linuxgurugamer Posted June 27, 2018 Author Share Posted June 27, 2018 57 minutes ago, Gordon Dry said: @linuxgurugamer another issue with the new build. Extract from a Discord chat (because I forgot to copy the log before I removed FuseBox and booted up KSP again): ... Can you find out what version of KSP it was? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 27, 2018 Share Posted June 27, 2018 1 hour ago, linuxgurugamer said: Can you find out what version of KSP it was? Well, it was my chat... just a few minutes before - KSP 1.4.3 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 27, 2018 Author Share Posted June 27, 2018 2 hours ago, Gordon Dry said: Well, it was my chat... just a few minutes before - KSP 1.4.3 A log file would be useful, I'll see if I can replicate it Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 27, 2018 Author Share Posted June 27, 2018 New release, 0.1.16.4 Fixed issue with Kerbalism spamming log with nullrefs Added code to restrict workaround for the vesselnaming to 1.4.3 only Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 28, 2018 Share Posted June 28, 2018 @linuxgurugamer looks good now Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 28, 2018 Share Posted June 28, 2018 @linuxgurugamer I just recognized that I now have "Configure Vessel Naming" on every part, not only parts with ModuleCommand... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 29, 2018 Author Share Posted June 29, 2018 New release, 0.1.16.5 Fixed Configure Vessel Naming to only be shown on parts with ModuleCommand Quote Link to comment Share on other sites More sharing options...
Zah Posted July 1, 2018 Share Posted July 1, 2018 The orbit picker doesn't seem to scroll down? I have a few planets https://imgur.com/a/OBxiWy1 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 1, 2018 Author Share Posted July 1, 2018 7 hours ago, Zah said: The orbit picker doesn't seem to scroll down? I have a few planets https://imgur.com/a/OBxiWy1 It wasn’t designed for that many planets. Ill put it on my list of things to do, but this is minor Quote Link to comment Share on other sites More sharing options...
dlrk Posted September 2, 2018 Share Posted September 2, 2018 @linuxgurugamer Small suggestion, in the OP, could you make a note that if dependencies are missing, KSP will not load any parts? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 2, 2018 Author Share Posted September 2, 2018 3 hours ago, dlrk said: @linuxgurugamer Small suggestion, in the OP, could you make a note that if dependencies are missing, KSP will not load any parts? done Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted September 18, 2018 Share Posted September 18, 2018 (edited) @linuxgurugamerIs there a way that a filter could be added for a Life Support mod, mainly USI Life Support, since by default 1 Kerbal will use 0.01 EC. I tried ticking off Pods and Probes, but there is some needed info in there I still need to see. I think something more fine tuned, specific filter for USI Life Support. With USI LS, the battery icon on toolbar will always be in red, alerting me there is a power drain because of the Kerbals using EC in the LS mod. I honestly would prefer not to see that info, if I choose too, with a option in Fusebox mod. Thanks. Edited September 18, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 22, 2018 Author Share Posted September 22, 2018 On 9/18/2018 at 12:31 AM, therealcrow999 said: @linuxgurugamerIs there a way that a filter could be added for a Life Support mod, mainly USI Life Support, since by default 1 Kerbal will use 0.01 EC. I tried ticking off Pods and Probes, but there is some needed info in there I still need to see. I think something more fine tuned, specific filter for USI Life Support. With USI LS, the battery icon on toolbar will always be in red, alerting me there is a power drain because of the Kerbals using EC in the LS mod. I honestly would prefer not to see that info, if I choose too, with a option in Fusebox mod. Thanks. Not easily. The best I could do would be to add a setting which would change the color from red to yellow if the drain was minimal Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 26, 2018 Share Posted October 26, 2018 @linuxgurugamerI guess this is due to mod needing to be updated to 1.5.1, but the Generated Power always shows 0. I can provide logs if needed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 26, 2018 Author Share Posted October 26, 2018 Not until its updates Quote Link to comment Share on other sites More sharing options...
JWS Posted April 13, 2019 Share Posted April 13, 2019 Hi. Before talking about some errors, thank you very much for maintaining this amazing mod. I think I found some EVA related error. It happens when EVA begins, or entering vessel from EVA. KSP version 1.6.1 wtih MakingHistory dlc. [ERR 13:23:30.645] Exception handling event onVesselCreate in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Add (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.OnVesselCreate (.Vessel Vessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:23:30.648] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Add (.Vessel v) TrackResource.VesselStatsManager.OnVesselCreate (.Vessel Vessel) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean, Boolean, Boolean, Boolean) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) CrewHatchController:OnEVABtn(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.CrewHatchDialog:OnBtnEVA(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.<Init>c__AnonStorey0:<>m__0() UnityEngine.EventSystems.EventSystem:Update() [ERR 13:23:30.650] Exception handling event onVesselWasModified in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Remove (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.Reload (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:23:30.651] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Remove (.Vessel v) TrackResource.VesselStatsManager.Reload (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean, Boolean, Boolean, Boolean) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) CrewHatchController:OnEVABtn(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.CrewHatchDialog:OnBtnEVA(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.<Init>c__AnonStorey0:<>m__0() UnityEngine.EventSystems.EventSystem:Update() Tested with minimal mod installed (ModuleManager, ClickThroughBlocker, ToolbarController, and this mod). I originally found the bug in my main save game while searching for the cause that prevents KerbalHealth to update status when a kerbal came out EVA. To replicate, make new sandbox game. And then enter VAB, choose any command pod with crew capacity, launch, then EVA. Attaching full log file : File Download Link Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 14, 2019 Author Share Posted April 14, 2019 (edited) On 4/13/2019 at 12:37 AM, JWS said: Hi. Before talking about some errors, thank you very much for maintaining this amazing mod. I think I found some EVA related error. It happens when EVA begins, or entering vessel from EVA. KSP version 1.6.1 wtih MakingHistory dlc. [ERR 13:23:30.645] Exception handling event onVesselCreate in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Add (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.OnVesselCreate (.Vessel Vessel) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:23:30.648] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Add (.Vessel v) TrackResource.VesselStatsManager.OnVesselCreate (.Vessel Vessel) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean, Boolean, Boolean, Boolean) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) CrewHatchController:OnEVABtn(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.CrewHatchDialog:OnBtnEVA(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.<Init>c__AnonStorey0:<>m__0() UnityEngine.EventSystems.EventSystem:Update() [ERR 13:23:30.650] Exception handling event onVesselWasModified in class VesselStatsManager:System.InvalidCastException: Cannot cast from source type to destination type. at TrackResource.VesselStatsManager.Remove (.Vessel v) [0x00000] in <filename unknown>:0 at TrackResource.VesselStatsManager.Reload (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:23:30.651] InvalidCastException: Cannot cast from source type to destination type. TrackResource.VesselStatsManager.Remove (.Vessel v) TrackResource.VesselStatsManager.Reload (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:Initialize(Boolean, Boolean, Boolean, Boolean) Vessel:Initialize(Boolean) FlightEVA:onGoForEVA() FlightEVA:spawnEVA(ProtoCrewMember, Part, Transform, Boolean) CrewHatchController:OnEVABtn(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.CrewHatchDialog:OnBtnEVA(ProtoCrewMember) KSP.UI.Screens.Flight.Dialogs.<Init>c__AnonStorey0:<>m__0() UnityEngine.EventSystems.EventSystem:Update() Tested with minimal mod installed (ModuleManager, ClickThroughBlocker, ToolbarController, and this mod). I originally found the bug in my main save game while searching for the cause that prevents KerbalHealth to update status when a kerbal came out EVA. To replicate, make new sandbox game. And then enter VAB, choose any command pod with crew capacity, launch, then EVA. Attaching full log file : File Download Link Excellent job providing a bug report and a method to replicate it. Thank you, I'm working on a fix now ==================================================================== New release, 0.1.16.8 In TrackResource, moved initializion of vars into the Start() method Fixed exception caused when kerbals going on eva Edited April 14, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
JWS Posted April 15, 2019 Share Posted April 15, 2019 @linuxgurugamer Thank you very much for quick response! Quote Link to comment Share on other sites More sharing options...
ozraven Posted June 29, 2019 Share Posted June 29, 2019 I'm running a heavily modded KSP 1.7.2 and found that the Patches.cfg with FuseBox seems very much to be causing an issue where (almost) all the parts fail to load due to every part receiving the following error: Line 62176: [ERR 23:59:28.636] PartCompiler: Cannot find Part of type 'PartTapIn' If I remove the FuseboxContinued/Patches.cfg file, the parts then load as expected. I have tried it with a fresh copy of KSP 1.7.2 and just Module Manager 4.0.2 and Fusebox Continued loaded, repeating the same issue of all parts missing. Full Log w/All ModsFull Log w/Fresh Copy + Fusebox Happy to provide more details or any other assistance needed! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 29, 2019 Author Share Posted June 29, 2019 15 hours ago, ozraven said: I'm running a heavily modded KSP 1.7.2 and found that the Patches.cfg with FuseBox seems very much to be causing an issue where (almost) all the parts fail to load due to every part receiving the following error: Line 62176: [ERR 23:59:28.636] PartCompiler: Cannot find Part of type 'PartTapIn' If I remove the FuseboxContinued/Patches.cfg file, the parts then load as expected. I have tried it with a fresh copy of KSP 1.7.2 and just Module Manager 4.0.2 and Fusebox Continued loaded, repeating the same issue of all parts missing. Full Log w/All ModsFull Log w/Fresh Copy + Fusebox Happy to provide more details or any other assistance needed! Quite simple, actually. You don't have the dependencies installed. Click Through Blocker ToolbarController unBlur Quote Link to comment Share on other sites More sharing options...
ozraven Posted June 29, 2019 Share Posted June 29, 2019 2 hours ago, linuxgurugamer said: Quite simple, actually. You don't have the dependencies installed. Click Through Blocker ToolbarController unBlur Doh! I got the update to ToolbarController but missed the new requirement for unBlur. Well, at least when I'm the idiot it is easy to fix. Thanks for pointing that out and all your work to keep mods alive! Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted July 10, 2019 Share Posted July 10, 2019 (edited) Hiya, been having a problem and have narrowed it down (ish) to FuseboxContinued. Not asking for help, just reporting what happened, in case it’s of relevance.@linuxgurugamer, you are a god among gamers, and I’m pretty sure this here mod isn’t really the cause of the problem, but just a catalyst. Some number of mods not playing nice with each other, and FuseboxContinued is just the one that’s making an underlying problem visible. I'm offering this here just in case it's helpful. Situation: new system, new everything, and my very, very, very, very modded, fresh KSP install. All mods latest versions, near as I can tell with the aid of AVC and Spacedock’s subscription thingy. Problem: load game, and see this here (screenshot): https://drive.google.com/open?id=1ELZmjnwd7aWkhinMsQZwBbn2yVdzKPDr Not visible in this shot are struts, which appear in some views (darkened, obviously). Output log for that boot: https://drive.google.com/open?id=1ujHFmkpbRPODoy0kHA5JPqgCAVHmOB82 Removed mod after mod, trial and error, and eventually narrowed it down to FuseboxContinued. When I start the game without it, everything looks as it should (apart from the many error messages). Screenshot: https://drive.google.com/open?id=1fR_fvq2rDzXPjMDu-bI3z-EKOhDHO8MQ Output log: https://drive.google.com/open?id=1lWkhsLxrhwkn8-2oRwAiILlWbtIVXOen This is with a number of mods still in quarantine. When I boot the game with all the mods I tell myself I need, so long as I don’t include FuseboxContinued, things appear as they should (with a pile of error messages, obviously, but so long as the game works, I’m cool with it). I’ve jammed all my usual mods back into GameData, and added AmpYear, since I intent to finally play a little now. Just in case anyone cares to see that horrorshow: Screenshot: https://drive.google.com/open?id=1urJCfgQpJ-C4oYgrdptKbCC4SY33s85K Output file: https://drive.google.com/open?id=1UGHPUuEPsVrOqfZbdChHVFdWJyZmSumD Please ignore the errors where ReStock found some unexpected folders. I had tried to manually fix some of the missing part errors earlier. Like I said, not asking for help, it seems to be working (-ish) now, so I’m cool satisfied with the situation (when hell freezes over, I’ll be the one sitting in the puddle of lukewarm water, that’s how cool I am). EDIT: now that I can see all sorts of parts in the editor, I notice the dozen or so other mods that don't seem to be working. So I'm still trouleshooting, just in case anyone was wondering what I don't notice all the stuff what's missing. Edited July 10, 2019 by DerGolgo Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 10, 2019 Author Share Posted July 10, 2019 33 minutes ago, DerGolgo said: Removed mod after mod, trial and error, and eventually narrowed it down to FuseboxContinued. When I start the game without it, everything looks as it should (apart from the many error messages). Screenshot: https://drive.google.com/open?id=1fR_fvq2rDzXPjMDu-bI3z-EKOhDHO8MQ Output log: https://drive.google.com/open?id=1lWkhsLxrhwkn8-2oRwAiILlWbtIVXOen Please reinstall and start the game, then send me the following: Output_log.txt GameData/ModuleManager.configcache Off hand, it sounds like something is off in the MM patch, which gets added to all parts. Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted July 10, 2019 Share Posted July 10, 2019 18 minutes ago, linuxgurugamer said: Please reinstall and start the game, then send me the following: Output_log.txt GameData/ModuleManager.configcache Off hand, it sounds like something is off in the MM patch, which gets added to all parts. Thank you for your efforts! Output log: https://drive.google.com/open?id=1paPtt2p22SRGsBh5BVA_a2wDI3asoak_ ModuleManager.configcache: https://drive.google.com/open?id=1_02eeBpAi1l_FaUUN6AokShYH3sTy2V0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 10, 2019 Author Share Posted July 10, 2019 Just now, DerGolgo said: Thank you for your efforts! Output log: https://drive.google.com/open?id=1paPtt2p22SRGsBh5BVA_a2wDI3asoak_ ModuleManager.configcache: https://drive.google.com/open?id=1_02eeBpAi1l_FaUUN6AokShYH3sTy2V0 Ok, I'll look at this later this evening Quote Link to comment Share on other sites More sharing options...
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