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[KSP >= 1.3.0] TweakScale - Under Lisias' Management - 2.4.7.6 - 2024-0322


Lisias

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9 minutes ago, jefferyharrell said:

@Lisias, I bet you know this already, but 2.4.5.8 isn't showing up in CKAN right now.

In the next hour. Still in working hours, and I don't want to bork on SpaceDock this one. (I did it 2 times already, enough is enough!)

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42 minutes ago, Lisias said:

In the next hour. Still in working hours, and I don't want to bork on SpaceDock this one. (I did it 2 times already, enough is enough!)

No problem, I just wanted to make sure you knew. Thanks for all you do.

Edited by jefferyharrell
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34 minutes ago, jefferyharrell said:

No problem, I just wanted to make sure you knew. Thanks for all you do.

Not a problem, thank you for the heads up.

Spoiler

On working hours, I usually laconic (and sometimes abrupt) on the communication because usually I'm browsing from a mobile on a bank's queue, buying groceries or in some rooms :P on my home where time and resources do be more verbose are usually scarce (and I'm  pretty sure further details are unnecessary… :sticktongue:)

Cheers!

Edited by Lisias
tyops! Who would thought of that? :P
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Bp9partswitch had an error and as I can't find what caused it I need help finding the cause                                  

here my ksp log file https://mega.nz/file/5Tx2xbgB#BuhEhT36TVnrgd44XmLOz_7xl2WaUTb8RszKxXia2eY

although it's not due to tweakscale I'm posting here so that I can get help, otherwise I won't be able to play ksp until I can fix this                

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I'm seeing a bunch of these with OPT parts:

[ERR 20:24:15.729] Module TweakScale threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object
  at TweakScale.Hotkey.Load () [0x00000] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.Hotkey..ctor (System.String name, System.Collections.Generic.ICollection`1[T] defaultKey) [0x00068] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.Hotkeyable..ctor (TweakScale.OSD osd, System.String name, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x00030] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.HotkeyManager.AddHotkey (System.String hotkeyName, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x0001b] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.TweakScale.OnStart (PartModule+StartState state) [0x000bd] in <3fffb31832484cf3a46abdce9d493425>:0 
  at Part.ModulesOnStart () [0x00120] in <8861f4ca916d41ddac4d879a32ad34b2>:0 

Does anyone know what to do about it?

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13 hours ago, Xeithr said:

Bp9partswitch had an error and as I can't find what caused it I need help finding the cause                                  

here my ksp log file https://mega.nz/file/5Tx2xbgB#BuhEhT36TVnrgd44XmLOz_7xl2WaUTb8RszKxXia2eY

although it's not due to tweakscale I'm posting here so that I can get help, otherwise I won't be able to play ksp until I can fix this                

You have a "nice" collection of Exceptions on your rig.

On your specific case, I think that B9-PS is borking while trying to compile the part due missing thingies. i detected that KIS and SuperKerbal are failing to being loaded:

[ERR 11:15:20.553] AssemblyLoader: Exception loading 'SuperKerbal': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0
  at AssemblyLoader.LoadAssemblies () [0x000e6] in <cd473063d3a2482f8d93d388d0c95035>:0
    
------

[ERR 11:15:20.553] AssemblyLoader: Exception loading 'SuperKerbal': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0
  at AssemblyLoader.LoadAssemblies () [0x000e6] in <cd473063d3a2482f8d93d388d0c95035>:0

Additional information about this exception:

 System.IO.FileNotFoundException: Could not load file or assembly 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null'

 System.IO.FileNotFoundException: Could not load file or assembly 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null'

I think you should install KIS or uninstall SuperKerbal.

Another weird thing I found is this:

[ERR 11:17:15.013] Cannot find a PartModule of typename 'Module_BobsExplosionDetector'

[LOG 11:17:15.020] DeepFreezer OnDestroy
[EXC 11:17:15.021] NullReferenceException: Object reference not set to an instance of an object
        DF.DeepFreezer.OnDestroy () (at <72233efaa3ee4936a15201f98fac7b68>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Object:DestroyImmediate(Object)
        PartLoader:StripComponent(GameObject)
        PartLoader:CreatePartIcon(GameObject, Single&)
        PartLoader:ParsePart(UrlConfig, ConfigNode)
        <CompileParts>d__56:MoveNext()
        UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

I don't know what "Module_BobsExplosionDetectoris, but apparently you need to install it to have DeepFreezer working? (It's a guess, the problems may not be related - coincidences do happen!)

I also found this, however:

[ERR 11:17:29.515] Cannot find a PartModule of typename 'Module_BobsExplosionDetector'

[ERR 11:17:29.522] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at B9PartSwitch.ColorPropertyModifierInfo+<CreateModifiers>d__4.MoveNext () [0x00050] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.MaterialModifierInfo+<CreateModifiers>d__8.MoveNext () [0x001dd] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) [0x00383] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.ModuleB9PartSwitch.InitializeSubtypes (System.Boolean displayWarnings) [0x0005b] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.ModuleB9PartSwitch.OnIconCreate () [0x00006] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at PartLoader.CreatePartIcon (UnityEngine.GameObject newPart, System.Single& iconScale) [0x0005c] in <cd473063d3a2482f8d93d388d0c95035>:0
  at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00ff2] in <cd473063d3a2482f8d93d388d0c95035>:0
  at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <cd473063d3a2482f8d93d388d0c95035>:0

[ERR 11:17:29.522] PartCompiler: Cannot compile part

And now I'm pretty confident that the problem is related to 'Module_BobsExplosionDetector' . You need to install whatever it provide this module, or uninstall the thing that it's installing patching the module without installing the DLL.

ALTERNATIVELLY: A change on KSP 1.12.2 really broke my legs on a TweakScale Companion, as now the DLL filename appears to have to be the same of the Assembly being loaded (or perhaps the "_" on the filename is the cause? I didn't found the time to investigate this yet). Additionally, DLLs without versioning are now borking while being loaded on KSP 1.12.2.

I dug a bit looking for who is providing the 'Module_BobsExplosionDetector' and I found it's Bob's Panic Box. Digging a bit more, I detected that the DLL is not registering the DLL version thingy. Well, culprit found. :)

Reach the Bob's Panic Box maintainer on his thread and ask for help. It's an easy fix.

I'm not 100% sure this is the only cause for your B9-PS problems, but it worths a try.

In time: You are still using TS 2.4.5.4. Please update it to 2.4.5.8 - important bug fixes were implemented on the latest release (one of them, a fix on the marvellous bork I did on the WatchDog distribution files).

 

13 hours ago, grisby_2133 said:

I'm seeing a bunch of these with OPT parts:

[ERR 20:24:15.729] Module TweakScale threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object
  at TweakScale.Hotkey.Load () [0x00000] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.Hotkey..ctor (System.String name, System.Collections.Generic.ICollection`1[T] defaultKey) [0x00068] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.Hotkeyable..ctor (TweakScale.OSD osd, System.String name, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x00030] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.HotkeyManager.AddHotkey (System.String hotkeyName, System.Collections.Generic.ICollection`1[T] tempDisableDefault, System.Collections.Generic.ICollection`1[T] toggleDefault, System.Boolean state) [0x0001b] in <3fffb31832484cf3a46abdce9d493425>:0 
  at TweakScale.TweakScale.OnStart (PartModule+StartState state) [0x000bd] in <3fffb31832484cf3a46abdce9d493425>:0 
  at Part.ModulesOnStart () [0x00120] in <8861f4ca916d41ddac4d879a32ad34b2>:0 

Does anyone know what to do about it?

Something else decided to use LeftControl-K as a HotKey, and then TweakScale borked up trying to hook this key for the Daisy Chaining feature.

TweakScale uses this HotKey since November 2014 (at least). So I'm inclined to think that someone else is stomping on TweakScale toes on this one.

Hit LEFTCTRL-K and see who responds - this will detect who fetched this HotKey first, and then we can try to figure out a workaround for you.

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1 hour ago, Hohmannson said:

Kerbal Konstructs build mode uses it(in flight), for a very long time. But i use it for a long time and don't have problems with TweakScale for same long time. BTW didn't know about Daisy Chaining too.

Yep, found it here. But it register this key on the Flight Scene, where TweakScale does not!!

And this code is there for 4 years already! It's virtually impossible that we would be colliding just today, as TweakScale register the LeftControl-K on Editor Scene since 2014 (and its working), and KK does the same on Flight since 2017.

Had you ever run KK and TS on any previous KSP version? I will try here to see what I get...

in time: Daisy Chaining is the ability to scale all parts attached to the one you are scaling now in a chain "reaction". This way you can rescale a whole subtree at once, instead of doing it part by part.

— — POST EDIT — — 

I just tested the latest Kerbal Konstructs with the latest TweakScale on KSP 1.11.2 . Everything worked as expected - Ctrl-K toggled the Chain Scaling on Editor, Ctrl-K activated the KK Menu on Flight. Reverting back to Editor Scene keep things working as expected….

— — POST POST EDIT — --

Nope it's fine. I launched and recovered/reverted a vehicle multiple times on KSP 1.12.2, and nothing wrong happened with the Key Bindings. But I found an Exception on KK, that prevented the Window to work correctly (and from closing)

Spoiler

[EXC 17:51:33.261] MissingMethodException: void UnityEngine.GUIText.set_text(string)
        KerbalKonstructs.UI.EditorGUI.CloseVectors () (at <d148da5d5d9249218e63843d11b290e5>:0)
        KerbalKonstructs.UI.EditorGUI.Close () (at <d148da5d5d9249218e63843d11b290e5>:0)
        KerbalKonstructs.UI.StaticsEditorGUI.Close () (at <d148da5d5d9249218e63843d11b290e5>:0)
        KerbalKonstructs.UI.KKWindow.Toggle () (at <d148da5d5d9249218e63843d11b290e5>:0)
        KerbalKonstructs.UI.StaticsEditorGUI.ToggleEditor () (at <d148da5d5d9249218e63843d11b290e5>:0)
        KerbalKonstructs.KerbalKonstructs.LateUpdate () (at <d148da5d5d9249218e63843d11b290e5>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

@Hohmannson, try again but this time on the Editor. Whoever will answer you on the VAB/SPH is probably the one we are looking for now.

Edited by Lisias
post edit
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Hello there,

I´m getting 4 fatal errors pointed by TweakScale, duplicate properties, need some help to figure out what is the reason of the problem for to fix it,

checking the log file looks like a massive bunch of errors and exceptions, but only this four errors prevent me from to start the game, the game was running with all the mods flawlessly, the thing was that  I had trouble installing a new ssd drive, windows somehow wipe out my ksp installs, when I reinstall it with all the mods, I found this errors, so any help or clue is appreciated,

thanks

 

Mario

 

here is the fat log file  https://www.mediafire.com/file/2n40xpniax9aq6g/KSP.log/file  fatal errors are at 23:10:20.977

 

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8 hours ago, Makrom said:

Hello there,

I´m getting 4 fatal errors pointed by TweakScale, duplicate properties, need some help to figure out what is the reason of the problem for to fix it,

Hi!

Found them:

[LOG 23:10:20.977] [TweakScale] ERROR: **FATAL** Part spotLight1 (Illuminator Mk1) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0
[LOG 23:10:20.978] [TweakScale] ERROR: **FATAL** Part spotLight2 (Illuminator Mk2) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0
[LOG 23:10:20.992] [TweakScale] ERROR: **FATAL** Part cargoContainer (non RO - SEQ-9 Container Module) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0
[LOG 23:10:20.992] [TweakScale] ERROR: **FATAL** Part smallCargoContainer (non RO - SEQ-3 Cargo Storage Unit) has a fatal problem due having duplicated properties - see issue [#34]( https://github.com/net-lisias-ksp/TweakScale/issues/34 ). at error:0

There's some old file from a previous TweakScale installation lingering around, and it is playing havoc with the patching. Completely remove the TweakScale folder and install it again.

In time, what was your previous TweakScale version before the update?

Cheers!

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Hey!

Thanks for the fast answer, I have installed tweakscale 2.4.5.8, the version that I had installed before was 2.4.5.1, so I just downgrade to 2.4.5.1 and problem solved !

By the way, this was a completely fresh install, so there was no previous version of TweakScale installed.

It´s a very useful and nice mod.

 

cheers!

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1 hour ago, Makrom said:

Hey!

Thanks for the fast answer, I have installed tweakscale 2.4.5.8, the version that I had installed before was 2.4.5.1, so I just downgrade to 2.4.5.1 and problem solved !

Humm.. Please send me your current KSP.log. I want to compare with your previous, I think we had found something… weird.

 

1 hour ago, Makrom said:

By the way, this was a completely fresh install, so there was no previous version of TweakScale installed.

I may had misdiagnosed your issue. I will check it again.

— —  POST EDIT — — 

Nope, there's something pretty weird on your rig. This is your patching log:

[LOG 23:00:32.652] Config(@PART[spotLight1]) TweakScale/patches/Squad/Utility/@PART[spotLight1]
[LOG 23:00:32.652] Config(@PART[spotLight2]) TweakScale/patches/Squad/Utility/@PART[spotLight2]
[LOG 23:00:32.652] Config(@PART[spotLight1]:NEEDS[Squad,TweakScale]) TweakScale/patches/Squad/Utility.legacy/@PART[spotLight1]:NEEDS[Squad,TweakScale]
[LOG 23:00:32.652] Config(@PART[spotLight2]:NEEDS[Squad,TweakScale]) TweakScale/patches/Squad/Utility.legacy/@PART[spotLight2]:NEEDS[Squad,TweakScale]

Do you see how the patchings by Utility.legacy has the :NEEDS[Squad,TweakScale] while the patchings from Utility has not?? This means the your TweakScale/patches/Squad/Utility.cfg is from a older version of TweakScale.

And this I could double confirm by inspecting my copy of TweakScale/patches/Squad/Utility.cfg where the patchings for spotLight1 and spotlight were replaced by the _v2 versions of it.

SO… Perhaos I have borked the distribution? Well, nope. I just redownloaded and inspected the files I published on Github, Spacedock and Curseforge - and the TweakScale/patches/Squad/Utility.cfg is the one I expected to see.

So, and again, my previous diagnose is kinda right: oldies lingering around on a new instalment.

But since you say that you didn't installed any other TweakScale package, something else must had done it. So, inspecting carefully your KSP.log I found Interstellar installed too, and I know this one has TweakScale embedded on the package - think of Interstellar as a "self contained" distribution where the maintainer  packs everything but the kitchen's sink on a mega-package that he carefully certified to be working. And..

Uhhh, that's a bingo! :)

Spoiler

 

It is distributing the 2.4.4.5 release of TweakScale, with a patch that matches what I found.

So what I think it was happened is that TweakScale 2.4.4.8 was installed, and then Interstellar was installed - and the embedded TweakScale version from it overwrote the 2.4.4.8 version!

If you did installed them by hand, next time just remember to first install Interstellar first and then replace the older TweakScale with the new one.

If you used some Installer as Curse Installer or CKAN, please file a bug report on them!

Cheers!

Edited by Lisias
That's a bingo!!
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3 minutes ago, Makrom said:

https://www.mediafire.com/file/2n40xpniax9aq6g/KSP.log/file   

there you go, that´s the new log, I just run the game , check some ships,  did some orbiting for testing and there was no problems related.

I had to delete the old file, so I hope you have it for the comparison.

Hope this helps

Yes, it confirmed my last diagnosis!! :)

See this post.

(hey, thanks for the fast reply! This is almost a online chat now!! :D )

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Well, okay, I was suspecting that something was happening with interstellar, and in fact I think it was the last thing I install..., so it ,makes sense.

Thank you !

cheers

Edited by Makrom
got more info about the issue, so I update
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I've noticed some strange happenings when I change the scale of a surface scale part beyond 400%.

The snap setting, when enabled, puts the part far away as if the part were scaled at 400%, the default maximum. Then, when launched, the craft undergoes ICAABEL (Instantaneous Craft Annihilation Accompanied By Extreme Lag) after a couple of minutes. It's only happened yesterday, but could it be because I changed the DefaultScales file to allow scaling beyond the default maximum? I'd rather my crafts be stable than have a half-life of 24Ne; You can see this happening in one of my streams from yesterday, and I had unbreakable joints, no crash damage, all grandparent autostrut, actual struts, and rigid attachments, and it's like the game just ignored them. Is there anything I can do to fix this bug?

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On 9/16/2021 at 1:58 AM, Lisias said:

You have a "nice" collection of Exceptions on your rig.

On your specific case, I think that B9-PS is borking while trying to compile the part due missing thingies. i detected that KIS and SuperKerbal are failing to being loaded:

[ERR 11:15:20.553] AssemblyLoader: Exception loading 'SuperKerbal': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0
  at AssemblyLoader.LoadAssemblies () [0x000e6] in <cd473063d3a2482f8d93d388d0c95035>:0
    
------

[ERR 11:15:20.553] AssemblyLoader: Exception loading 'SuperKerbal': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
  at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0
  at AssemblyLoader.LoadAssemblies () [0x000e6] in <cd473063d3a2482f8d93d388d0c95035>:0

Additional information about this exception:

 System.IO.FileNotFoundException: Could not load file or assembly 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null'

 System.IO.FileNotFoundException: Could not load file or assembly 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null' or one of its dependencies.
File name: 'KIS, Version=1.20.7062.41416, Culture=neutral, PublicKeyToken=null'

I think you should install KIS or uninstall SuperKerbal.

Another weird thing I found is this:

[ERR 11:17:15.013] Cannot find a PartModule of typename 'Module_BobsExplosionDetector'

[LOG 11:17:15.020] DeepFreezer OnDestroy
[EXC 11:17:15.021] NullReferenceException: Object reference not set to an instance of an object
        DF.DeepFreezer.OnDestroy () (at <72233efaa3ee4936a15201f98fac7b68>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Object:DestroyImmediate(Object)
        PartLoader:StripComponent(GameObject)
        PartLoader:CreatePartIcon(GameObject, Single&)
        PartLoader:ParsePart(UrlConfig, ConfigNode)
        <CompileParts>d__56:MoveNext()
        UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

I don't know what "Module_BobsExplosionDetectoris, but apparently you need to install it to have DeepFreezer working? (It's a guess, the problems may not be related - coincidences do happen!)

I also found this, however:

[ERR 11:17:29.515] Cannot find a PartModule of typename 'Module_BobsExplosionDetector'

[ERR 11:17:29.522] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object
  at B9PartSwitch.ColorPropertyModifierInfo+<CreateModifiers>d__4.MoveNext () [0x00050] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.MaterialModifierInfo+<CreateModifiers>d__8.MoveNext () [0x001dd] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) [0x00383] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.ModuleB9PartSwitch.InitializeSubtypes (System.Boolean displayWarnings) [0x0005b] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at B9PartSwitch.ModuleB9PartSwitch.OnIconCreate () [0x00006] in <2aacd5f344de4b4cbd0690767697fdd6>:0
  at PartLoader.CreatePartIcon (UnityEngine.GameObject newPart, System.Single& iconScale) [0x0005c] in <cd473063d3a2482f8d93d388d0c95035>:0
  at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00ff2] in <cd473063d3a2482f8d93d388d0c95035>:0
  at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <cd473063d3a2482f8d93d388d0c95035>:0

[ERR 11:17:29.522] PartCompiler: Cannot compile part

And now I'm pretty confident that the problem is related to 'Module_BobsExplosionDetector' . You need to install whatever it provide this module, or uninstall the thing that it's installing patching the module without installing the DLL.

ALTERNATIVELLY: A change on KSP 1.12.2 really broke my legs on a TweakScale Companion, as now the DLL filename appears to have to be the same of the Assembly being loaded (or perhaps the "_" on the filename is the cause? I didn't found the time to investigate this yet). Additionally, DLLs without versioning are now borking while being loaded on KSP 1.12.2.

I dug a bit looking for who is providing the 'Module_BobsExplosionDetector' and I found it's Bob's Panic Box. Digging a bit more, I detected that the DLL is not registering the DLL version thingy. Well, culprit found. :)

Reach the Bob's Panic Box maintainer on his thread and ask for help. It's an easy fix.

I'm not 100% sure this is the only cause for your B9-PS problems, but it worths a try.

In time: You are still using TS 2.4.5.4. Please update it to 2.4.5.8 - important bug fixes were implemented on the latest release (one of them, a fix on the marvellous bork I did on the WatchDog distribution files).

 

Something else decided to use LeftControl-K as a HotKey, and then TweakScale borked up trying to hook this key for the Daisy Chaining feature.

TweakScale uses this HotKey since November 2014 (at least). So I'm inclined to think that someone else is stomping on TweakScale toes on this one.

Hit LEFTCTRL-K and see who responds - this will detect who fetched this HotKey first, and then we can try to figure out a workaround for you.

even after doing that I'm still having problems

here's my latest log file https://mega.nz/file/0fp2UZ6D#18xo_drFtct3AebatotiETWlMx4dHiq2ZSoFuMIX010

here's screenshots of what B9-P5 is giving me https://mega.nz/file/xKwGXRzJ#-iPlX9SFYXOPIp9q3r0_jzsmbGFp947gKkIQDw-gD-U

Edited by Xeithr
fixed typo
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1 hour ago, Kebab Kerman said:

rigid attachments

Was it a big craft? Unity hates rigid attachments in big craft and happily blows them up. I used to put masses of struts to try to hold large craft together before I found this out. Never worked. But turn off rigidity and things became ok again.

Edited by ColdJ
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4 hours ago, Xeithr said:

even after doing that I'm still having problems

here's my latest log file https://mega.nz/file/0fp2UZ6D#18xo_drFtct3AebatotiETWlMx4dHiq2ZSoFuMIX010

Checking. Well, first the good news: Bob's Panic Button is fixed. You did the TS update to 2.4.5.8 too, good.

But the MM WatchDog is still borking on you? I think you forgot to update the file 666_ModuleManagerWatchDog.dll from the TweskScale-2.4.5.8.zip file. Please copy it into the GameData folder, on the same place where is the 999_Scale_Redist.dll. It will not solve your problem, but will fix an annoyance on the KSP.log (and also help to keep your KSP safe, as the WatchDog monitors a few mishaps that can prevent your game from running fine later, while loading a SaveGame).

I found some exceptions from Waterfall too, but apparently outside the window where they could cause problems to B9-PS. I think you forgot to download some configs for Waterfall, try this one. I didn't found configurations for Waterfall on your KSP, only the base plugin - I don't think it's working for you right now.

Finally, SuperKerbal is still borking - I think you have no choice but to delete it - or, better, remove WildBlueIndustries/KerbalKISItems as SuperKerbal appears to be from it. SuperKerbal is throwing so much Exceptions on critical parts of the initialization that a lot of parts are not being correctly initialised, and I think B9-PS is borking because these parts are completely bonks.

Let me know if this fixes your problems.

 

5 hours ago, Kebab Kerman said:

I've noticed some strange happenings when I change the scale of a surface scale part beyond 400%.

Uh, dude… This is a known source of headaches. :)

On the old days, it was found that scaling things over 400% left KSP prone to… "disasters" :P . Even crashes to desktop, I heard.

To understand why this happens, I need to explain to you some gory details about how KSP physics works.

The first gory detail is the float. A lot of thingies on the physics engine works with "single" floats (floating point numbers with simple precision, or 32 bits in size), but a lot of things nowadays are using double precision floats (64 bits) as default - everything is already 64 bits under the bonnet, anyway. At that time using 32 bits were wiser because our computers had 32 bits buses, but now with 64 bits buses it makes no sense to use 32 bits - unless you don't need the extra precision and are using specialised hardware to do the computations that are faster on 32 bits (as GPUs we use nowadays, they compute floats in 32 bits more than 12 times faster than they do on 64).

Oukey, but what is the problem? Well,  we have some borderline situations on using floats: if you divide anything by zero, you get a thingy called NaN (Not a  Number) as the result, and injecting NaNs on the physics engine blow up things. This is the reason TweakScale doesn't allows you to downscale things below 3%, because scaling down small things to be even smaller risk the 64 bits computations to "underflow" when converting them to 32 bits before feeding the physics engine, ending up with a 0.0 on the 32 bits float that are injected into the physics engine and… BADA BOOM.

Spoiler

 

But while scaling up, we would have overflows and other idiosyncrasies where the computation can return a +Inf or -Inf - yep, infinity. Now try to feed the physics engine with Infs and see things becoming completely bonks - imagine the weight of a part going to Inf, or perhaps the thrust of an engine - of even the torque…  And once something on the chain of computations goes to NaN or Inf, these pesky thingies proliferate as rabbits to a point in which almost every result ends up being NaN or Inf on the other side of the pipeline.

I think you may have figured out already what could be happening on your rig. :) 

Scaling things under 3% and over 400% is a trial and error activity: you will walk away with some parts, but not with others. On the bottom line, TweakScale ends up having some checkings about scalings below 3% or above 400% on the code - and I bet your problems with attachment nodes is due one of these checks (that surely had blew something in the past, before my tenure).

 

4 hours ago, ColdJ said:

Unity hates rigid attachments in big craft and happily blows them up. I used to put masses of struts to try to hold large craft together before I found this out. Never worked. But turn off rigidity and things became ok again.

Didn't knew about this one. Good to know! :)

Edited by Lisias
some entertaining grammars made less entertaining.
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40 minutes ago, Lisias said:

Checking. Well, first the good news: Bob's Panic Button is fixed. You did the TS update to 2.4.5.8 too, good.

But the MM WatchDog is still borking on you? I think you forgot to update the file 666_ModuleManagerWatchDog.dll from the TweskScale-2.4.5.8.zip file. Please copy it into the GameData folder, on the same place where is the 999_Scale_Redist.dll. It will not solve your problem, but will fix an annoyance on the KSP.log (and also help to keep your KSP safe, as the WatchDog monitors a few mishaps that can prevent your game from running fine later, while loading a SaveGame).

I found some exceptions from Waterfall too, but apparently outside the window where they could cause problems to B9-PS. I think you forgot to download some configs for Waterfall, try this one. I didn't found configurations for Waterfall on your KSP, only the base plugin - I don't think it's working for you right now.

Finally, SuperKerbal is still borking - I think you have no choice but to delete it - or, better, remove WildBlueIndustries/KerbalKISItems as SuperKerbal appears to be from it. SuperKerbal is throwing so much Exceptions on critical parts of the initialization that a lot of parts are not being correctly initialised, and I think B9-PS is borking because these parts are completely bonks.

Let me know if this fixes your problems.

 

Uh, dude… This is a known source of headaches. :)

On the old days, it was found that scaling things over 400% left KSP prone to… "disasters" :P . Even crashes to desktop, I heard.

To understand why this happens, I need to explain to you some gory details about how KSP physics works.

The first gory detail is the float. A lot of thingies on the physics engine works with "single" floats (floating point numbers with simple precision, or 32 bits in size), but a lot of things nowadays are using double precision floats (64 bits) as default - everything is already 64 bits under the bonnet, anyway. At that time using 32 bits were wiser because our computers had 32 bits buses, but now with 64 bits buses it makes no sense to use 32 bits - unless you don't need the extra precision and are using specialised hardware to do the computations that are faster on 32 bits (as GPUs we use nowadays, they compute floats in 32 bits more than 12 times faster than they do on 64).

Oukey, but what is the problem? Well,  we have some borderline situations on using floats: if you divide anything by zero, you get a thingy called NaN (Not a  Number) as the result, and injecting NaNs on the physics engine blow up things. This is the reason TweakScale doesn't allows you to downscale things below 3%, because scaling down small things to be even smaller risk the 64 bits computations to "underflow" when converting them to 32 bits before feeding the physics engine, ending up with a 0.0 on the 32 bits float that are injected into the physics engine and… BADA BOOM.

  Reveal hidden contents
 

 

But while scaling up, we would have overflows and other idiosyncrasies where the computation can return a +Inf or -Inf - yep, infinity. Now try to feed the physics engine with Infs and see things becoming completely bonks - imagine the weight of a part going to Inf, or perhaps the thrust of an engine - of even the torque…  And once something on the chain of computations goes to NaN or Inf, these pesky thingies proliferate as rabbits to a point in which almost every result ends up being NaN or Inf on the other side of the pipeline.

I think you may have figured out already what could be happening on your rig. :) 

Scaling things under 3% and over 400% is a trial and error activity: you will walk away with some parts, but not with others. On the bottom line, TweakScale ends up having some checkings about scalings below 3% or above 400% on the code - and I bet your problems with attachment nodes is due one of these checks (that surely had blew something in the past, before my tenure).

 

Didn't knew about this one. Good to know! :)

Kind of fixed it (got to the main menu this time)

here's the three screenshots of what showed up https://mega.nz/file/NLglhCZL#HIc5UQkQjE7JX_YFjoXMBihPFa-SC3DrAcV_-KApppg

and here's the latest log https://mega.nz/file/Ne4hyKgR#hdNHBHXc5CEzj53Ycz52OyTZRiOdRcqKZ_h8L-zbGrM

the main problem is something to do with 125Tube-Small, though there's going to be other problems as well (validating files doesn't help either)

 

Edited by Xeithr
addition
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49 minutes ago, Xeithr said:

Kind of fixed it (got to the main menu this time)

here's the three screenshots of what showed up https://mega.nz/file/NLglhCZL#HIc5UQkQjE7JX_YFjoXMBihPFa-SC3DrAcV_-KApppg

and here's the latest log https://mega.nz/file/Ne4hyKgR#hdNHBHXc5CEzj53Ycz52OyTZRiOdRcqKZ_h8L-zbGrM

the main problem is something to do with 125Tube-Small, though there's going to be other problems as well (validating files doesn't help either)

Weird. Now the borking is happening on FarFutureTechologies:

[WRN 10:08:44.049] The script 'FarFutureTechnologies.ModulePulseEngineAnimator' could not be instantiated!
[EXC 10:08:44.054] NullReferenceException: Object reference not set to an instance of an object
        PartModuleList..ctor (Part part) (at <cd473063d3a2482f8d93d388d0c95035>:0)
        Part.Awake () (at <cd473063d3a2482f8d93d388d0c95035>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Object:Instantiate(GameObject)
        PartLoader:CreatePartIcon(GameObject, Single&)
        PartLoader:ParsePart(UrlConfig, ConfigNode)
        <CompileParts>d__56:MoveNext()
        UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[EXC 10:08:44.056] NullReferenceException: Object reference not set to an instance of an object
        Part.Effect (System.String effectName, System.Single effectPower, System.Int32 transformIdx) (at <cd473063d3a2482f8d93d388d0c95035>:0)
        ModuleEnginesFX.OnAwake () (at <cd473063d3a2482f8d93d388d0c95035>:0)
        PartModule.Awake () (at <cd473063d3a2482f8d93d388d0c95035>:0)
        UnityEngine.DebugLogHandler:LogException(Exception, Object)
        ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
        UnityEngine.Object:Instantiate(GameObject)
        PartLoader:CreatePartIcon(GameObject, Single&)
        PartLoader:ParsePart(UrlConfig, ConfigNode)
        <CompileParts>d__56:MoveNext()
        UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

It's the same problem - the module borking crashes the process, and later B9-PS borks because the part is bonkers.

Now you will need to ask for help on the FarFutureTechonologies thread! :) It's probably a missing dependency, but I don't know this add'on to advise you the ones that are missing. The maintainer should know these from heart - give him the link from this post or copy&paste the code block above (together the link to the KSP.log, of course). This will help him to reply faster.

Additionally, one of your screenshots says that ToolBar Controller is installed on the wrong place. This one is easy, you installed it on

GameData/CommunityResourcepack/001_ToolbarController

but the correct place is 

GameData/001_ToolbarController

Drag'n'drop the folder 001_ToolbarController to GameData and you will nail this one.

Cheers!

 

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Well, I've got a fine mess in the VAB. I've seen a few craft that have indexing warnings in the logs but now I have one that won't load without NRE and then I can't exit the VAB until I load a new blank craft. This log below is just loading a craft that has a bunch of indexing errors but no NRE or other apparent problem, then I loaded another ship "E" that also has indexing errors and then the NRE. 

KSP log

E craft

I can't tell what the EXC is on exactly- maybe Craft manager or the KatLib dependency (not updated in a long time)

Originally, I was placing/ replacing parts on "E" that I had in 2-symetry attached to parts in 6-symetry. I attached 6 parts in symmetry and then individually removed and deleted 4 of the parts, leaving 2 in symmetry. Then I was fiddling with it a little more and got NRE - I didn't save that log but I had a Scatterer NRE- shadow map? And a warning that there was a duplicate Scattered file and should check the GameData folder... I did check and didn't see anything. I removed Scatterer and manually deleted the folder left in GameData before relaunching and getting results and log above. I will pull out Craft Manager next. But why do I keep getting these indexing errors? What is prefab? 

EDIT: removed CraftManager... same behavior.  KSP log 

Edited by Krazy1
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