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[1.1.2] Kerbal Inventory System (KIS) 1.2.12

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I'm not sure what I've got going on, and I'm 20 hours awake at this point.  But this is part of a wall of EXC log entries right before I get an 'OOPS!' crash to desktop.

Happens on a vehicle I made with Rovers and Roadsters Parts.  Which is odd, because I was able to use that vehicle earlier last night and had not changed any KIS or Rover/Roadsters files.  Error occurs on load to runway (Lvl 1) in Career Mode.

 

Quote

 

[EXC 11:45:08.242] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.242] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.243] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.244] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.245] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.245] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.246] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.246] E is NaN! tA: 3.14159265358979, e = NaN
[LOG 11:45:08.255] FF: vessel Grasshopper Debris (unloaded) has reached orbit around Kerbin
[EXC 11:45:08.264] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.264] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.275] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.276] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.303] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.304] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.320] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:08.320] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:08.336] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

 

 

 

 

If someone could kindly point me in the right direction for when I wake up, I'd 'preciate it.

Edited by AdmiralTigerclaw

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8 minutes ago, AdmiralTigerclaw said:

I'm not sure what I've got going on, and I'm 20 hours awake at this point.  But this is part of a wall of EXC log entries right before I get an 'OOPS!' crash to desktop.

Happens on a vehicle I made with Rovers and Roadsters Parts.  Which is odd, because I was able to use that vehicle earlier last night and had not changed any KIS or Rover/Roadsters files.  Error occurs on load to runway (Lvl 1) in Career Mode.

 

 

If someone could kindly point me in the right direction for when I wake up, I'd 'preciate it.

Well it looking for an old version of KIS. Possibly a mod has referenced a specific version of it. When referencing assemblies esp other mods its probably a good idea not to reference a version specific one.

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10 minutes ago, Festivejelly said:

Well it looking for an old version of KIS. Possibly a mod has referenced a specific version of it. When referencing assemblies esp other mods its probably a good idea not to reference a version specific one.

 

Yeah, that's what I was getting from it myself.  Especially after reading that comment about certain compiles of other mods only liking to talk to version-specific KIS builds...

 

The question is, which is it so I can scalpel it out?  I've found where the errors begin, but I can't put my finger on what might be the culprit.

 

[LOG 11:45:07.013] [ApplicationLauncher] OnSceneLoadedGUIReady: scene FLIGHT ShouldBeVisible() True ShouldBeOnTop() True iIsPositionedAtTop False
[LOG 11:45:07.013] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown
[LOG 11:45:07.015] ScaleModList: listSize 164 maxListSize 699
[LOG 11:45:07.016] ScaleModList: listSize 123 maxListSize 690
[LOG 11:45:07.017] ScaleModList: listSize 164 maxListSize 690
[LOG 11:45:07.017] ScaleModList: listSize 164 maxListSize 690
[LOG 11:45:07.019] ScaleModList: listSize 205 maxListSize 690
[LOG 11:45:07.020] ScaleModList: listSize 246 maxListSize 690
[LOG 11:45:07.058] ScaleModList: listSize 287 maxListSize 690
[LOG 11:45:07.096] ScaleModList: listSize 328 maxListSize 690
[LOG 11:45:07.097] ScaleModList: listSize 369 maxListSize 690
[WRN 11:45:07.097] [KnowledgeBase] OnAppLauncherReady 18218
[LOG 11:45:07.105] ScaleModList: listSize 410 maxListSize 690
[LOG 11:45:07.106] FF: using stock toolbar button
[LOG 11:45:07.108] CloudsManager: CloudsPQS: (Kerbin-clouds1) OnSphereActive
[LOG 11:45:07.108] CloudsManager: Clouds2D is now MACRO
[LOG 11:45:07.589] ScaleModList: listSize 451 maxListSize 690
[LOG 11:45:07.589] CactEye 2: Asteroid Spawner: spawnOddsAgainst = 100
[WRN 11:45:07.595] KerbalStats.KerbalExt class not found.
[LOG 11:45:07.596] [EL Workshop] Kerbal: Jebediah Kerman 0.5 0.5 True 0() 0 False 1 False False
[LOG 11:45:07.596] [EL Workshop] Kerbal: Bill Kerman 0.8 0.5 False 0() 0 True 0 False False
[LOG 11:45:07.616] ScaleModList: listSize 492 maxListSize 690
[LOG 11:45:07.617] Look rotation viewing vector is zero
[LOG 11:45:07.621] ScaleModList: listSize 533 maxListSize 690
[LOG 11:45:07.621] ScaleModList: listSize 492 maxListSize 690
[LOG 11:45:07.622] FAR Vehicle Voxel Setup started
[LOG 11:45:07.622] FAR Vehicle Voxel Setup complete
[LOG 11:45:07.673] 5/3/2016 11:45:07 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 11:45:07.674] 5/3/2016 11:45:07 AM,KerbalAlarmClock,Skipping version check
[LOG 11:45:07.676] ScaleModList: listSize 533 maxListSize 690
[LOG 11:45:07.687] ScaleModList: listSize 574 maxListSize 690
[EXC 11:45:07.696] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:07.715] [FlightIntegrator]: Vessel Goo Pod 1 has been unloaded 1.79769313486232E+308, applying analytic temperature 308.238412178691
[LOG 11:45:07.757] E is NaN! tA: 3.14159265358979, e = NaN
[LOG 11:45:07.779] ScaleModList: listSize 615 maxListSize 690
[LOG 11:45:07.780] ScaleModList: listSize 574 maxListSize 690
[LOG 11:45:07.781] ScaleModList: listSize 615 maxListSize 690
[LOG 11:45:07.787] [SCANsat] All Height Maps Generated
[LOG 11:45:07.791] 5/3/2016 11:45:07 AM,KerbalAlarmClock,Contracts System Ready
[LOG 11:45:07.795] CurrencyOperationRandomized.OnLoadFromConfig
[LOG 11:45:07.796] CurrencyOperationRandomized.OnLoadFromConfig
[LOG 11:45:07.796] CurrencyOperationRandomized.OnLoadFromConfig
[LOG 11:45:07.802] [MessageSystem] Reposition 0.02 18219
[EXC 11:45:07.824] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:07.834] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:07.836] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

[LOG 11:45:07.838] E is NaN! tA: 3.14159265358979, e = NaN
[EXC 11:45:07.839] FileNotFoundException: Could not load file or assembly 'KIS, Version=1.2.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.

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7 hours ago, atomontage said:

I have a small question though. I have zero experience in ksp mod development but recently I talked to the DR developer to fix an issue with KIS - they were conflicting a few days ago. Its fixed now though. But.. It seemed that DR somehow failed to properly finish executing some OnUpdate() method - it threw a NRE exception or something, I can't really tell. My understanding is that some mods subscribe to the lets say internal message queue or an event so OnUpdate or any other similar callback that they implement will be called. I guess KSP chains it - like when you have a bunch of listeners and just iterate over them and call their respective callbacks (like OnUpdate()). The question is: isn't it wrapped in the try-catch block? One mod throws the exception and other subscribers' callbacks will never get called. I may be completely wrong about the internal subscriber/callback mechanism though. Thanks in advance. xD

Every such problem is unique. Sometimes try/catch helps, sometimes not. In general case if you code calls some other code then you expect something to happen after the call, or some vital data returned. If that call failed then what? Either the state is now wrong or the required data is not returned. Best thing you can do is crash nicely with helpful logs but it's unlikely you'll be able to continue working. There are just a few cases when ignoring exceptions makes sense.

46 minutes ago, AdmiralTigerclaw said:

I'm not sure what I've got going on, and I'm 20 hours awake at this point.  But this is part of a wall of EXC log entries right before I get an 'OOPS!' crash to desktop.

Happens on a vehicle I made with Rovers and Roadsters Parts.  Which is odd, because I was able to use that vehicle earlier last night and had not changed any KIS or Rover/Roadsters files.  Error occurs on load to runway (Lvl 1) in Career Mode.

If someone could kindly point me in the right direction for when I wake up, I'd 'preciate it.

According to the logs you have a mod that requires old KIS version. take a look at the logs beginning for the record:

[LOG 23:52:01.999] AssemblyLoader: Loading assemblies

After this line there will be info on different mods loaded successfully. There should also be a record saying that some module failed to load. That's the bad guy. Uninstall it and you should be fine.

5 hours ago, JWS said:

First of all, I know barely about programming. But I think I've seen a post that might be regard to your DLL version issues.

I'm not sure whether this post is relevant to the issue you're experiencing, but I hope it to be.

Anyway, thank you for maintaining this great mod.

Close but not exactly the root cause. KSP does have mods dependency system (and this is what this post about). Alas, in 1.1 it doesn't work properly. For now it's hard to say if it's a bug or a new design. The only solution which I see for now is manual loading dependencies via reflection but... it's weird and not always feasible.

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Hi

Just checking in to report that the 1.2.9 release you pushed earlier today also resolved the "Too heavy: Bring more kerbal [*object mass* > 0.000t]" error when taking things from the inventory for me!

Good job on fixing it and thanks for the speedy resolution!

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4 hours ago, AdmiralTigerclaw said:

 

 

 

I am having the same issue as you my friend, if you have any clue what mod it is through your trials, let me know. I have reinstalled JUST TO HUNT this bug. Completely refreshed the game and 70 mods, to have a SCREAMING GAME in everything BUT flight scene.

 

If anyone can look into it, that would be great. The spam is killing FPS.

EDIT: Quoting failed...I was speaking in regard to the missing KIS assembly file.

 

EDIT 2: FOUND! The culprit is KKS. Even with the latest version its happening to me. Posting there now.

Edited by Starhero
Quoting failed.

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Does anyone know here how I can make the wrench (spanner) available for all crew? Not just the engineer?

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Afaik anyone can use the wrench, but only engineers can use the drill. 

 

Correct me if I'm wrong, tho!

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15 minutes ago, ibanix said:

Afaik anyone can use the wrench, but only engineers can use the drill. 

 

Correct me if I'm wrong, tho!

Nope, it says he needs the "RepairSkill" So i'm guessing I need to change the skill required to something else... but I dont know what.

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1 hour ago, Starhero said:

EDIT 2: FOUND! The culprit is KKS. Even with the latest version its happening to me. Posting there now.

Just an FYI. KKS will break on every new version of KIS. This is not KKS or KIS bug, it's a game engine issue. I.e. if you see a new KIS version then you also need a new version of KKS.

But there is a workaround. Put KKS dlls into KIS folder. Or vise versa. This way game won't be dealing with the versions, and C# framework will do it in a right way.

Edited by IgorZ
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2 hours ago, Festivejelly said:

Does anyone know here how I can make the wrench (spanner) available for all crew? Not just the engineer?

In the part's config remove settings:

equipSkill = RepairSkill

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2 hours ago, IgorZ said:

Just an FYI. KKS will break on every new version of KIS. This is not KKS or KIS bug, it's a game engine issue. I.e. if you see a new KIS version then you also need a new version of KKS.

But there is a workaround. Put KKS dlls into KIS folder. Or vise versa. This way game won't be dealing with the versions, and C# framework will do it in a right way.

 

I'm AWAKE again!

 

Okay, so what you're saying is you can stuff the KKS dll files into the KIS folder and it will run without undergoing spontaneous existence failure?  Can the remainder of KKS be left in its own folder?  Or do we have to get... creative?

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58 minutes ago, AdmiralTigerclaw said:

Okay, so what you're saying is you can stuff the KKS dll files into the KIS folder and it will run without undergoing spontaneous existence failure?  Can the remainder of KKS be left in its own folder?  Or do we have to get... creative?

Moving `KerbalKrashSystem_KIS_Repair.dll` only should be enough. It must be exactly in the same folder as KIS.dll lives (i.e. "KIS/Plugins"). Or you can just drop this DLL. Afaik, only KIS related fictionally will stop working while all the other features should be available. I'm not using KKS so, cannot say what exactly KIS related module does.

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8 hours ago, IgorZ said:

In the part's config remove settings:


equipSkill = RepairSkill

Thanks IgorZ and also thanks for putting in your time to work on this mod

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Hello, I haven't really used KIS much so I'm not sure what the answer to this is.. If I use KIS to attach an antenna to some of my satellites and then were to uninstall KIS, would the antenna still be attached to the satellite? I'm using RemoteTech and put up an entire network around Kerbin just to realize that I had forgotten to attach an omni-directional antenna to each satellite... KIS is pretty much my only option short of re-launching the entire network.

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6 hours ago, CoriW said:

Hello, I haven't really used KIS much so I'm not sure what the answer to this is.. If I use KIS to attach an antenna to some of my satellites and then were to uninstall KIS, would the antenna still be attached to the satellite? I'm using RemoteTech and put up an entire network around Kerbin just to realize that I had forgotten to attach an omni-directional antenna to each satellite... KIS is pretty much my only option short of re-launching the entire network.

As long as you don't attach parts supplied in KIS you can safely uninstall it after the job is done.

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Just a heads-up: in the latest KIS version, the EVA Kerbal duplication bug still occurs. If you need logs or anything, just tell me.

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2 hours ago, aluc24 said:

Just a heads-up: in the latest KIS version, the EVA Kerbal duplication bug still occurs. If you need logs or anything, just tell me.

This issue is a mods compatibility one, it's not KIS or KAS bug. Do you have KKS or DE mod? If yes then it's a known problem. If no then, please, try to find the mod that's conflicting.

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1 minute ago, IgorZ said:

This issue is a mods compatibility one, it's not KIS or KAS bug. Do you have KKS or DE mod? If yes then it's a known problem. If no then, please, try to find the mod that's conflicting.

@IgorZ , thank you for your answer. I do have KKS. Is it a problem that is planned to be fixed, or should I choose between KKS and KIS?

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1 minute ago, aluc24 said:

@IgorZ , thank you for your answer. I do have KKS. Is it a problem that is planned to be fixed, or should I choose between KKS and KIS?

For the KKS nothing can be done at this point. Here is the bug, discussion, and conclusion. I may also suggest reading some posts above where I gave couple of advises with regard to this issue.

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Apologies if this is the wrong place for this (it's my first post).  I'm finally trying out KIS/KAS and running into an odd problem.  Prior to the last update I had an issue where I couldn't equip anything.  If I tried, I'd see the item go into my Kerbal's hand, but it wouldn't register as equipped.  If I pessed he key again, a duplicate item would appear in hand and the one that had been in hand was left behind and persisted there (on the surface) or drifted away (in space).

After updating to KAS 0.5.7 and KIS 1.2.9 I don't see that anymore, but instead I can't seem to actually manipulate objects correctly.  I can drag them out of a container and drop them, but I can't ever grab them or attach them to anything.  I equip a screwdriver, pull out an item and hold down X (or H, either way same thing).  The icon changes to say "attach" and shows up green, but left-clicking on it does nothing.  Similarly, if I'm able to drop an item I can hold G and mouse-over it.  The grab icon shows up green (it'll change to gray as expected if I move the mouse off the item) but a left click on the object does nothing.  Neither does double-clicking or click-and-dragging.

I'm running KSP 1.1.2 with the following mods (copy-pasted from the startup screen)

KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
Toolbar - 1.7.12
Chatterer - 0.9.8.1230
Community Resource Pack - 0.5.1.1
Contract Configurator - 1.11.3
Contract Pack: Bases and Stations - 3.2.1.2
Contract Pack: RemoteTech - 2.0.2
Contract Pack: Tourism Plus - 1.4.2
Crowd Sourced Science - 3.0.2
Contract Parser - 1.0.3
Interstellar Fuel Switch - 1.29
Kerbal Attachment System - 0.5.7
Kerbal Engineer Redux - 1.1.1
Kerbal Joint Reinforcement - 3.1.7
Kerbal Inventory System - 1.2.9
KSP-AVC Plugin - 1.1.6.1
RCS Sounds - 5.0
RemoteTech - 1.6.11 * // see below
TAC Life Support Declutter Revised - 0.1.3 * // see below
TAC Life Support - 0.11.2.1 * // see below
Kerbal Alarm Clock - 3.6.1
TweakScale - 2.2.9
Waypoint Manager - 2.5.1

* TAC and the RemoteTech mods, they're not updated officially to 1.1.2 (or even 1.1.1) but I found unofficial patches for them in the forums. For RemoteTech i'm using prerelease build 526 from here: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases

I saw someone else had a similar issue apparently related to using a laptop with a touchpad.  I am using a laptop, but it's docked and I'm using a mouse.  I even tried disabling the touchpad just in case that helped... it did not.

Edited by bdleitner
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1 hour ago, bdleitner said:

Apologies if this is the wrong place for this (it's my first post).  I'm finally trying out KIS/KAS and running into an odd problem.  Prior to the last update I had an issue where I couldn't equip anything.  If I tried, I'd see the item go into my Kerbal's hand, but it wouldn't register as equipped.  If I pessed he key again, a duplicate item would appear in hand and the one that had been in hand was left behind and persisted there (on the surface) or drifted away (in space).

After updating to KAS 0.5.7 and KIS 1.2.9 I don't see that anymore, but instead I can't seem to actually manipulate objects correctly.  I can drag them out of a container and drop them, but I can't ever grab them or attach them to anything.  I equip a screwdriver, pull out an item and hold down X (or H, either way same thing).  The icon changes to say "attach" and shows up green, but left-clicking on it does nothing.  Similarly, if I'm able to drop an item I can hold G and mouse-over it.  The grab icon shows up green (it'll change to gray as expected if I move the mouse off the item) but a left click on the object does nothing.  Neither does double-clicking or click-and-dragging.

I'm running KSP 1.1.2 with the following mods (copy-pasted from the startup screen)

KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
Toolbar - 1.7.12
Chatterer - 0.9.8.1230
Community Resource Pack - 0.5.1.1
Contract Configurator - 1.11.3
Contract Pack: Bases and Stations - 3.2.1.2
Contract Pack: RemoteTech - 2.0.2
Contract Pack: Tourism Plus - 1.4.2
Crowd Sourced Science - 3.0.2
Contract Parser - 1.0.3
Interstellar Fuel Switch - 1.29
Kerbal Attachment System - 0.5.7
Kerbal Engineer Redux - 1.1.1
Kerbal Joint Reinforcement - 3.1.7
Kerbal Inventory System - 1.2.9
KSP-AVC Plugin - 1.1.6.1
RCS Sounds - 5.0
RemoteTech - 1.6.11 * // see below
TAC Life Support Declutter Revised - 0.1.3 * // see below
TAC Life Support - 0.11.2.1 * // see below
Kerbal Alarm Clock - 3.6.1
TweakScale - 2.2.9
Waypoint Manager - 2.5.1

* TAC and the RemoteTech mods, they're not updated officially to 1.1.2 (or even 1.1.1) but I found unofficial patches for them in the forums. For RemoteTech i'm using prerelease build 526 from here: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases

I saw someone else had a similar issue apparently related to using a laptop with a touchpad.  I am using a laptop, but it's docked and I'm using a mouse.  I even tried disabling the touchpad just in case that helped... it did not.

While reading I was almost ready to reply "are you on laptop" and then you've said it :) I recall similar issue reported in the past. Just to exclude the mods conflict case could you please try reproducing it on a clear install with KIS and KAS only?

Edited by IgorZ

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I uninstalled the game and manually deleted the remaining files (backing up saves and such elsewhere, of course).  On a fresh install I used CKAN to install KIS/KAS (and the module manager came along as well).  I started a new sanbox game and the same problem occurred.  I can drop the items, but can't ever pick them up again, nor can I attach or detach items. :-(

I opened up the debug console, but no new messages were shown as I (uselessly) clicked around.

Edited by bdleitner
got more information

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Two questions:

1) is it possible to make a tool able to node attach, but not surface attach? From my understanding it is impossible. The SEP screwdriver is meant to node attach but not surface attach, leaving that to the wrench. Otherwise it makes the electric screwdriver useless.

2) how do you control the default orientation of a dropped part? The cardboard box in SEP defaults to getting set down upside down.

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8 hours ago, bdleitner said:

I uninstalled the game and manually deleted the remaining files (backing up saves and such elsewhere, of course).  On a fresh install I used CKAN to install KIS/KAS (and the module manager came along as well).  I started a new sanbox game and the same problem occurred.  I can drop the items, but can't ever pick them up again, nor can I attach or detach items. :-(

I opened up the debug console, but no new messages were shown as I (uselessly) clicked around.

@bdleitner - take CKAN out of the equation and see what happens

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