enzomeertens / kerbalkrashsystem Goto Github PK
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Repository for the Kerbal Krash System mod for Kerbal Space Program.
ModuleManager 3 indicates error in those files:
GameData/KerbalKrashSystem/Configs/KerbalKrashSystem_Other.cfg
GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs/KerbalKrashSystem_Fuel_Leak.cfg
GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs/KerbalKrashSystem_Repair.cfg
GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs/KerbalKrashSystem_Science.cfg
Error messages:
[ERR 22:45:15.324] [ModuleManager] Error - more than one pass specifier on a node: KerbalKrashSystem/Configs/KerbalKrashSystem_Other/@PART[*]:HAS[!MODULE[ModuleKerbalKrashSystem_Exclude],!MODULE[ModuleKerbalKrash*],!MODULE[ModuleWheel],~PhysicsSignificance[1]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Other]
[ERR 22:45:15.325] [ModuleManager] Error - more than one pass specifier on a node: KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs/KerbalKrashSystem_Fuel_Leak/@PART[*]:HAS[@MODULE[ModuleKerbalKrashSystem_Container]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Leak]
[ERR 22:45:15.326] [ModuleManager] Error - more than one pass specifier on a node: KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs/KerbalKrashSystem_Repair/@PART[*]:HAS[@MODULE[ModuleKerbalKrash*]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem_Repair]
[ERR 22:45:15.327] [ModuleManager] Error - more than one pass specifier on a node: KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs/KerbalKrashSystem_Science/@PART[*]:HAS[@MODULE[ModuleScienceExperiment],!MODULE[ModuleKerbalKrashSystem*]]:AFTER[KerbalKrashSystem]:FOR[KerbalKrashSystem]
You allow adding your mod in CKAN mod manager, but should do one more thing: add you mod to NetKAN indexer. It's here: https://github.com/KSP-CKAN/NetKAN
Press on folder NetKAN, New File
Name your file like KerbalKrashSystem
Add ".netkan" ending
{
"spec_version": 1,
"$kref": "#/ckan/kerbalstuff/1389",
"license": "MIT",
"identifier": "KerbalKrashSystem",
"depends": [
{ "name": "ModuleManager" }
]
}
1389 - your KerbalStaff mod number, kerbalstuff.com/mod/1389/KerbalKrashSystem. For other mods numbers will be other too.
Identifier of this mod - must be oneWord, same as filename
Depends on ModuleManager
How i do this? This small program "compile" your .netkan files as it be in CKAN repository,
but on your own computer, without any damage, For syntax checking only, no real effect.
If after his work new file modname.ckan appeared - fine
NetKAN.zip
KKS spams the log with
FileNotFoundException: Could not load file or assembly, 'KIS, version 1.2.7.6, culture=neutral, PublicKeyToken=null' or one of it's dependencies.
after update to latest KIS. It also creates a ghost Kerbal when entering a hatch, the ghost being stuck outside on the ladder, uncontrollable, which messes up the game when you try switching.
KSP/Unity is currently on .Net 3.5 This is the reason Linq references are causing issues.
This is to prevent 'see through' effect. When a crack is open.
If you use other languages in KSP (e.g. German) some variables will be translated. So also "trait.experienceTrait.Title". That's why every time I try to repair something, an error is thrown.
To fix the error you have to change the name of the variable in \Source\KKS-Mods\KerbalKrashSystem_Repair\KerbalKrashSystem_Repair.sln in line 88 from "trait.experienceTrait.Title" to "trait.experienceTrait.Config.Name".
Without this, it can be very hard to know when a small part is hit unexpectedly by a piece of fairing debris, etc.
I'm running KSP v1.8.1 with KerbalKrashSystem mod v0.4.7 installed, and during bootup of KSP, the KSP.log files gets the following 3 warnings listed in it...
[WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Leak/Configs/KerbalKrashSystem_Fuel_Leak.cfg
[WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Repair/Configs/KerbalKrashSystem_Repair.cfg
[WRN 08:41:42.020] 1 warning related to GameData/KerbalKrashSystem/Plugins/KKS-mods/KerbalKrashSystem_Science/Configs/KerbalKrashSystem_Science.cfg
I'll attach a copy of my KSP.log for you.
If you need any further help, just contact me here via GitHub. I've set it to email me.
Thanks for creating an awesome mod! I absolutely love using it.
Gregory Nelson
In editor KKS seems to be spamming Null Reference Exceptions. This doesn't cause problems with small crafts but with 15+ parts the game starts to lose FPS and with crafts above 70 parts it's impossible to do anything (less than 1 frame per second).
Issue doesn't happen in flight, no huge FPS losses. I'm using quite a lot of mods and running KSP with -force-opengl flag.
[EXC 19:37:37.584] NullReferenceException: Object reference not set to an instance of an object
KKS.KerbalKrashSystem.FixedUpdate ()
To repair a model, I now invert the calculation I use to deform the parts. This works surprisingly well, but does not get rid of all deformations.
To deform a part, I check if vertices lie within a certain maximum range of the collision (ContactPoint).
1. If they lie in this range, I deform them.
2. Otherwise I leave them alone.
Deforming the vertices may cause some vertices to go beyond the maximum range of the collision and will therefore leave them alone, even though they should be "deformed" to their repaired state.
My one requirement for this is that I don't want save all (affected) vertices as a list, as this will increase RAM usage. I want my mod to be as resource-effective as possible.
My solutions for this problem include:
1. Do not allow deformation to go beyond this range (clamp to the maximum range),
2. Reset the model and re-apply all damages except for the repaired ones.
The second solution is the issue. I have no idea how to do this.
Excellent mod btw ๐ There are a handful of parts with moving sections that don't deform in an expected way when damaged (you probably know about them already).
So it sounds like some modules should be black listed from deformations.
Would you be able to include the command that is supposed to run post build to generate the DB?
structural panels, I-beams and most structural pieces do not get damaged
Version v0.4.6 had a version file, v0.4.7 doesn't.
This has led this mod to be marked as compatible with all versions since that point in CKAN. I assume this was just a packaging hiccup.
Tagging @EnzoMeertens since not everyone has GitHub notifications turned on for pull requests.
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