Jump to content

[1.12.x] ScienceAlert ReAlerted : Experiment availability, now with DMagic support


Recommended Posts

First, NEVER post the logs in the forum.  Upload them to a file sharing sit, Dropbox or something like that and post a link.

Second, I’m using this with GPP without any problem.

Third, bugs are always possible, if you found one, please let me know what it is, and how you found it.  

And fourth, if you do come up with a fix, I and others would be grateful for it.

Link to comment
Share on other sites

Ok, understood about the logs. Thanks for clarifying that.

I'm surprised that you're having no problems with using it with GPP, since as mentioned, I can reproduce the problem quite easily using a clean install with just GPP and ScienceAlert. Perhaps it is just isolated to my environment somehow.

Looking at the code, I'm convinced there is a threading bug here, in the code I wrote to fix the lag issue in the biome filter previously. If I do fix it, and if it's a general case problem, I will certainly provide it to you.

Edit: I've submitted a PR with some proposed changes to fix the problem.

Edited by jefftimlin
Link to comment
Share on other sites

On 7/8/2018 at 12:03 AM, jefftimlin said:

I'm surprised that you're having no problems with using it with GPP, since as mentioned, I can reproduce the problem quite easily using a clean install with just GPP and ScienceAlert. Perhaps it is just isolated to my environment somehow.

 

Actually, I AM having problems with it in GPP, and will be implementing your changes as soon as I review them

Thanks

1 hour ago, Gordon Dry said:

@linuxgurugamer What could be the reason that some simple "collect only" science parts are not triggered?

I have the USI Soundign Rockets and the 4 simple early career science parts, they are not triggering available science, but they have.

If they aren't using standard science experiments, then they may not be seen.

What experiments?

Link to comment
Share on other sites

9 minutes ago, linuxgurugamer said:

What experiments?

4 parts, each got one experiment, listed below:

Spoiler

1.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment03
    experimentActionName = Record materials data
    resetActionName = Reset materials data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

2.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment04
    experimentActionName = Record test data
    resetActionName = Reset test data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

3.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment01
    experimentActionName = Record meteorological data
    resetActionName = Reset meteorological data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

4.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment02
    experimentActionName = Record aeronomical data
    resetActionName = Reset aeronomical data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

 

Link to comment
Share on other sites

5 minutes ago, Gordon Dry said:

4 parts, each got one experiment, listed below:

  Hide contents

1.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment03
    experimentActionName = Record materials data
    resetActionName = Reset materials data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

2.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment04
    experimentActionName = Record test data
    resetActionName = Reset test data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

3.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment01
    experimentActionName = Record meteorological data
    resetActionName = Reset meteorological data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

4.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment02
    experimentActionName = Record aeronomical data
    resetActionName = Reset aeronomical data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

 

Gordon, not that it helps you at all, but I am having no issues with ScienceAlertRealerted detecting and running the 4 SR experiments.

Link to comment
Share on other sites

@GrubbyZebra @linuxgurugamer @nightingale Could it be that this ContractConfigurator patch is the culprit? (and if yes, why should it affect ScienceAlert?)

GameData\ContractConfigurator\science\USI.cfg

//
// This file contains experiment definitions for various Umbra Space Industries experiments.
//
// Author: nightingale
//

CC_EXPERIMENT_DEFINITIONS
{
    name = USI

    EXPERIMENT
    {
        name = PakRatdataCamera
    }

    // Ignore the sounding rocket experiments
    EXPERIMENT
    {
        name = SRExperiment01
        ignored = true
    }
    EXPERIMENT
    {
        name = SRExperiment02
        ignored = true
    }
    EXPERIMENT
    {
        name = SRExperiment03
        ignored = true
    }
    EXPERIMENT
    {
        name = SRExperiment04
        ignored = true
    }
} 

 

Link to comment
Share on other sites

10 minutes ago, Gordon Dry said:

4 parts, each got one experiment, listed below:

  Reveal hidden contents

1.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment03
    experimentActionName = Record materials data
    resetActionName = Reset materials data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

2.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment04
    experimentActionName = Record test data
    resetActionName = Reset test data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

3.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment01
    experimentActionName = Record meteorological data
    resetActionName = Reset meteorological data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

4.

MODULE
{
    name = ModuleScienceExperiment    
    experimentID = SRExperiment02
    experimentActionName = Record aeronomical data
    resetActionName = Reset aeronomical data
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = False
    xmitDataScalar = 0.3
    dataIsCollectable = True
    collectActionName = Take Data
    interactionRange = 1.2
    rerunnable = False
}

 

I'll be working on this mod thus evening.  I'll test this, but never h.g.h ad a problem before.

Log file would help

1 minute ago, Gordon Dry said:

@GrubbyZebra @linuxgurugamer @nightingale Could it be that this ContractConfigurator patch is the culprit? (and if yes, why should it affect ScienceAlert?)

GameData\ContractConfigurator\science\USI.cfg


//
// This file contains experiment definitions for various Umbra Space Industries experiments.
//
// Author: nightingale
//

CC_EXPERIMENT_DEFINITIONS
{
    name = USI

    EXPERIMENT
    {
        name = PakRatdataCamera
    }

    // Ignore the sounding rocket experiments
    EXPERIMENT
    {
        name = SRExperiment01
        ignored = true
    }
    EXPERIMENT
    {
        name = SRExperiment02
        ignored = true
    }
    EXPERIMENT
    {
        name = SRExperiment03
        ignored = true
    }
    EXPERIMENT
    {
        name = SRExperiment04
        ignored = true
    }
} 

 

That's not a patch, and it won't affect this 

Link to comment
Share on other sites

New release, 1.9.4, the Jeff Timlin release

  • Thanks to github & forum user @jefftimlin for this fix:
    • The BiomeFilter class  attempted to generate a clean biome texture for the purposes of more accurate biome detection,  however it's expensive and complicated. Completely removed all of the complex code from this class to avoid the threading issue entirely, and just made it use the ScienceUtil.GetExperimentBiome function, which seems to work well.   It makes the code faster, simpler, and safer.
    • Fixed an array index out of bounds problem in RequiresCrew.cs, which I found while debugging, which would intermittently produce errors in the logs.
  • Added Collect All button to collect all science into any/all containers
Link to comment
Share on other sites

@linuxgurugamer with 1.9.4 it's gone for good now:

[ModuleManager] Post run call threw an exception in loading ScienceAlert, Version=1.9.4.0, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ModuleManager.MMPatchLoader+<ProcessPatch>d__33.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception)
ModuleManager.Logging.UnityLogger:Exception(String, Exception)
ModuleManager.Logging.ModLogger:Exception(String, Exception)
ModuleManager.<ProcessPatch>d__33:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

[ModuleManager] Post run call threw an exception in loading DockingCamera, Version=1.3.3.2, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ModuleManager.MMPatchLoader+<ProcessPatch>d__33.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception)
ModuleManager.Logging.UnityLogger:Exception(String, Exception)
ModuleManager.Logging.ModLogger:Exception(String, Exception)
ModuleManager.<ProcessPatch>d__33:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

and

MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading ScienceAlert, Version=1.9.4.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading DockingCamera, Version=1.3.3.2, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

and

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__31`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 
Rethrow as Exception: Error loading types from assembly ScienceAlert, Version=1.9.4.0, Culture=neutral, PublicKeyToken=null

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ContractConfigurator.LoggingUtil:LogException(Exception)
ContractConfigurator.<GetAllTypes>d__31`1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
ContractConfigurator.ContractConfigurator:PSystemReady()
EventVoid:Fire()
<Start>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__31`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 
Rethrow as Exception: Error loading types from assembly DockingCamera, Version=1.3.3.2, Culture=neutral, PublicKeyToken=null

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ContractConfigurator.LoggingUtil:LogException(Exception)
ContractConfigurator.<GetAllTypes>d__31`1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
ContractConfigurator.ContractConfigurator:PSystemReady()
EventVoid:Fire()
<Start>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

Logs and all that:
https://www.dropbox.com/s/s4d04wzq2vhupjz/2018-07-10_1 KSP.log.7z?dl=1

Link to comment
Share on other sites

On 7/10/2018 at 12:54 PM, Gordon Dry said:

@linuxgurugamer with 1.9.4 it's gone for good now:


[ModuleManager] Post run call threw an exception in loading ScienceAlert, Version=1.9.4.0, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ModuleManager.MMPatchLoader+<ProcessPatch>d__33.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception)
ModuleManager.Logging.UnityLogger:Exception(String, Exception)
ModuleManager.Logging.ModLogger:Exception(String, Exception)
ModuleManager.<ProcessPatch>d__33:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

[ModuleManager] Post run call threw an exception in loading DockingCamera, Version=1.3.3.2, Culture=neutral, PublicKeyToken=null
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ModuleManager.MMPatchLoader+<ProcessPatch>d__33.MoveNext () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception)
ModuleManager.Logging.UnityLogger:Exception(String, Exception)
ModuleManager.Logging.ModLogger:Exception(String, Exception)
ModuleManager.<ProcessPatch>d__33:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

and


MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading ScienceAlert, Version=1.9.4.0, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading DockingCamera, Version=1.3.3.2, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at MuMech.MechJebCore.LoadComputerModules () [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

and


ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__31`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 
Rethrow as Exception: Error loading types from assembly ScienceAlert, Version=1.9.4.0, Culture=neutral, PublicKeyToken=null

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ContractConfigurator.LoggingUtil:LogException(Exception)
ContractConfigurator.<GetAllTypes>d__31`1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
ContractConfigurator.ContractConfigurator:PSystemReady()
EventVoid:Fire()
<Start>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 
  at ContractConfigurator.ContractConfigurator+<GetAllTypes>d__31`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 
Rethrow as Exception: Error loading types from assembly DockingCamera, Version=1.3.3.2, Culture=neutral, PublicKeyToken=null

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ContractConfigurator.LoggingUtil:LogException(Exception)
ContractConfigurator.<GetAllTypes>d__31`1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
ContractConfigurator.ContractConfigurator:PSystemReady()
EventVoid:Fire()
<Start>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename:  Line: -1)

Logs and all that:
https://www.dropbox.com/s/s4d04wzq2vhupjz/2018-07-10_1 KSP.log.7z?dl=1

I just looked at your log, you need to update the ToolbarController, it's out-of-date

 

LGG

Link to comment
Share on other sites

8 minutes ago, linuxgurugamer said:

You may have told KSP-AVC to not report on it

KSP-AVC.xml:

<?xml version="1.0" encoding="Windows-1252"?>
<Configuration xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <FirstRun>false</FirstRun>
  <Version>1.2.0.2</Version>
</Configuration>

 

I guess KSP-AVC stumbles upon all these exceptions it throws because many mods have wrong urls set to point to the online version file ...

Link to comment
Share on other sites

2 hours ago, Gordon Dry said:

KSP-AVC.xml:


<?xml version="1.0" encoding="Windows-1252"?>
<Configuration xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <FirstRun>false</FirstRun>
  <Version>1.2.0.2</Version>
</Configuration>

 

I guess KSP-AVC stumbles upon all these exceptions it throws because many mods have wrong urls set to point to the online version file ...

It shouldn't be a problem, but who knows what happens when so many things go wrong

Link to comment
Share on other sites

@linuxgurugamer @PiezPiedPy I have a new issue now, sometimes when I choose "Deploy all except EVA" in ScienceAlert, not all is transferred to the Kerbalism science data manager. (Edit: and then is no more shown in ScienceAlert as well)

And about that time this is written to the log:

ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.Double,CelestialBody].Add (Double key, .CelestialBody value) [0x00000] in <filename unknown>:0 
  at SentinelMission.SentinelUtilities.FindInnerAndOuterBodies (Double SMA, .CelestialBody& innerBody, .CelestialBody& outerBody) [0x00000] in <filename unknown>:0 
  at SentinelMission.SentinelContract.SetFocusBody (.CelestialBody body) [0x00000] in <filename unknown>:0 
  at SentinelMission.SentinelContract.Generate () [0x00000] in <filename unknown>:0 
  at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem+<UpdateDaemon>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Not sure if ContractConfigurator is involved, but it's about contracts somehow, so I also ping @nightingale

Full log and stuff:
https://www.dropbox.com/s/uzyx5d5k6dm7jyo/2018-07-16_1 KSP.log.7z?dl=1

Edited by Gordon Dry
Link to comment
Share on other sites

3 hours ago, Gordon Dry said:

@linuxgurugamer @PiezPiedPy I have a new issue now, sometimes when I choose "Deploy all except EVA" in ScienceAlert, not all is transferred to the Kerbalism science data manager. (Edit: and then is no more shown in ScienceAlert as well)

And about that time this is written to the log:


ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.Double,CelestialBody].Add (Double key, .CelestialBody value) [0x00000] in <filename unknown>:0 
  at SentinelMission.SentinelUtilities.FindInnerAndOuterBodies (Double SMA, .CelestialBody& innerBody, .CelestialBody& outerBody) [0x00000] in <filename unknown>:0 
  at SentinelMission.SentinelContract.SetFocusBody (.CelestialBody body) [0x00000] in <filename unknown>:0 
  at SentinelMission.SentinelContract.Generate () [0x00000] in <filename unknown>:0 
  at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0 
  at Contracts.ContractSystem+<UpdateDaemon>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)

Not sure if ContractConfigurator is involved, but it's about contracts somehow, so I also ping @nightingale

Full log and stuff:
https://www.dropbox.com/s/uzyx5d5k6dm7jyo/2018-07-16_1 KSP.log.7z?dl=1

Sorry to say I dont support Kerbalism, it does too much internally for me to be be able to work with it.

Link to comment
Share on other sites

1 hour ago, Gordon Dry said:

@Snark perhaps the above issue is because of Snarkiverse?

No idea. I'm not equipped to judge what's broken, because whatever is breaking isn't a mod I ever use myself, and I don't have the bandwidth to investigate  / debug.

I will say that I'd be a little surprised if Snarkiverse is the culprit.  It doesn't  *do* anything.  There's no code. It's just a set of Kopernicus config, and it's not exactly avant-garde Kopernicus config, at that. It doesn't create any bodies, or delete any bodies, or rename any bodies. All it does is move planets around to different locations from where they are in stock.

In short: if a mod has trouble with Snarkiverse, I'd expect it to have problems with basically  *any* Kopernicus based mod.  And if such were the case, not sure how it would be possible to "fix" it in Snarkiverse.

All of that is just guesswork,  of course. :) If it turns out that there's something simple I could tweak in the Snarkiverse config to make it play nicer with other mods, I'd be happy to. But someone else would have to do the footwork to isolate the problem and come up with a solution.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...