fix suggestions and consideration for StockPlus options.

Two bugs for your consideration, no idea how easy/feasible they are to fix:

  1. Mounting control surfaces to the end of a swept wing that is attached ahead of the CoM makes them deflect as if the surface is ahead of the CoM, too, even when it's behind it. Affects pitch and yaw but not roll, so simply reversing its deflection wouldn't be ideal.
  2. When using gizmos in the editor, changing from smooth adjustment to stepped by changing angle snap often requires deselecting and reselecting the part to take effect.
Link to comment
Share on other sites

13 minutes ago, inigma said:

I posted #4 in the inflightshipsave github based on a reddit requesting a mod to allow craft recovery as-is to SPH for "repair" and refueling.

KCT does that

Claw, please fix the SAS fix :) 

Just to remind you, thanks in advance

Link to comment
Share on other sites

1 hour ago, inigma said:

I posted #4 in the inflightshipsave github

I see the reddit post. Though it sounds like the poster want's the ship to gain some "character." Thing is, even if you "recover to VAB" it'll still be a new ship when you launch. Things don't get slightly beatup in KSP.

I do agree that InflightShipSave could use some updating, but really it saw very little use. The fact that it saved your shuttle made it worth cobbling together that add-on quickly, but after that it was downloaded maybe four or five times.

 

1 hour ago, evileye.x said:

Claw, please fix the SAS fix

It's on my list, but I appreciate the reminder. You can blame the Elcano challenge for me not playing with my own add-ons installed. :P 

Link to comment
Share on other sites

On 11/14/2015, 8:17:49, Van Disaster said:

Strange issue with AeroSurfacePlus: I have stock airbrakes stuck on the side of a craft otherwise using FAR surfaces, and have them enabled for yaw. On the runway the brakes deploy ok, but in the air & on water ( the main reason ) they stay stuck in place even with the State button reading Deployed. And no braking. I had to actually remove the fix completely to get things back to normal, just turning it off in the GUI didn't help.

Edit: seems a bit more too it than that, too, will be back with more later...

I to am having issues with the Airbrakes.  Except I don't use FAR/NEAR, just stock aero.   In my case, the Air brakes are fine, until I leave the ship in orbit to go to a different ship (Docking/etc.)  Afterwords the Air-brakes are stuck and only deploy about 1 degree back in Atmosphere.      If this isn't an easy fix, Is there any way AeroSufacePlus can be separated into two separate select-able items?   AeroSurfaceLOCK and AeroSurfaceAdjustment, to prevent the in-inadvertent control lockout.   Thanks for the continual and Great effort in bug squashing!

Link to comment
Share on other sites

17 minutes ago, Speadge said:

moderation at its best

It was unpinned because I was clearing out a lot of my pinned posts that are outdated or broken from the migration. This ended up in the stack, but is now back where it was.

There's no conspiracy or secret moderator agenda. And actually I asked my peers about re-pinning this before I did, so as not to abuse my moderator authority for my own add-on. Hence the delay.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...