Jump to content

Search the Community

Showing results for tags 'debug'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

  • Developer Articles

Categories

  • KSP2 Release Notes

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 12 results

  1. They show 100% reliability in the TF UI, even tho I set them to be 1%. Asking for a friend. The stock 0.625m shield is used for testing. Requires the latest TestFlight version to work. https://www.dropbox.com/s/kqa57c9zslmdius/Generic_Heatshield.cfg?dl=0
  2. Note to the moderator: I'm unsure if this is the proper forum. I looked around and it seemed best suited for this category. If you feel it belongs elsewhere, please move it with my blessing. Once the post is approved and has found it's proper home, feel free to remove all text with strikethrough. Or I'll edit later myself... whichever is more appropriate. Thanks for your work! My first post! Glad to be here. I've been a KSP player on-and-off since Early-Access. Amazing, how far it has come! I love the mods available... so much so that I often install too many or take a risk on outdated builds. Then, kablooey! KSP does something crazy or dies. That's when I need to figure out which mods are working properly, which one's can be patched by yours truly, which ones should get a bug report and which ones to remove entirely. I hope my method can help others quickly do the same. GL/HF/DIY! WHAT IS THIS FOR? This may be helpful if you are a DIY-minded soul and your game is crashing or acting strange and you want to try and identify which mod is causing it. For the proactive among us, this is even better for making sure all your mods' assemblies, classes, etc are properly loading and interacting with KSP... before you run into some unforeseen, mod-related "thing" 30 minutes into a mission. WHY NOT JUST LOOK AT THE CONSOLE? Of course, the quickest way to check for errors when they occur is to Alt-F12 into the console and read the latest entries. That doesn't always give you the full picture, though (and it certainly won't work is KSP has crashed). For that, you need to open up the infamous ksp.log file, located in your KSP base folder, to look for errors, warnings and surrounding information. Ksp.log is a standard-ish Unity log file; full of cryptic data that can nail down a point of failure such as a troublesome mod or a corrupt game file. WHY IS THIS BETTER THAN LOOKING AT KSP.LOG THE NORMAL WAY? Parsing a lengthy, black and white text file is not easy for most folks. So, I offer this quick tutorial on using AnalysePlugin to get at the relevent bits. A process i use at work as a devops engineer, analyzing all kinds of logs, to great effect. Like many application log files, within ksp.log you'll find irrelevant, deprecated entries and crucial data all are mixed up into one hot mess. Mining the log for the relevant bits can help you identify a troubled mod and get back to playing your game now, rather than guessing at which mod to remove or waiting hours or days for someone on the forum to analyse your ksp.log for you. This method helps you get to the relevant information within ksp.log quickly. With a little practice, this will also help you make more effective bug reports to mod developers here and on github. You'll be able to help them help you by pointing out relevant log entries, to assist them in debugging your issue (along with uploading a full ksp.log file as an attachment, of course!). OK, I'M SOLD! HOW DO I SET THIS UP? Download and install Notepad++ (NPP). If you already have it, great. (optional step: forget your default text editor ever existed ) https://notepad-plus-plus.org/download Once you have NPP installed, open 'er up and go to the "Plugins" drop-down menu, directly to the left of the "Window" menu, at the top of the application. You should see an entry in the Plugins drop-down called "Plugin Manager". If it's there, move to step 3. If not, get it here: https://github.com/bruderstein/nppPluginManager, install plugin manager and restart NPP. From the Plugins menu, open Plugin Manager and make sure it can access the Internet, so it can update the repository. After the repo has been downloaded, check the "Available" tab for "AnalysePlugin". This plugin will allow us to use a simple set of parameters to highlight and group the errors and warnings in ksp.log, making the job of finding problems much easier on the eyes and brain. Check the box next to AnalysePlugin and click Install. Restart Notepad++. Now, open your ksp.log file in Notepad++. From the Plugins menu, open AnalysePlugin. The screen will split into three parts. The top left is still the raw ksp.log file you just opened. At top right, the AnalysePlugin interface. The bottom is currently empty; this is where our errors and warnings will show. But first, we need to tell the plugin what to look for. How? Meet me at step 5! Welcome to step 5, thanks for coming. Now, you could tell the plugin what to look for manually...OR... load a pre-defined set of parameters instead! Let's not re-invent the wheel today; that would be very Kerbal-ish. So, here's a free wheel, pre-invented: a super-simple definition file for AnalysePlugin to find warnings and errors. It's something I plan to expand on by exempting deprecated Unity warnings and known irrelevancies... but this basic xml file suits our purposes for the moment. Grab "analyse_ksp_log.xml" from my OneDrive, here: https://1drv.ms/u/s!AtC9nbX8Ht1DmslnhdzUgFKSD9IiIg and save it. Save it to your KSP folder, Notepad++ folder or anywhere you like... just be able to get to it for the next step. Go back to Notepad++ and look at the AnalysePlugin panel. Under "Visualization" you'll see a group of nine buttons, three down and three across. The top-right button says "Load"; click it. A file open window appears. Navigate to wherever you saved analyse_ksp_log.xml. Select it and confirm. Now you should see a few entries in the AnalysePlugin's search grid, where once it was empty. Head back to the same group of nine buttons - at bottom-right, click on "Search". Eureka! The bottom panel should now be filled with grey and red lines. Our gold in the mine, so to speak. Grey/Yellow indicates a Warning, Red/White is an error. The plugin has also bookmarked each line in the raw ksp.log. Nice. (You can make the text in the bottom panel bigger or smaller with Ctrl+MouseWheel Up/Down - this works in the top panel also.) NOW WHAT? When you click on an error or warning in the bottom panel, the top panel will scroll to that entry in the log, so you can look at all the information surrounding it and get an idea of what happened. This is insanely useful for figuring out what's actually going on in regard to a particular log entry. Errors and warnings are a start but, often there will be critical information related to a problem in the surrounding entries. DOES KSP NEED TO BE SHUT DOWN? Nope! This process is great for troubleshooting in real-time. You can perform some actions in the game, switch to Notepad++, hit search on the plugin and see if there were any errors generated by your actions. For best results in real-time, open the KSP console, select debugging on the left-side menu and place a check in the box next to "Immediately Flush Log File To Disk". Remember to turn this off when you are done as it may affect performance if KSP is constantly logging direct to disk. SO. MUCH. GREY. AND. RED! Keep in mind, not every warning or error is a problem that needs solving. For instance, if you have a mod with wheel parts like Airplane Plus you may see wheelcollider warnings that are erroneous and can be ignored. Some KSP errors are strictly Unity boilerplate stuff and can be disregarded. For example, you may see a false-positive anti-aliasing error that is deprecated by Unity but, has not yet been removed. Some mods include assemblies or configs to work with other mods... mods you may not have... those might throw a dependency warning or other error when they do not find the other mod, which is fine. Remember, even with this method, there is still some work to be done on your part to learn what is of concern and what can be disregarded. Google is your friend. Duck Duck Go is family I WANT MORE INFO ON THE BOTTOM PANEL! If you want to see "LOG" level entries in the bottom panel along with the ERR and WRN entries: go to AnalysePlugin, in the grid, place a X in the box on the top row, next to "[LOG". Be advised that LOG WRN and ERR are not the only prefixes in ksp.log. The bottom panel is not the full picture of what's going on. Treat it like an index. HOW ELSE CAN I USE NOTEPAD++ WITH KSP? A user-defined language file for Notepad++ by forum-member genericeventhandler is useful in conjunction with this process, if you decide to take the next step and dive into some of your mod's .cfg files. It makes those easier to read by properly coloring comments, delimiters and common keywords. He explains how to use it in his post, linked below. If you have any Notepad++ related issues, Plugin Manager issues, etc... please go through those support channels before posting here. This post assumes that if you want to analyse your own ksp.log file you are also good to install applications and manage plugins. My OneDrive will be active forever if I have anything to do with it... and I do... but, if the OneDrive link to analyse_ksp_log.xml is not working, do let me know. Here's a dropbox mirror, just in case: https://www.dropbox.com/s/sa460qo72jstxwf/analyse_ksp_log.xml?dl=0 I'm an infrequent visitor but, I have turned on notifications, in case anyone needs a clarification. I'm not a ksp.log analyzing service... there are plenty of folks on the forum who can help you with that. This is a self-help post. Happy analyzing!
  3. So I'm not sure if this is the correct place to post this, but seeing as though I have mods installed, I figured it was worth a shot. Some info I'm sure someone will be interested in: KSP Version: 1.7.3 KSP Binary: 64 bit KSP Installed from: Steam Mods Installed: -AirplanePlus -BDArmoury -EasyVesselSwitch -Firespitter -Grounded -KAS -KIS -HyperEdit -KSP Advanced Fly-By-Wire -Physics Range Extender -Taerobee -Texture Replacer -VesselMover -Module Manager The core issue here is that only *some* of the cheats in the debug menu seem to work, namely, the "No Crash Damage" does not work at all, but the "Infinite Fuel" does. Things that have already been tried include reinstalling, and clearing of all mods.
  4. Hi, please forgive me If this is not the right topic for this. so I was wanting to use the debug tool, and I know the command for this is alt+f12, but I have a laptop and whenever I do that, it just turns the brightness up, because f12 is a keyboard shortcut. How can I get around this and use the debug tool?
  5. I've been trying to debug my first real mission, but it's not working the way I want it to. Here's a breakdown of what I want it to do: 1. Starting with an orbiter in orbit of Minmus, and a rover and 2 kerbals on the surface, get the kerbals back to the orbiter. 2. After docking, transfer ore from the rover to the orbiter and EVA the kerbals from the seats to the pod. 3. Undock, and prepare to leave orbit. 4. Unexpectedly, a mono tank explodes, damaging the LFO tank it's attached to, making it leak. <--- Right now, this is the part that isn't happening 5. Try to return to Kerbin and splash down or land and recover the kerbals. https://www.dropbox.com/s/iqkwq4c72n5xcuv/Minmus 1.zip?dl=0
  6. I sure hope I didn't miss somewhere that this got suggested already, as usual, because as soon as I thought of this it seemed like an obvious thing for someone to have suggested. ANYWAY. Software like the Unity Engine and Minecraft have "profilers" or "debug screens" which show nifty graphs of what the game is doing every frame so that users can diagnose where the lag is coming from: In Minecraft's case there is a nice pie graph on the side with sectors illustrating how much of each frame is being used on lighting, rendering, terrain generation, etc. In the Unity Engine's case there is a very snazzy stacked line graph and a clickable list of which tasks are occupying the most processing power. Long story short I want SQUAD to add something akin to one or both of these to KSP. I'd ask a modder to do it, but the low-level nature of a profiler screen makes it the kind of thing that the original developers would have a much easier time implementing, assuming it's even possible for a modder to do it at all. It doesn't need to be quite as fancy as Unity's, but I feel like a few profiler features would be very useful, e.g.: - How many milliseconds per frame are being spent on aero and thermal FX - How many milliseconds are being spent on part physics and traversing the vessel part tree - How many milliseconds are spent waiting for the GPU to render pretty pixels. This would help out a lot of people who can't tell whether their game is truly CPU- or GPU-bound and find the optimal balance of rendering quality, physics fidelity, and vessel complexity (can I REALLY handle an EVE or Scatterer installation?), and with any luck help cut down on the number of threads going "I have a [crap processor] and a [pwntastic GPU] and [large amount] of RAM, why is KSP unplayable?" If some L33t pr0 modder thinks s/he can handle this, by all means go ahead, but I suspect it's a task better suited to those in possession of the KSP source code and scene files.
  7. Hello, For the last 2 hours I've been trying to figure out how to open the developer console so I can debug a plugin I'm creating. I'm not talking about the cheat menu, I mean the actual output window in which I could check what messages Debug.Log() and print() would show. Googling this problem has only managed to show me results that have to do with the cheat menu, which is not what I'm looking for. Hopefully someone can help. Thanks in advance.
  8. Did I miss something or perhaps I have a corrupted install? I have attempted to get to the debug menu in both a modded and unmodded game via ALT+F12 and nothing happens. Appreciate the support.
  9. Can you use the debug menu on Xbox one? I like using some of those features in the sandbox.
  10. i was reading the forum when i came across the debug toolbar stuff. why would ksp make it?? that's my question here. why would put cheats in the game??
  11. I have a modded install of KSP on Linux running 64-bit. I cant seem to get the debug menu to open, no matter what hotkey combination I use. I've remapped my keybindings in linux so that it uses the right ALT as opposed to the left, and modified the KSP settings.cfg to change the MODIFIER_KEY primary = LeftAlt So far Ive tried LeftAlt+F12, rightshift+F12, Fn+leftalt+f12, Fn+rightshift+F12, and all of the same combinations with the RightAlt just to make sure. Absolutely nothing happens, does anyone have any leads on a fix? EDIT: I answered my own question. In my case I had to hit RightShift+LeftAlt+F12 in that order for it to work. Maybe (but unlikely) this will help someone else one day.
×
×
  • Create New...