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[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)


CobaltWolf

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On 4/30/2020 at 5:41 PM, derega16 said:

I downloaded the lastest dev. version. Why titan IIIE and IV SAF fairings are missing? It was there in previous version I used. Also new Atlas V400 one doesn't show either

 

10 hours ago, derega16 said:

Read this post, and install the ZeroMiniAvc mod linked there. You have a lot of copies of MiniAvc.dll running around.

In GameData, delete all copies of ModuleManager.x.y.z.dll except for ModuleManager.4.1.3.dll.

See if it works after doing those two things. If not, upload another log.

Edited by Jso
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Tried to force Gemini contract to generate by disabling "manned orbit" via CC debug menu (since I still cannot make it to spawn via normal means).

- After I complete the first part (GATV), open mission control and then close it, CC error window appears, with the following:

Exception occured while saving ScenarioModule 'ContractPreLoader':
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
  at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x0004e] in <fbb5ed17eb6e46c680000f8910ebb50c>:0 
  at ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) [0x00051] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 

It also throws a ton of errors in log, and causes the follow-on contract (Gemini) to register as failed - without even accepting it.

I get the same results if I comment the relevant piece of code in CFG itself.

- The Gemini part requires you to perform micrometeoroid and Geiger counter experiments. These are not mentioned in GATV part, and thus can be easily missed, rendering contract impossible to complete.

_______________________

Okay, WRT my "manned orbit" problem.

This is from my save file, "achievement" section:

ReturnFromOrbit
				{
					completed = 583071.05583992426
					vessel
					{
						name = Corona 2
						flag = Squad/Flags/NASA
					}
				}

Note the "completed", not "completedUnmanned".

Maybe the game simply does not write subsequent manned return, if unmanned was achieved before? If so, this effectively locks you out of Gemini (and subsequently Apollo) contracts.

Edited by biohazard15
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@biohazard15 I am actually finding the same thing in my new career save, so not sure why it worked before. Anyhow, seems this is a CC issue, as found here recently: https://github.com/jrossignol/ContractConfigurator/pull/685

For now all I can do is remove the check for manned return, making it so any return will do. That oughta do it.

--

Your CC error doesn't tell me anything about what's going on, I suspect something went wrong in the cheating through it bits. I was able to do the whole thing without issues in testing - the Gemini contract requires an ATV to be out in orbit anywhere, with a GATV materials bay and 1 free docking port. It will not be offered if this isn't the case - but that won't lead to any crashes. 

Quote

- The Gemini part requires you to perform micrometeoroid and Geiger counter experiments. These are not mentioned in GATV part, and thus can be easily missed, rendering contract impossible to complete.

You can carry those experiments onboard Gemini itself, as historically was the case. If you forget them then yeah, you will have a hard time finishing the contract.

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7 hours ago, biohazard15 said:

Note the "completed", not "completedUnmanned".

Maybe the game simply does not write subsequent manned return, if unmanned was achieved before? If so, this effectively locks you out of Gemini (and subsequently Apollo) contracts.

There's a subsequent manned return that's recorded differently, wish I didn't blow away my old saves when I updated but I'm starting up KSP now to run a test and figure out what the achievement is actually called. ReturnFromOrbit is for manned or unmanned, doing either will complete it but I believe there is another for crew that is FirstCrewToSurvive however I'm not sure because it's been awhile. I'll have an answer in a half hour when KSP finishes loading though.

 

Edit: Ok ran some tests, FirstCrewToSurvive will pick on any crew recovery I believe, certainly does for sub-orbital and orbital flights. Based on the time stamps, I believe it completes when you click Done on vessel recovery. Could work as a condition if combined with a ReturnFromOrbit check, as someone will have at least had to fly an unmanned return and recovered a crew from some sort of flight. Could be cheated but most people will probably be doing suborbital at least to fulfill that condition.

@Morphisor

Edited by draqsko
Ran some tests
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12 hours ago, Jso said:

 

Read this post, and install the ZeroMiniAvc mod linked there. You have a lot of copies of MiniAvc.dll running around.

In GameData, delete all copies of ModuleManager.x.y.z.dll except for ModuleManager.4.1.3.dll.

See if it works after doing those two things. If not, upload another log.

It works! Thanks!

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1 hour ago, draqsko said:

There's a subsequent manned return that's recorded differently, wish I didn't blow away my old saves when I updated but I'm starting up KSP now to run a test and figure out what the achievement is actually called. ReturnFromOrbit is for manned or unmanned, doing either will complete it but I believe there is another for crew that is FirstCrewToSurvive however I'm not sure because it's been awhile. I'll have an answer in a half hour when KSP finishes loading though.

 

Edit: Ok ran some tests, FirstCrewToSurvive will pick on any crew recovery I believe, certainly does for sub-orbital and orbital flights. Based on the time stamps, I believe it completes when you click Done on vessel recovery. Could work as a condition if combined with a ReturnFromOrbit check, as someone will have at least had to fly an unmanned return and recovered a crew from some sort of flight. Could be cheated but most people will probably be doing suborbital at least to fulfill that condition.

@Morphisor

The problem isn't with the game registering whether you have done so - the problem is in Contract Configurator not picking up on it, due to checking it wrongly. See: https://github.com/jrossignol/ContractConfigurator/pull/685

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1 hour ago, Morphisor said:

The problem isn't with the game registering whether you have done so - the problem is in Contract Configurator not picking up on it, due to checking it wrongly. See: https://github.com/jrossignol/ContractConfigurator/pull/685

I think even when it's checking properly you may have an issue. Because when I do a first return from orbit that is manned, the ReturnFromOrbit parameter is now completedManned = <timestamp> instead of completed = <timestamp> if unmanned and that doesn't appear to get overwritten when you do a manned return after an unmanned return.

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5 hours ago, Morphisor said:

Your CC error doesn't tell me anything about what's going on, I suspect something went wrong in the cheating through it bits. I was able to do the whole thing without issues in testing - the Gemini contract requires an ATV to be out in orbit anywhere, with a GATV materials bay and 1 free docking port. It will not be offered if this isn't the case - but that won't lead to any crashes. 

Okay, so the newest dev build also gives me the same errors.

Here's what log says:

[ERR 21:50:20.000] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.002] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.004] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.006] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.010] ContractConfigurator.ConfiguredContract: Error saving contract 'BDB_Gemini' to persistance file!

[EXC 21:50:20.015] NullReferenceException: Object reference not set to an instance of an object
	ContractConfigurator.PersistentDataStore.OutputValue (System.Object value, System.Type& type) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.PersistentDataStore.OutputValue (System.Object value, System.Type& type) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.PersistentDataStore.StoreToConfigNode (ConfigNode node, System.String key, System.Object value) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.ConfiguredContract.OnSave (ConfigNode node) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ConfiguredContract:OnSave(ConfigNode)
	Contracts.Contract:Save(ConfigNode)
	ContractConfigurator.ContractPreLoader:OnSave(ConfigNode)
	ScenarioModule:Save(ConfigNode)
	ProtoScenarioModule:.ctor(ScenarioModule)
	ScenarioRunner:UpdateModules()
	ScenarioRunner:GetUpdatedProtoModules()
	Game:Updated(GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode, GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode)
	MCSceneSpawner:OnMCDespawn()
	EventVoid:Fire()
	MCDespawner:BtnExit()
	UnityEngine.EventSystems.EventSystem:Update()
[LOG 21:50:20.016] Penalizing 80698 funds from player for contract failure
[LOG 21:50:20.017] Contract (Perform a manned docking maneuver in orbit of Kerbin.): We have failed our contract for Bluedog Design Bureau: Perform a manned docking maneuver in orbit of Kerbin.

<b><color=#ED0B0B>Penalties for Failure:</color></b> <color=#ED0B0B><sprite="CurrencySpriteAsset" name="Funds" tint=1>  -80,698   </color>


[ERR 21:50:20.029] ContractConfigurator.ContractPreLoader: Error saving ContractPreLoader to persistance file!

[EXC 21:50:20.031] InvalidOperationException: Collection was modified; enumeration operation may not execute.
	System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
	ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ContractPreLoader:OnSave(ConfigNode)
	ScenarioModule:Save(ConfigNode)
	ProtoScenarioModule:.ctor(ScenarioModule)
	ScenarioRunner:UpdateModules()
	ScenarioRunner:GetUpdatedProtoModules()
	Game:Updated(GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode, GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode)
	MCSceneSpawner:OnMCDespawn()
	EventVoid:Fire()
	MCDespawner:BtnExit()
	UnityEngine.EventSystems.EventSystem:Update()

 

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2 hours ago, biohazard15 said:

Okay, so the newest dev build also gives me the same errors.

Here's what log says:


[ERR 21:50:20.000] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.002] Input is null for field 'agent' in config node 'CONTRACT'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.004] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.006] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCSceneSpawner.OnMCDespawn () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at EventVoid.Fire () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MCDespawner.BtnExit () [0x00000] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 
  at UnityEngine.UI.Button.Press () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 
  at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <22fd67f59718453e9250a6de1843ef8b>:0 

[ERR 21:50:20.010] ContractConfigurator.ConfiguredContract: Error saving contract 'BDB_Gemini' to persistance file!

[EXC 21:50:20.015] NullReferenceException: Object reference not set to an instance of an object
	ContractConfigurator.PersistentDataStore.OutputValue (System.Object value, System.Type& type) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.PersistentDataStore.OutputValue (System.Object value, System.Type& type) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.PersistentDataStore.StoreToConfigNode (ConfigNode node, System.String key, System.Object value) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.ConfiguredContract.OnSave (ConfigNode node) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ConfiguredContract:OnSave(ConfigNode)
	Contracts.Contract:Save(ConfigNode)
	ContractConfigurator.ContractPreLoader:OnSave(ConfigNode)
	ScenarioModule:Save(ConfigNode)
	ProtoScenarioModule:.ctor(ScenarioModule)
	ScenarioRunner:UpdateModules()
	ScenarioRunner:GetUpdatedProtoModules()
	Game:Updated(GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode, GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode)
	MCSceneSpawner:OnMCDespawn()
	EventVoid:Fire()
	MCDespawner:BtnExit()
	UnityEngine.EventSystems.EventSystem:Update()
[LOG 21:50:20.016] Penalizing 80698 funds from player for contract failure
[LOG 21:50:20.017] Contract (Perform a manned docking maneuver in orbit of Kerbin.): We have failed our contract for Bluedog Design Bureau: Perform a manned docking maneuver in orbit of Kerbin.

<b><color=#ED0B0B>Penalties for Failure:</color></b> <color=#ED0B0B><sprite="CurrencySpriteAsset" name="Funds" tint=1>  -80,698   </color>


[ERR 21:50:20.029] ContractConfigurator.ContractPreLoader: Error saving ContractPreLoader to persistance file!

[EXC 21:50:20.031] InvalidOperationException: Collection was modified; enumeration operation may not execute.
	System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
	ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ContractPreLoader:OnSave(ConfigNode)
	ScenarioModule:Save(ConfigNode)
	ProtoScenarioModule:.ctor(ScenarioModule)
	ScenarioRunner:UpdateModules()
	ScenarioRunner:GetUpdatedProtoModules()
	Game:Updated(GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode, GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode)
	MCSceneSpawner:OnMCDespawn()
	EventVoid:Fire()
	MCDespawner:BtnExit()
	UnityEngine.EventSystems.EventSystem:Update()

 

That's not an error caused by BDB, that's an error caused by missing agent definitions somewhere in your install. See here for a possible fix:

 

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1 hour ago, Morphisor said:

That's not an error caused by BDB, that's an error caused by missing agent definitions somewhere in your install. See here for a possible fix:

Did the fix - it helped with "null in field "agent"" spam, but did nothing to fix Gemini contract. I suspect it's a CC bug.

Now log gives this:

[ERR 01:22:47.690] ContractConfigurator.ConfiguredContract: Error saving contract 'BDB_Gemini' to persistance file!

[EXC 01:22:47.692] NullReferenceException: Object reference not set to an instance of an object
	ContractConfigurator.PersistentDataStore.OutputValue (System.Object value, System.Type& type) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.PersistentDataStore.OutputValue (System.Object value, System.Type& type) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.PersistentDataStore.StoreToConfigNode (ConfigNode node, System.String key, System.Object value) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	ContractConfigurator.ConfiguredContract.OnSave (ConfigNode node) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ConfiguredContract:OnSave(ConfigNode)
	Contracts.Contract:Save(ConfigNode)
	ContractConfigurator.ContractPreLoader:OnSave(ConfigNode)
	ScenarioModule:Save(ConfigNode)
	ProtoScenarioModule:.ctor(ScenarioModule)
	ScenarioRunner:UpdateModules()
	ScenarioRunner:GetUpdatedProtoModules()
	Game:Updated(GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode, GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode)
	MCSceneSpawner:OnMCDespawn()
	EventVoid:Fire()
	MCDespawner:BtnExit()
	UnityEngine.EventSystems.EventSystem:Update()
[LOG 01:22:47.696] Penalizing 61900 funds from player for contract failure
[LOG 01:22:47.698] Contract (Perform a manned docking maneuver in orbit of Kerbin.): We have failed our contract for Bluedog Design Bureau: Perform a manned docking maneuver in orbit of Kerbin.

<b><color=#ED0B0B>Penalties for Failure:</color></b> <color=#ED0B0B><sprite="CurrencySpriteAsset" name="Funds" tint=1>  -61,900   </color>


[ERR 01:22:47.711] ContractConfigurator.ContractPreLoader: Error saving ContractPreLoader to persistance file!

[EXC 01:22:47.712] InvalidOperationException: Collection was modified; enumeration operation may not execute.
	System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <fbb5ed17eb6e46c680000f8910ebb50c>:0)
	ContractConfigurator.ContractPreLoader.OnSave (ConfigNode node) (at <43a2e7cbd59545c6b9206fcd382ecb64>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.ContractPreLoader:OnSave(ConfigNode)
	ScenarioModule:Save(ConfigNode)
	ProtoScenarioModule:.ctor(ScenarioModule)
	ScenarioRunner:UpdateModules()
	ScenarioRunner:GetUpdatedProtoModules()
	Game:Updated(GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode, GameScenes)
	GamePersistence:SaveGame(String, String, SaveMode)
	MCSceneSpawner:OnMCDespawn()
	EventVoid:Fire()
	MCDespawner:BtnExit()
	UnityEngine.EventSystems.EventSystem:Update()

This error (along with failure message and funds penalty) happens after you complete ATV part, go to space center and then go to any building. If you go to a non-3D scene, it will appear after you exit it; it will repeat if you then go to the same or any other non-3D scene. If you go to a 3D scene (i.e. VAB, SPH, tracking station), it would appear on load, and then will not appear anymore.

Edited by biohazard15
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Just figured out how to use "Stage delay" feature on Deltas. Niiiice.

What was the particular order of booster jettison sequence on Deltas? Suppose I've placed 9 decouplers in 9x symmetry (with EE), with "original" placement point being on the "bottom" (i.e. this particular decoupler faces N when the rocket is rolled out to the launchpad). When expanding them in stage tab, they go counter-clockwise, from 9 to 1, with 9 being the "original" decoupler. How should I configure them to be as close to the actual Delta 900\19xx as possible?

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1 hour ago, biohazard15 said:

Just figured out how to use "Stage delay" feature on Deltas. Niiiice.

What was the particular order of booster jettison sequence on Deltas? Suppose I've placed 9 decouplers in 9x symmetry (with EE), with "original" placement point being on the "bottom" (i.e. this particular decoupler faces N when the rocket is rolled out to the launchpad). When expanding them in stage tab, they go counter-clockwise, from 9 to 1, with 9 being the "original" decoupler. How should I configure them to be as close to the actual Delta 900\19xx as possible?

Looking at the 1m mark on this suggests the one facing north, and its counter parts would be the airlit ones. The other 6 would be  jettisoned in threes using the stage delay before starting the air lit ones. I believe this sequence was the same for all 9 solid deltas.

------------------

Some more random screenshots

screenshot603.png

screenshot605_-_Copy.png

screenshot606.png

screenshot608.png

screenshot653cc.png

 

Edited by Zorg
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21 minutes ago, Zorg said:

Looking at the 1m mark on this suggests the one facing north, and its counter parts would be the airlit ones. The other 6 would be  jettisoned in threes using the stage delay before starting the air lit ones. I believe this sequence was the same for all 9 solid deltas.

Deltas with 9x Castor-2s did not jettison ground-lit boosters right after air-lit ones' ignition - they apparently jettisoned all 9 shortly after air-lit boosters burnout (at least according to spacelaunchreport...).

The problem is, BDB Castor 1\2 like to collide if you jettison several at once (including three at a time). Especially if you try to drop them "Delta II-style", i.e. drop ground-lit ones right after air-lit ignition. The recent patch fixed collisions with boattail, but did nothing about them colliding with each other. Stage delay deals with this, but what's the correct order to drop them? Or should I just stop caring about what happens to the boosters after jettisoning? (apparently I should - see that tumbling booster on video :P )

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@biohazard15 I went into my test install to try testing contract generation under normal play conditions, instead of cheating progression. Spent most of the afternoon getting there and then figuring out what the hell was going wrong... because I did indeed get the same error as you did, which was really odd to me as it was working absolutely fine at the time I first wrote the contract.

I think I managed to fix it however; on a hunch I edited the targeting node, which prescribed only vehicles with an ATV materials bay AND a free docking node would get targeted. I removed the free docking node requirement and that did the trick for me; hopefully same for everyone else. Only reason I can think of that would cause this, is the game having trouble checking this on the modded parts somehow and something was changed to make this happen. Anyhow, it's now simplified to help out, though you may get other targets if you're using that particular materials bay elsewhere too. 

I also did some changes to progress checks both for Gemini and Mariner, which should allow easier contract generation - the previous formulas should have worked fine, but CC is being quite troublesome in tracking progress properly, more so than I was accounting for.

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41 minutes ago, biohazard15 said:

Deltas with 9x Castor-2s did not jettison ground-lit boosters right after air-lit ones' ignition - they apparently jettisoned all 9 shortly after air-lit boosters burnout (at least according to spacelaunchreport...).

The problem is, BDB Castor 1\2 like to collide if you jettison several at once (including three at a time). Especially if you try to drop them "Delta II-style", i.e. drop ground-lit ones right after air-lit ignition. The recent patch fixed collisions with boattail, but did nothing about them colliding with each other. Stage delay deals with this, but what's the correct order to drop them? Or should I just stop caring about what happens to the boosters after jettisoning? (apparently I should - see that tumbling booster on video :P )

Oh yeah I think you're just going to have to deal with them colliding :P. So long as they dont hit the boattail we consider it functional. Hmm not sure about the IRL sequence for  9x Castor 2 if thats the case, perhaps Cobalt might know. Even the Delta II payload planners guide doesnt go into detail on the jettison sequence (I admit I only skimmed it) so info on the older ones might be hard to come by.

30 minutes ago, Cheesecake said:

@Zorg

Is the texture-switch implemented in the newest developement version? Because I downloaded it and there is no textureswitch.

Yes. Seems ok to me? Its only for the 3 Agena fairings pictured.

screenshot657.png?width=1535&height=863

 

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3 minutes ago, Morphisor said:

@biohazard15 I went into my test install to try testing contract generation under normal play conditions, instead of cheating progression. Spent most of the afternoon getting there and then figuring out what the hell was going wrong... because I did indeed get the same error as you did, which was really odd to me as it was working absolutely fine at the time I first wrote the contract.

I think I managed to fix it however; on a hunch I edited the targeting node, which prescribed only vehicles with an ATV materials bay AND a free docking node would get targeted. I removed the free docking node requirement and that did the trick for me; hopefully same for everyone else. Only reason I can think of that would cause this, is the game having trouble checking this on the modded parts somehow and something was changed to make this happen. Anyhow, it's now simplified to help out, though you may get other targets if you're using that particular materials bay elsewhere too. 

I also did some changes to progress checks both for Gemini and Mariner, which should allow easier contract generation - the previous formulas should have worked fine, but CC is being quite troublesome in tracking progress properly, more so than I was accounting for.

Waiting for that pull request to be merged.

BTW, is there a way to somehow stop generating ATV part for other bodies while the second part is active? I had two contracts at the same time - Gemini to already launched ATV at Kerbin, and ATV to the Mun. Looks kinda strange. Maybe rework it into one contract, and limit it to one per planet? If it even possible with CC? ("possible", heh... more likely "with as few bugs as humanly possible")

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9 minutes ago, biohazard15 said:

Waiting for that pull request to be merged.

BTW, is there a way to somehow stop generating ATV part for other bodies while the second part is active? I had two contracts at the same time - Gemini to already launched ATV at Kerbin, and ATV to the Mun. Looks kinda strange. Maybe rework it into one contract, and limit it to one per planet? If it even possible with CC? ("possible", heh... more likely "with as few bugs as humanly possible")

Yeah it is possible to limit a contract to be active only once at a time - but why should it? Nobody's forcing you to take more than one AND it may actually be preferable to some players, particularly on long range missions to far off bodies where there's plenty of time to do others while waiting for arrival.

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Just now, Morphisor said:

Yeah it is possible to limit a contract to be active only once at a time - but why should it? Nobody's forcing you to take more than one AND it may actually be preferable to some players, particularly on long range missions to far off bodies where there's plenty of time to do others while waiting for arrival.

You mean it cannot be done several times for the same planet? Because that's what I meant (mostly). Being able to launch both Gemini and ATV at two targets can be a bit confusing, but okay.

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Just now, biohazard15 said:

You mean it cannot be done several times for the same planet? Because that's what I meant (mostly). Being able to launch both Gemini and ATV at two targets can be a bit confusing, but okay.

Currently it can - and it's not really possible to stop it from generating again for the same body - or a different body - without stopping another one from generating entirely.

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10 minutes ago, Morphisor said:

Currently it can - and it's not really possible to stop it from generating again for the same body - or a different body - without stopping another one from generating entirely.

Well, that's unfortunate. There is no real benefit in repeating it - all experiments that are involved give 100% return. After that, it would just take one of six available slots.

Hmm... Maybe limiting it via another way? IIRC CC can check for available science - so if no science available, no contract. Or maybe check if any docking was made (there is such achievement in the save, although there might be the problem with manned\unmanned I've mentioned earlier - docking does check for that).

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1 hour ago, biohazard15 said:

The recent patch fixed collisions with boattail, but did nothing about them colliding with each other.

Still? I addressed that recently. You will void your warranty jettisoning at a non-zero angle of attack :)

 

48 minutes ago, Zorg said:

Hmm not sure about the IRL sequence for  9x Castor 2 if thats the case, perhaps Cobalt might know. Even the Delta II payload planners guide doesn't go into detail on the jettison sequence (I admit I only skimmed it) so info on the older ones might be hard to come by.

 Range safety. It depends on launch site and azimuth. You don't want to drop them on the beach.

 

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7 minutes ago, biohazard15 said:

Well, that's unfortunate. There is no real benefit in repeating it - all experiments that are involved give 100% return. After that, it would just take one of six available slots.

Hmm... Maybe limiting it via another way? IIRC CC can check for available science - so if no science available, no contract. Or maybe check if any docking was made (there is such achievement in the save, although there might be the problem with manned\unmanned I've mentioned earlier - docking does check for that).

Both of those checks are either too buggy or not suitable to use - can't really check for available science here, since that requires biomes to be specified, which can mess up the contract if they don't suit the orbit generated earlier. Checking for prior docking would disable it if any docking was done at all at the target body, which I also don't think is something we want, considering there are other missions or activities that can trigger this event.

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