SSTU - Shadow Space Technologies Unlimited

SSTU - Shadow Space Technologies Unlimited

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1.4 dev test

Jimbodiah opened this issue ยท 7 comments

commented

Mage,

I just installed 1.4.3 and the SSTU dev build from today. Should I spew any bugs or suggestions here, or is it too early?


Dev Note -- Yes, please post any issues with the KSP 1.4+ testing versions in this thread. Just add a new comment with whatever the problem is, and it will either be addressed ASAP or added to the long-term issues list.
'Long Term' issues can be found here - #701


Running Issues List:

  • Engine fairings are all light blue instead of white -- unconfirmed
  • TU gui pane needs to be longer to accomodate all the stock sstu colors (is very short now). Not sure if this is intentional for people with potato screens? I can check the required length and PR if you like.
  • GUI pops all over the place when options appear/disappear upon selecting items for a section, very frustrating as you keep losing track of which selector you were working on and where it is in the list. I know this is stock limitation, just mentioning my observation.
  • RCS-Standoff-B on MRCS clips halfway through the I beam and the model isn't touching the parent.
  • MUS's RCS options cannot select the RCS block type, resulting in the upper block being unable to be rotated, leaving one fore/aft direction without an RCS thruster.
  • MFT-R tank model defs need proper rotation and offsets.
  • MFT-R needs minimum radius set properly
  • MFT - Tank Type Modifiers need stock part-upgrade interaction fixed.
commented

Heads up -- I'll be removing posts from this thread as the issues are addressed. Would like to keep this thread short and specific to outstanding issues.

commented

First time using Github, so apologises if I'm doing something wrong. Also sorry if these are known bugs, I only had a quick skim through the bugs list and any commits since the release.

This is for the released zip (https://github.com/shadowmage45/SSTULabs/releases/tag/0.8.40.150) using OpenGLcore as the graphics. The only installed mods are SSTU and its dependences, SSTU PBR and Community Tech Tree. I'm using KSP 1.4.3 without making history.


I think these following ones are already on your long term error lists, but I'll put them down anyway

  • RCS-Standoff-B on MRCS clips halfway through the I beam and the model isn't touching the parent.

  • MUS's RCS options cannot select the RCS block type, resulting in the upper block being unable to be rotated, leaving one fore/aft direction without an RCS thruster.

  • MRCS has no option to swap to A50/NTO as the fuel FIXED

  • MRCS also gives this error
    RCS Module unable to find any transforms in part named RCS Thrust Transforms

    • Not really an error; the thrsut transforms don't exist when the part is first initialized -- in fact they cannot exist until SSTU's modules have been started and initialized.
  • The SC series of capsules with RCS thrusters has the option to change between monoprop and A50/NTO, but it stays fixed at A50 FIXED

--- Comment hidden as all issues are addressed or added to running issues list

commented

Excellent report, thanks for the information, and including the log snippets. Exactly the kind of information and reports that I'm looking for.

I'll work through and address those issues for the next release that I can solve, and let you know what I find out otherwise.

commented

Some more things I noticed

  • The right click in editor bug seems to persist across ship saves in the VAB, i.e loading a ship with one of the affected parts after saving it and doing the same steps as above will cause the bug to appear. It seems that upon right click of that part is when it locks up, as the ship can be edited just fine if that part isn't touched. HAVE FIXED THE CAUSE OF THE NRE-CASCADE; SHOULD BE RESOLVED

  • Joints seem very weak. I tried building a shuttle and the whole thing flopped around without autostrut. Even with autostrut there was still some wobble. I don't know if this was present in past SSTU versions, as I always ran with KJR, but not on this install. Similar flopping happened with a Saturn V. STOCK PROBLEM, CANNOT FIX

  • The SC-E parts with landing gear have incorrect textures, I think this might have been fixed in the latest texture commit.

  • Changing between MFT-A variants sometimes results in the nodes not resetting to the new tank length, but I've only had this happen twice and I can't reproduce it. See the video below when I managed to make it happen, but different than I had before. I haven't tried if it is reproducible that way yet. NEED TO KNOW HOW TO REPRODUCE BEFORE IT CAN BE ADDRESSED

https://youtu.be/P113KmuYKvE

00:00 Weak joints in a Saturn V
00:12 Engine that randomly broke. I couldn't get that to happen again.
00:50 Reverting to VAB resets the core for MFT-A to the smallest size, but doesn't change the model.
01:13 Saturn V with autostruts and then turning them off in flight
02:17 SC-B CM that glitched below water, but I think it was physics warp doing it's thing
02:54 Removing the first stage of the Saturn V and getting rid of the wobble, even without autostruts. Also getting the MFT-A node bug to happen again. (RS-68 has beautiful exhaust plumes and emissives by the way, but so do most of the engine models in this mod)
04:36 Back in the editor with the broken nodes carrying through to it.
04:50 Wobbly Shuttle (SRB exhaust is still off a bit)
05:28 Wobbly Shuttle with autostrut

Quality of Life Suggestions

  • Preserve tank length when changing between variants (kerolox, hydrolox, cryo, cryo frammed....)

  • The v scale option in the MFT-A from previous releases was great for making tiny service modules for other capsules, it would be great to have it back if it is at all possible.

commented

I haven't been able to reproduce the tank bug in the video above after I accidentally overwrote the ship save, but I have managed to get a .craft file to do the same thing, but on load not just after a launch. This is in the latest release, with the old SSTU, SSTU-PBR, KSP Wheel and textures unlimited deleted and the new ones installed. No change besides that in my setup.

This bug seems to be a bit intermittent, the best type of bug, but I've found that placing a RS-68, double clicking on the blue arrow on the right of the engine layout and getting it to switch to double and 90 degree engine rotation and then changing it back with the big arrow, then removing the mount and launching will sometimes make it happen. Try it with the .craft file after removing the 1st stage, it might or might not happen, its seems to only rear its head once in a while.

2018-06-12 23_21_26-kerbal space program

Both of the craft files should look like this when loaded. I've had the Saturn V sometimes move the fuel tank model down to the bottom after loading it up after removing that stage, trying the RS-68 thing and then reloading, but like before it seems to be intermittent. I'm not sure how these saves happened, I just saw them after trying to reproduce the inital bug.

Zipped for github
Saturn V BKP.zip

Sorry for the wall of text, but this isn't an obvious bug.
Also do you want me to continue posting bugs in this thread or open a new issue for each one?

commented

Another smaller bug, LMAE doesn't have a exhaust plume(FIXED) and spams the log with this when firing.

[LOG 00:07:19.769] Look rotation viewing vector is zero
[LOG 00:07:19.778] Look rotation viewing vector is zero

Full Log

[LOG 00:07:04.063] [HighLogic]: =========================== Scene Change : From SPACECENTER to FLIGHT (Async) =====================
[LOG 00:07:04.413] [FlightEngineer]: Destroying Floating Window for HUD 1
[LOG 00:07:04.413] [FlightEngineer]: Destroying Floating Window for HUD 2
[LOG 00:07:04.413] [FlightEngineer]: Destroying Floating Window for HUD 1
[LOG 00:07:04.413] [FlightEngineer]: Destroying Floating Window for HUD 2
[LOG 00:07:04.413] [UIApp] OnDestroy: KSPedia
[LOG 00:07:04.530] [PlanetariumCamera]: Focus: Kerbin
[LOG 00:07:04.530] [UIMasterController]: HideUI
[LOG 00:07:05.259] UICanvasPrefabSpawner FlightUI spawning Flight
[LOG 00:07:05.274] UICanvasPrefabSpawner FlightUI spawning VesselLabels
[LOG 00:07:05.274] [UiApp] Awake: ResourceDisplay
[LOG 00:07:05.372] [AddonLoader]: Instantiating addon 'AeroGUI' from assembly 'KSP'
[LOG 00:07:05.373] [AddonLoader]: Instantiating addon 'ReflectionManager' from assembly 'TexturesUnlimited'
[LOG 00:07:05.373] ReflectionManager Awake()
[LOG 00:07:05.374] TU-Reflection Manager - Loading reflection configuration: 
REFLECTION_CONFIG
{
	name = default
	resolution = 128
	interval = 60
	faces = 1
	eveInstalled = false
	debug = false
	exportDebugCubes = false
	enabled = true
}

[LOG 00:07:05.374] TU-Reflection Manager - Alternate Render Enabled (DX9/DX11 Fix): False
[LOG 00:07:05.376] [AddonLoader]: Instantiating addon 'FlightAppLauncher' from assembly 'KerbalEngineer'
[LOG 00:07:05.378] [AddonLoader]: Instantiating addon 'DisplayStack' from assembly 'KerbalEngineer'
[LOG 00:07:05.379] [AddonLoader]: Instantiating addon 'FlightEngineerCore' from assembly 'KerbalEngineer'
[LOG 00:07:05.379] [AddonLoader]: Instantiating addon 'KSPWheelLauncher' from assembly 'KSPWheel'
[LOG 00:07:05.380] [PlanetariumCamera]: Focus: Kerbin
[LOG 00:07:05.380] [UIMasterController]: HideUI
[LOG 00:07:05.632] [UIMasterController]: HideUI
[LOG 00:07:05.632] ------------------- initializing flight mode... ------------------
[LOG 00:07:05.638] Loading Depletion Nodes
[LOG 00:07:05.638] DepNodeCount:  0
[LOG 00:07:05.638] Loading Biome Nodes
[LOG 00:07:05.638] BiomeNodeCount:  0
[LOG 00:07:05.638] Loading Planet Nodes
[LOG 00:07:05.638] PlanetNodeCount:  0
[LOG 00:07:05.641] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 00:07:05.659] Target vessel index: 7  vessel count: 8
[LOG 00:07:05.660] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- 
[LOG 00:07:05.661] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 00:07:05.662] Reference Frame: Rotating
[LOG 00:07:05.710] [Untitled Space Craft]: landed - waiting for ground contact to resume physics...
[LOG 00:07:05.720] Camera Mode: AUTO
[ERR 00:07:05.730] InternalCameraSwitch: cameraTransform 'LC2-CamSwitchFrontLamp' is null

[ERR 00:07:05.730] InternalCameraSwitch: colliderTransform 'LC2-CamSwitchFrontLampCollider' is null

[ERR 00:07:05.731] InternalCameraSwitch: cameraTransform 'LC2-CamSwitchRearLamp' is null

[ERR 00:07:05.731] InternalCameraSwitch: colliderTransform 'LC2-CamSwitchRearLampCollider' is null

[ERR 00:07:05.731] InternalCameraSwitch: cameraTransform 'LC2-CamSwitchTopWindow' is null

[LOG 00:07:06.968] all systems started
[LOG 00:07:06.988] DragCubeSystem: Rendering procedural drag for SSTU-LC2-POD
[LOG 00:07:07.049] DragCubeSystem: Rendering procedural drag for SSTU-SC-ENG-LMAE
[LOG 00:07:07.195] DragCubeSystem: Rendering procedural drag for SSTU-LC2-POD
[LOG 00:07:07.238] DragCubeSystem: Rendering procedural drag for SSTU-SC-ENG-LMAE
[LOG 00:07:07.297] KerbalEngineer -> FlightEngineerCore->OnDestroy
[LOG 00:07:07.297] KerbalEngineer -> ActionMenu->Awake
[LOG 00:07:07.297] KerbalEngineer -> FlightEngineerCore->Awake
[LOG 00:07:07.297] KerbalEngineer -> ActionMenu->Start
[LOG 00:07:07.297] KerbalEngineer -> FlightEngineerCore->Start
[LOG 00:07:07.461] [UiApp] Awake: CurrencyWidgetsApp
[LOG 00:07:07.461] [UiApp] Awake: ResourceDisplay
[LOG 00:07:07.461] [UiApp] Awake: KSPedia
[LOG 00:07:07.461] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False
[LOG 00:07:07.461] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown
[LOG 00:07:07.462] ScaleModList: listSize 41 maxListSize 879
[LOG 00:07:07.463] [KnowledgeBase] OnAppLauncherReady 11066
[LOG 00:07:07.539] [UIApp] OnDestroy: Contracts
[LOG 00:07:07.539] [UIApp] OnDestroy: Missions App
[LOG 00:07:07.546] [MessageSystem] Reposition 0.02 11067
[LOG 00:07:07.546] [GenericAppFrame] Reposition 0.02 11067
[LOG 00:07:07.546] [GenericAppFrame] Reposition 0.02 11067
[ERR 00:07:07.555] ParticleModelFX: Cannot find transform of name 'AJ10-190-ThrustTransform'

[ERR 00:07:07.555] PrefabParticleFX: Cannot find transform of name 'AJ10-190-ThrustTransform'

[LOG 00:07:07.562] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part SSTU-LC2-POD (Untitled Space Craft) on vessel Untitled Space Craft
[LOG 00:07:07.569] [FlightIntegrator]: Vessel Untitled Space Craft has been unloaded 8.51999999999225, applying analytic temperature 313.277936620037
[LOG 00:07:07.843] [PlanetariumCamera]: Focus: Untitled Space Craft
[LOG 00:07:07.858] [UIApp] Adding ResourceDisplay to Application Launcher
[LOG 00:07:07.858] ScaleModList: listSize 41 maxListSize 829
[LOG 00:07:07.859] [UIApp] Adding ResourceDisplay to Application Launcher
[LOG 00:07:07.859] ScaleModList: listSize 41 maxListSize 788
[LOG 00:07:07.865] [ResourceDisplay] OnAppStarted(): id: -364662
[LOG 00:07:07.866] [GenericAppFrame] Reposition 0.1247796 11071
[LOG 00:07:07.866] [ResourceDisplay] OnAppStarted(): id: 115280
[LOG 00:07:07.866] ResourceDisplay already exist, destroying this instance
[LOG 00:07:07.866] [UIApp] OnDestroy: ResourceDisplay
[LOG 00:07:07.866] ScaleModList: listSize 41 maxListSize 788
[LOG 00:07:07.877] CURRENCY WIDGET False False False
[LOG 00:07:07.878] [UIApp] OnDestroy: CurrencyWidgetsApp
[LOG 00:07:07.883] [UIApp] Adding KSPedia to Application Launcher
[LOG 00:07:07.884] ScaleModList: listSize 41 maxListSize 788
[WRN 00:07:07.913] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled.
[LOG 00:07:08.188] Flight State Captured
[LOG 00:07:08.188] Saving Achievements Tree...
[LOG 00:07:08.188] Saving Achievements Tree...
[LOG 00:07:08.189] [MessageSystem] Save Messages
[LOG 00:07:08.193] Game State Saved as persistent
[LOG 00:07:08.932] Unpacking Untitled Space Craft
[LOG 00:07:10.205] [UIMasterController]: ShowUI
[LOG 00:07:18.216] Look rotation viewing vector is zero
[LOG 00:07:18.224] Look rotation viewing vector is zero
commented

Also do you want me to continue posting bugs in this thread or open a new issue for each one?

Keep posting in here for now -- as these are all still dev/testing releases, it helps keep things organized a bit. After I move out of the testing phase it would be more appropriate to open separate tickets for each issue.