![]() ![]() (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) (at :0) System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) (at :0) ArgumentException: Requested value 'unneeded' was not found. I'm getting some exceptions in my log file. For some reason, most probably because the how culprit part is created in blender or similar editor, FAR voxel algorithm fail and throw exception. There was some changes in code when FAR use mesh and when it use coliider, as much as I can recall, but I no longer know details about it. AFAIK, FAR use part 3D mesh and/or mesh colliders for voxel calculations. OK I "THINK" I know what it was.It may have been a mod called FUELWINGS (if it was not that as I am still testing then to the OP of that mod I am sorry).Īny way I removed that mod and it seems to be ok now but shall test more.īased on provided picture, culprit part is MK3S1 Tail Connector B. Please could any one help I am trying to get a mod pack up and going for me and my bro but keep running into issues every time I think I have got it I go to play the game and another error pops up DOH. OK I am loosing my mind now spent days trying to make mods play nice but I get this message spamming me nowįAR Voxel error:cross section is Nan. Slowly stripping parts off of a Gull to figure out which one(s). Maybe there *is* a stock part that's now misconfigured. What the actual heck? This is on a minimal game, with no ReStock or other part replacements. While doing some troubleshooting for another issue, I noticed this same NRE spam after launching a stock Gull craft from the KSC view. Scrapyard is a possibility, but I have that installed in both places, so no initial ideas there. I wonder if there's somehow a meta-duplication of parts going on that's overwhelming FAR? The non-stop FAR-related NRE's begin at launch as well. I have a separate (similar) install set up for testing that doesn't have this problem (yet?) and it has FAR as well as the exact parts available as the KSP install experiencing errors.Ī craft that previously loads/flies fine will throw a bunch of ": Graph already contains item!" errors (it seems like 2x per part on the craft) when loaded in the "bad" game. It doesn't seem to be down to particular parts not having configs. I'm currently chasing down this issue as well. If i have that same 20⁰ deflection, what will the Ao% do? If i have it set to -50 will that mean it will always be 10⁰ negative angle of attack? What about numbers exceeding positive or negative 100? Like, if i have the control surface deflection set to 20⁰, and pitch is at 100%, roll at 50%, it will deflect the full 20⁰ when pitching, and only 10⁰ when rolling. Ok, i understand what the AoA% is doing now, but dont understand exactly what the numbers mean. This had to be changed mid-flight, of course. The only time I've ever had to use negative pitch, roll, and yaw values was for the control surfaces while landing a reusable rocket booster, as landing backwards requires the controls to be reversed. This is useful for twin-tail configurations, where the rudders both deflect inwards to be used as airbrakes, or outwards depending on if you use positive or negative values. You'll probably have to adjust it so that it doesn't deflect too much or too little, and you don't want to have it respond to a negative angle of attack most of the time.Īlthough I haven't used BrakeRudder% yet, I assume it turns the rudder surfaces of your plane into airbrakes by deflecting them when you use the breaks action group. An example of what should happen is you pitch up, and the canards pitch down a little so they don't stall and therefore keep making a lift force that pulls the nose up. This is useful for canard setups for high performance crafts that need to turn and do so at high angles of attack, like fighter jets. The AoA% adjusts the control surface in question when your plane is pulling any angle of attack. Also, anyone able to explain what the AoA% and BrakeRudder% tweakables do? Also, when would i want to use them, difference between possitive and negative, as well as when i might want to set a negative value for the pitch, yaw and roll? Thanks.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |