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kcs123

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  1. FAR is only victim of other mod faulty install. Here are relevant parts from your log: LOG 17:27:03.074] AssemblyLoader: Loading assemblies [WRN 17:27:03.075] AssemblyLoader: Assembly 'RCSBuildAidToolbar' has not met dependency 'Toolbar' V1.0.0 [WRN 17:27:03.075] AssemblyLoader: Assembly 'RCSBuildAidToolbar' is missing 1 dependencies [ERR 17:27:03.138] ADDON BINDER: Cannot resolve assembly: AtmosphereAutopilot.UI, Culture=neutral, PublicKeyToken=null [ERR 17:27:03.138] ADDON BINDER: Cannot resolve assembly: AtmosphereAutopilot.UI, Culture=neutral, PublicKeyToken=null [ERR 17:27:03.152] ADDON BINDER: Cannot resolve assembly: Scale_Redist, Culture=neutral, PublicKeyToken=null [ERR 17:27:03.152] ADDON BINDER: Cannot resolve assembly: Scale_Redist, Culture=neutral, PublicKeyToken=null ... [LOG 17:27:03.377] [AddonLoader]: Instantiating addon 'PerformanceManager' from assembly 'TimeControl' [ERR 17:27:03.541] ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null [ERR 17:27:03.541] ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null [LOG 17:27:07.154] Load(Audio): AARS/Sounds/Dock [LOG 17:27:07.194] [ClickThroughBlocker] Version ClickThroughBlocker, Version=0.1.10.17, Culture=neutral, PublicKeyToken=null ... [ERR 17:27:59.409] The file can not be loaded because it was created for another build target that is not compatible with this platform. Please make sure to build AssetBundles using the build target platform that it is used by. File's Build target is: 6 [ERR 17:27:59.409] Unknown error occurred while loading 'archive:/CAB-7ec8318d487c56e2a1778473f347f933/CAB-7ec8318d487c56e2a1778473f347f933'. [ERR 17:27:59.409] The AssetBundle 'file://C:\KSP\Kerbal Space Program 1.12.1\GameData\BDArmory\KSPedia\bdac addons.ksp' can't be loaded because it was not built with the right version or build target. ... [ERR 17:29:16.557] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'ClickThroughFix.ClearInputLocks:toolbarControl' (4) due to: Could not load file or assembly 'ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:ToolbarControl, Version=0.1.9.4, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> ... [LOG 17:29:28.775] [FAR v0.16.0.3]: Creating new setting module for tutorial/scenario [LOG 17:29:28.776] [FAR v0.16.0.3]: Loading FAR Data [EXC 17:29:28.781] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <9577ac7a62ef43179789031239ba8798>:0) AssemblyLoader+LoadedAssembyList.GetPathByType (System.Type type) (at <a5c262f7fe724eb9918d4487db8b635e>:0) AssemblyLoader.GetPathByType (System.Type type) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, Vessel flight) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.IO.PluginConfiguration.CreateForType[T] (Vessel flight) (at <a5c262f7fe724eb9918d4487db8b635e>:0) FerramAerospaceResearch.FARDebugAndSettings.LoadConfigs (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARSettingsScenarioModule.OnLoad (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARSettingsScenarioModule.MainMenuBuildDefaultScenarioModule () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARKSPAddonMainMenuSetup.Start () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 17:29:28.782] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: ClickThroughBlocker 0.1.10.17 GameData\000_ClickThroughBlocker\Plugins\ClickThroughBlocker.dll You have multiple errors from other mods that try to use ClickTroughBlocker. FAR is just one of mods that is in log with such error. You have ClickTroughBlocker installed, but you are missing it's dependency files from ToolbarControl. Try to reinstall Toolbar and all of it's dependencies. That should fix it. There is some other errors that suggest some other mods may not work properly, though, but it is different story.
  2. For that you only need to save provided content in *.cfg file. Copy-paste MM commands to notepad++ and save that file somewhere in KSP\GameData folder. I usualy create additional folder in Gamedata, something like "ZZZ_MyPatches". That way i know that my custom patches are executed after everything else is finished from regular mods. Put new created file in similar folder and you should be good.
  3. Notepad++. MM patches are nothing but plain TXT file with *.CFG extenstion. I don't know if anyone developed any more advanced plugin or other tool that would help with MM syntax. I usualy set INI or C++ as language in notepad++ that help to some degree with syntax highlights. It is most helpful with bracket handling, to not miss some closed bracket or having extra one where should not be. And if you want to modify binary files, there is source code available on github. That require VSC and if I'm not wrong, a lot of plugins also reqiure Unity game engine to properly compile source code in binary DLL files, after you change something.
  4. Mod installation issue. This thread may help you: This part is important for you: There is info from your log that several plugins failed to load properly. For example this pieces of log: [ERR 12:20:33.528] ADDON BINDER: Cannot resolve assembly: EVEManager, Culture=neutral, PublicKeyToken=null [ERR 12:20:33.528] ADDON BINDER: Cannot resolve assembly: EVEManager, Culture=neutral, PublicKeyToken=null [ERR 12:20:33.530] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null [ERR 12:20:33.530] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null [ERR 12:20:33.600] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null [ERR 12:20:33.600] ADDON BINDER: Cannot resolve assembly: SCANsat.Unity, Culture=neutral, PublicKeyToken=null ... [LOG 12:20:33.883] [AddonLoader]: Instantiating addon '_BuildManager' from assembly '_BuildManager' [EXC 12:20:33.892] NotSupportedException: The invoked member is not supported in a dynamic module. System.Reflection.Emit.AssemblyBuilder.get_Location () (at <9577ac7a62ef43179789031239ba8798>:0) _BuildManager._BuildManager+<>c__DisplayClass2_0.<logVersion>b__0 (System.Reflection.Assembly x) (at <e4b5582dab1d42df871d52053423f128>:0) System.Linq.Enumerable+WhereSelectArrayIterator`2[TSource,TResult].ToList () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) _BuildManager._BuildManager.logVersion () (at <e4b5582dab1d42df871d52053423f128>:0) _BuildManager._BuildManager.Awake () (at <e4b5582dab1d42df871d52053423f128>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() ... [LOG 12:20:34.117] ADDON BINDER: Create binding redirect: LmpClient.XmlSerializers, Version=0.28.0.475, Culture=neutral, PublicKeyToken=null => System.Xml, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 [ERR 12:20:34.165] ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null [ERR 12:20:34.165] ADDON BINDER: Cannot resolve assembly: ToolbarControl, Culture=neutral, PublicKeyToken=null That piece of info about ToolbarControl not being enabled properly is important in your case. Because of that FAR failed to work properly as it can be seen from last pieces of your log: [LOG 12:24:09.254] [FAR v0.16.0.3]: saved [LOG 12:24:09.254] [FAR v0.16.0.3]: Saving FAR Data [EXC 12:24:09.261] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetExportedTypes () (at <9577ac7a62ef43179789031239ba8798>:0) FerramAerospaceResearch.ToolbarTypes+<>c.<getType>b__5_0 (AssemblyLoader+LoadedAssembly a) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.SingleOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) FerramAerospaceResearch.ToolbarTypes.getType (System.String name) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.ToolbarManager.get_Instance () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.ToolbarManager.get_ToolbarAvailable () (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARDebugAndSettings.SaveConfigs (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) FerramAerospaceResearch.FARSettingsScenarioModule.OnSave (ConfigNode node) (at <21ad72cae05f439aaf4873ff81e9ad5a>:0) ScenarioModule.Save (ConfigNode node) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ProtoScenarioModule..ctor (ScenarioModule module) (at <a5c262f7fe724eb9918d4487db8b635e>:0) ScenarioRunner.UpdateModules () (at <a5c262f7fe724eb9918d4487db8b635e>:0) ScenarioRunner.GetUpdatedProtoModules () (at <a5c262f7fe724eb9918d4487db8b635e>:0) Game.Updated (GameScenes startSceneOverride) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) (at <a5c262f7fe724eb9918d4487db8b635e>:0) GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpacePlaneHangarBuilding.OnClicked () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding.EnterBuilding () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding.OnLeftClick () (at <a5c262f7fe724eb9918d4487db8b635e>:0) SpaceCenterBuilding+<OnMouseTap>d__49.MoveNext () (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 12:24:09.261] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: EngineLightRelit 1.6.3.0 GameData\EngineLightRelit\Plugins\EngineLightRelit.dll I can only suggest you to make a clean stock KSP game install trough steam (remove whole KSP and mods and then install again). Then copy that clean instance of KSP elsewhere on HDD and add mods over that new instance. Less chance that some mods will be broken in that way. After that carefuly install mods, either by CKAN or manual install. Most likely that you will fix issue with that.
  5. Do you have landing gears or landing legs on that craft ? If you have then you can turn on autostrut visualisation, to see if stock autostrut cause issues. I'm only guessing, but it is often a case if you are able to fix issue with placing additional part between robotic parts. And it is currently only known workaround of that issue.
  6. Issue with weak joints have started when KSP switched to newer Unity game engine version, somwhere between KSP 1.3.x and KSP 1.4.x version. There is more info about it in WIP IR thread: And more info and explanation in this post: Good news is that you can play around with joint strength values that are available in IR config files. Better info in this post: Beside quantum struts mod, there is also InnerLock mod that provide parts with (un)lockable joints. That also gives option to have strong connection when your robotic parts does not need to move and flexibility to move parts when you want to move them.
  7. Do you also have Filter extension mod installed ? I have seen few similar reports from other users where they miss parts/category in VAB/SPH with Filter extension mod installed. I don't know if it is issue how mods are installed or some wierd conflict between mods or issue within Filter extension mod. But, if you use it, it is first mod to remove, to see if it is issue or not.
  8. Yep, I think that is the first case of such report if you have started new game. Only reason that pops on my mind, why that may happen, is some doble or bad MM patching. Like in above example from few posts above, if someone used "%" operator instead of "@" operator in MM patch, that could add additional tech tree node to some part, instead of just editing existing one. Something like this: @PART[R8winglet]:NEEDS[CommunityTechTree]:AFTER[zzzUnKerballedStart] { // THIS IS EXAMPLE of BAD PATCHING. DO NOT USE IT. %TechRequired = stability } To discover what is happening on your side, log files and MM catch files would be helpful ("ModuleManager.ConfigCache" inside GameData folder) along with "KSP.log" file that is in same folder as exe file of your KSP install. Without logs we can only guess and speculate what is happening. My guess on this is that you have some leftover of previously installed mods, but again, that is only guessing. In case of install mistakes, this thread may help you. It explains how mods works in KSP and how to avoid mistake, regardless if you are using CKAN or manual installs.
  9. That what you are describing is known issue if you have installed any tech tree and load game in the middle of playtrough where you have already unlocked parts on different tech tree. Regardless if it is stock or some other CTT compatible tech tree. You need to start new career/science game after installing any mod that alter tech tree. Otherwise, you will get "duplicate" parts in R&D screen. In the VAB/SPH editor you will not have any duplicates. Try to start new career game and see if you still have same issues. If you have still duplicates on new game then upload logs on some cloud service and post link here. It would be hard to help you without it. Many other moders would not even answer your question without provided logs.
  10. Your issue and looks similar to this one: You are also have FilterExtensions mod that was culprit in shown case. However, you have also use mods over steam install. Tips given in linked post can be useful in your case too. Read few posts before and after linked post.
  11. Most probably your mod combo. It is either, that you use mod that have no MM patch at all for usage with CTT (meaning that those parts are placed in stock tech tree nodes), or for some reason you have MM patch that placed parts in unconvinient tech tree node. I can only speculate that is first case. Anyhow, you can move parts to different tech tree node with custom MM patch. Following example is created for UKS mod: @PART[R8winglet]:NEEDS[CommunityTechTree]:AFTER[zzzUnKerballedStart] { //@TechRequired = earlyAviation @TechRequired = stability } Please note, that if you are not using UKS, you need to replace "AFTER[zzzUnkerballedStart]" with some other mod name that you have installed. For examle "AFTER[Restock]" (also might not be exact mod name as defined in game for MM). You have to find out exact part name used in config files that you want to move and exact tech tree node name where you want to move that part. Also aftrer creating such MM patch it is advided that you start new game. Otherwise you might have same part on multiple tech tree nodes. You can also look in other tech tree node mods, like UKS, that move parts to other tech tree nodes for examples.
  12. It is not possible to use jet engine underwater too, but it works in KSP. Considering that stock game never planed any of BDA features, it is amazing how BDA performs in KSP.
  13. Yep, that one. It is not compatible with FAR (due to different physics calculation) and there is no need for that because FAR provide it's own graphs. But, for people that like stock physics more than FAR, for whatever reason, I would recommend that mod. It provide much more data over stock game that, once you figure out how to use it, saves a lot of time and much less test flights.
  14. Even more easier aproach if you use FAR is to read graph files instead of rotating craft in SPH. It gives you all necessary data for each AoA. I usually need a very small tweaks after first test flight if I need to tweak something at all. Building stable craft is mandatory for me, because of playing on keyboard. There is mod that gives you similar graph data as FAR, but for stock physics. Just giving extra info without changing stock physics. Sorry, I forgot mod name.
  15. You are welcome. I have found later on some more possible issues. That might be sorted out after removing miniAVC, but you should check log again after sorting out other discovered issues. [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 2 Unused Serialized files (Serialized files now loaded: 9) Uploading Crash Report NullReferenceException at (wrapper managed-to-native) UnityEngine.Renderer.set_enabled(UnityEngine.Renderer,bool) at scatterer.SkySphereContainer.Cleanup () [0x0000e] in <8a7e85ab53e34a8ea72ad172e9ac0f8f>:0 at scatterer.SkyNode.Cleanup () [0x00075] in <8a7e85ab53e34a8ea72ad172e9ac0f8f>:0 at scatterer.ProlandManager.OnDestroy () [0x0000e] in <8a7e85ab53e34a8ea72ad172e9ac0f8f>:0 at scatterer.ScattererCelestialBodiesManager.Cleanup () [0x00027] in <8a7e85ab53e34a8ea72ad172e9ac0f8f>:0 at scatterer.Scatterer.OnDestroy () [0x00056] in <8a7e85ab53e34a8ea72ad172e9ac0f8f>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I think that one comes from scatterer mod, so better double check if you have installed that properly and/or maybe scatterer is in conflict with some other mod you have installed. Beside kerbal foundries, there were parts from some other mods that were also hidden/uninstalled. This piece of log tells me that: Contract Log: ContractDefs prebuilt craft at D:/SteamLibrary/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/Squad/Contracts/PreBuiltCraft/RoverContract/Contract Rover 1a.craft invalid. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Vessel Contract Rover 1a is missing part roverBody.v2 Vessel Contract Rover 1a is missing part externalTankRound Vessel Contract Rover 1a is missing part domeLight1 Vessel Contract Rover 1a is missing part longAntenna Vessel Contract Rover 1a is missing part stripLight1 Vessel Contract Rover 1a is missing part roverWheel2 and several other crafts that were "live" in your kerbal universe with similar issues of missing parts. If you still have that nullreference error in log from scatterer after reinstall, bring new log file in scatterer thread. It would be offtopic for kerbal foundries, but good example for others to help themselfs if someone encounter similar problem.
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