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Michel Bartolone

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Posts posted by Michel Bartolone

  1. 18 hours ago, Lisias said:

    Publish the KSP.log and we will be able to locate the culprit.

    Lately, I had a lot of reports about an previous release of FAR - but, really, only the KSP.log will tell us for use.

    If I'm right about bring FAR, remove this file:

    <KSP-Root>/GameData/FerramAerospaceResearch/Plugins/Scale_Redist.dll

    Thanks for pointing me to the log. I should have known enough to at least look there, but of course the line you show right here...in FAR, is correct. Not your fault at all but I really wish the game would just say where it found the dup, in the message that comes up...it has the info, just spit it out!

  2. I updated a few mods this morning. Normally I use CKAN, but in this case, CKAN is not showing any updates, while the game says there are updates, so I downloaded them manually. The mods updated were TweakScale, ReStock, ReStockPlus, and configurable containers. When I started the game, I get a fatal error saying that 999_Scale_Redist.dll has a duplicate entry. I went into the game directory and did a windows search, and it only finds a single copy, directly in the GameData folder, which, according to the install docs, is the only place it should be.  If Windows isn't finding the dupe, does anyone have any clue what else could be causing the problem?  I tried uninstalling TweakScale, and loading the game, and even though the GameData/999_Scal_Redist.dll is gone, I still get the fatal error message.

     

  3. On 3/1/2022 at 12:57 PM, darthgently said:

    Me too, but when I run into issues I double check by checking in CKAN as I described in the message you replied to.  But if you are sure, you are sure.  No point double checking

    BTW, just for the record, it seems that something managed to corrupt my installed KSP base game, causing all sorts of issues, from decouplers firing when they shouldn't, to air intakes refusing to open.

    I did a full reinstall, including BreakingGround, and ALL of the mods I had before, and I even copied over the saves directory, and all of my previously built ships (both SPH and VAB) and my problems all cleared up!

     

  4. On 1/6/2022 at 7:25 AM, darthgently said:

    I know I have accepted the "suggested mods" when installing a mod without thinking it through.  Is it possible you installed more than just KIS?  I can't remember what the "suggested mods" are for KIS.  You can double check by sorting the main mod list by "installed data" and seeing what was installed when

    By default I always uncheck all of the suggested mods...

  5. When all else fails, try a reinstall!   

    Other things started breaking about a week ago. Air intakes all had two mode controls (open/closed) and one of them would work, but the other one would not, so all of my jet engines refused to work as the system showed them as oxygen deprived. 

    I decided to do a full reinstall of KSP 1.12.3, the latest Breaking Ground DLC and test. Jets worked there. Then I made a CKAN mod pack with all of my mods from the 'broken' game, and reinstalled all of them in the new install. I made some minor changes, removing one duplicated dll, removed one of the mission control mods since I liked the other one I was using better, but for the most part the exact same list of mods. Went in and tested jet functionality and jet engines were all working again. Then I copied over all of my ships, and my game saves, and I tested jets again...still working.

    I just sent a new crew transport vessel to my mun station, in the copied career save I was playing where docking was causing other various stages to fire, and it docked flawlessly, and no other stages fired when the ship docked! 

    So, somehow, the base game code got corrupted. It wasn't any of the mods, it wasn't something that got busted in the persistence file etc...since those all got copied over when I copied over the saves...

    If this happens again at some point, I'm going to make a copy of the busted game, and try a reinstall of the game itself, into the same directory and tell it to overwrite the existing files, and I'll see if that works as a viable work around.

  6. I don't even begin to understand how this can be...but I decided to do a new fresh load of 1.12.3, with the latest breaking ground, and _all_ of the mods I have installed...guess what...the new install works just fine. I even copied over all of the ships, and the saved games. I have not had the chance to check on the other issue (multiple station parts 'staging'. when a new ship docks), but the throttle issue is resolved with the new install.  So, since I am using the same saved games in the new install, I have to assume the issue is the game itself somehow got corrupted, rather than the craft files, or the persistence files etc.

     

  7. Additional info:

    I just went in and built a new plane. It was just a cockpit, a bunch of side by side fuel tanks, 2 of each of the subsonic intakes, the shock cone intake, the diverterless intake, and some landing gear to get it up off the ground (no wings as I was only testing the intakes). I checked and all of them have the two intake control buttons. In the SPH I made sure both were open on all of the intakes. I launched, and checked again, and all were open. I staged to activate the engines, and both of the intake entries on each of the intakes were closed by staging. I tried to click on both of the control buttons for each intake, and one will open, and the other one will not.

  8. Monday afternoon, I built and flew a jet around for a while, landed it away from the KSC to check out something on the ground, and didn't have enough fuel left to get back, so I recovered the vessel. No problem. Then I exited from the game as normal. Everything seemed 100% fine. I started the game Tuesday, and something strange is going on.

    NONE of my jets will throttle up

    I've tried restarting the game. I've tried rebooting my computer. I've tried a different existing save game with the same results. I tried starting a new sandbox save, building a new plane in it, and I get the same results!

    My player.log and previous player log are here:    https://www.dropbox.com/t/35XbpaV5h5QL3Dlv

    Further analysis, and I find that _all_ of the air intakes now have 2 buttons for intake control (open/close intake). In the SPH, I made sure both were set to 'open'. I launch the plane, checked the intakes and they are both open. Then I press the space bar to stage, which should activate the engine, which is does, BUT it also sets the intake (both buttons) to closed...one of them I can open, the other one stays closed, and I can't open it, so my jet engines all flame out, oxygen deprived.

    Does anyone have any ideas?

  9. On 2/8/2022 at 7:44 AM, Michel Bartolone said:

    and I've confirmed I don't have any custom action groups created for these vessels...plus, I'm not using any scripting, so if I am not touching the keyboard, how would the custom action group get triggered?

     

    OK, I think I have to give up on KSP for a while.   I can't progress with my career game at all, because of the decoupler situation, which has now gotten worse. I was building a plane to do some kerbin side science. I have the plane built and tested, and it flies great. It is based on all mk2 parts, and in the middle I have a cargo bay with a nicely deployable rover. I tested the cargo bay with the rover in it, but the rest of the plane removed, so I could deal with clipping issues etc with a minimal craft. I just added some landing legs to the edges of the cargo bay. I tested it numerous times and the test module is working great...the doors open, the deployment arm moves the rover to the correct place, the wheels unfold, the decoupler holding the rove to the arm fires, switch craft, and the rover is good to go. Save the module as a sub assembly, load the plane, pull out its existing cargo bay, pull in the saved sub assembly, attach the for and aft plane sections and launch. So far, so good.   Plane is on the runway, brakes are set. Test the deployment sequence, everything looks great.   Revert to launch, start setting up the mechjeb aircraft autopilot...and guess what?   The farking decoupler fires then the bay doors open and drops the rover on the runway!

     

    At this point I am beginning to suspect that keys, specifically number keys, being used to enter various values (heading, speed, climb rate, target altitude etc) , are being detected as if they were being used for action groups rather than data entry.   Yes, in this instance I AM using custom action groups, primarily to trigger the kal1000 play sequence to do the rover deployment.   about the only thing I can think to try that I have not yet, is to remap the keys, but I am not even sure you can remap the custom action group keys.

     

  10. I see the multiple posts about the wheel deployment issue, but I don't see anything about it being fixed. I'm still having that problem.  When the ASET PRC wheels are attached and the rover is launched, they show as deployed when they are retracted, and retracted when they are deployed (the gear indicator is highlighted when they are retracted and it is off when they are deployed).

    I did the initial install via CKAN. I did an uninstall of all 3 ASET mods, and then exited from CKAN. Then I went back into CKAN, and installed all 3 again. I'm still stuck with the wheel deployment being backwards from what is expected by _something_ in the program.

    I have to sort of assume it is a simple flag inversion that I can correct, possibly in the persistant.sfs file, or in a config file within the mod, but I don't know which value I need to change.  

    If there is a better fix, I'm not sure where to find it.

    Just for the record, I'm using a ton of mods, but I seriously doubt that it is an interaction with any other mods.

  11. Here are the screen shots. 1 focussed on the tanker, pre-dock, one focussed on the station, pre-dock, and one post dock.

    https://www.dropbox.com/t/vVUecvD4389oTwNp

     

     

    2 hours ago, Papa_Joe said:

    The only thing I see from the player log is a failed game save and game save restore.  That could indicate a corrupted game save.  Don't know if that is the issue, but it certainly could cause what you describe.  In interesting problem indeed. 

    I believe the restore was restore so I could re-produce the docking sequence from before docking until just after. Note that the restore is from "S.A.V.E" rather than from the pause menu save/restore.

  12. On 2/5/2022 at 1:23 AM, jimmymcgoochie said:

    Your Dropbox link has expired.

    Random guess- is the fuel tanker on a later stage to the crew ship when they dock (e.g. the tanker is on stage 0 but the crew ship is on stage 1)? Maybe a mod is getting confused by that and decides to make everything stage 0, triggering the decoupler and parachutes; but without access to the logs, mod list or screenshots (please include screenshots, they're very helpful- or even better, a video!) that's the best I can do right now.

    If you replicate the designs and use the cheat menu to put them in orbit, then dock them together, does the same thing happen? Does docking something else to the crew ship trigger it?

    I sort of see what you mean by the earlier vs later stage idea, but I doubt it, because it doesn't always fire the exact same parts.
    I have no idea how to capture a video. I'll re-upload the logs and the screenshots that I uploaded previously. 

     

    Here are the logs and mod list. It turns out I didn't generate any screen shots for this (I did for a different issue). I'll see if I can roll back to the proper point to generate a series of screen shots.

    https://www.dropbox.com/t/vb2nCa1SLgKc5Uz2

     

  13. 4 hours ago, Anth12 said:

    Screenshot 2 with "entering atmosphere ofKerbin" 

    You didn't add something like that into the Kerbal Alarm Clock at some point? 

    A conflict with KAC

    The stock alarm will add an automatic maneuver if you use the transfer window  but it wouldn't state as just the name of the craft.

    No, I never added anything. The only keys I touched during the entire sequence were to do the actual screen captures, and to create the node to do the burn to get to the Mun. I didn't use the transfer window.

  14. 14 hours ago, Anth12 said:

    So alerts without any alarms that have been set? Got a screenshot, and/or a save file?

    series of screen shots with descriptive names are available here: https://www.dropbox.com/t/9w0Fxvf5N7O6P3wU

    Note with those screen shots...I did NOT create _any_ alarms during this (now reverted) flight.
    Something in the built-in alarm clock is automatically generating the alarms. I'd prefer to not
    have that happen, especially that last one, because as you can see from the other screen shots, 
    nothing was left in orbit, the active ship, which the alarm is about, is in orbit of the Mun, and nowhere
    near Kerbin's atmosphere.

     

  15. On 9/1/2021 at 12:55 PM, Jubitka said:

    great update. i just tested the alarm clock and compared it with the mod.

    a transfer from duna to kerbin:

    - mod was 100d ahead and i was able to make a perfect and efficient way back

    - new alarm clock widget scheduled the transferwindow 100d after the mod and i needed double the deltaV as on the window with the mod

    it seems that there is still something off. maybe it fixable with a hotfix.

    the maneuver node widget looks good but i havent got much to test that for now.

    i love the new update. i think this are 2 things that we needed. but they have to be correct that we can trust on that. the comparsion of the alarm clock widget with the mod gave alot of different values for the same actions in the same save.

    I'd like to find a way to completely disable the built in alarm clock...for some reason, it frequently puts up erroneous alerts...like I was driving a rover on the Mun, and I got an alert that the rover I was driving was about to enter Kerbin's atmosphere!

     

  16. I mentioned this several weeks ago in the MechJeb II forum, because, at the time, MechJeb was
    the only mod I had updated in the prior few days. At that time I removed MechJeb, BUT
    the problem remained, so I decided to do a completely new fresh install, and then add all
    (or most) of my mods, and start a new game to try to reproduce the issue. It took until
    now, to get to a similar point in the game.

    The situation is, I have a station circling the Mun. It has several things docked (a lander, 
    and a a crew transport ship). It has at least two more ports open. I'm using shielded 
    clamp-o-tron Mr's on the station. At that time, I had stations around Kerbin, Mun, and Minmus. 
    I was sending a new, larger, and more capable lander up to the station, to take a crew down 
    to the Mun base. As soon as the new lander docked, something caused the radial decouplers
    I had holding the outrigger LFO tanks, engines, and landing legs, to fire, rendering the new
    lander, completely worthless.   

    This time I was sending a new fuel tank up, to increase the available fuel storage. I bring 
    the ship in, very slowly (0.10m/s or less) to make sure I don't impart any significant dV
    This time around I had brought a slightly modified lander up first. It had the decouplers 
    attached to the fuel tanks the legs were attached to, removed from staging. The decouplers did 
    _not_ fire when I did that.

    Then I sent up the fuel tank, and as soon as it docked, "thunk", "boom", "scritch"...
    the TD-25 decoupler immediately below the heat shield on the crew transport ship had fired,
    rendering the crew transport useless. It also attempted to fire the parachutes at the top of 
    the command pod, but because it was not "going down",  the parachutes didn't deploy.

    Player.log.zip and exported mod list (with versions) is available here:
    Log and mod list here.

    At this point I do not have a clue what is causing the decouplers to fire when another ship docks,
    but it is VERY frustrating, working weeks to get to building some slightly more advanced surface
    installations, only to have different docked vessels fire various decouplers anytime you dock!

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