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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)


TriggerAu

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I have an issue that I think is caused by this mod.

When at the space center:

I created a raw timer to a specific date (~70 days in the future) and let the time run on max speed.

I manually set the time to normal speed about one hour before the timer hit => Everything is ok.

I then sped up time again and waited for the alarm to activate => I get the popup about the alarm being finished, but then I cannot click on any of the buildings anymore. I am forced to restart the game again for it to work.

Additional details:

* Version: 2.7.8.1

* The configuration is set so that the alarm is deleted when I close the alarm dialog.

* This is the only alarm in the list.

This has happened to me several times, but this is the first when I took more detailed notes.

Update:

I ran another test where I chose to not delete the alarm in the dialog => Ok!

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I'm not sure if this is related to the patch which fixed the jump to ship button clickthrough, but sometimes (32-bit) I return to the space center and I cannot click any of the buildings. Only a game restart fixes.

I did do quite a bit of testing on that one, but it is altogether possible. I'd suggest turning off the click through blocking in the KAC settings and see if you still have an issue - if not then I'll have a bit of a deeper hunt

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Update to my previous findings:

The non-clickability bug happened to me without any alarm being triggered.

I got the bug after ok:ing the result dialog from my manned Moho mission.

Something is broken with the dialogs in the game.

Also, I am running 32-bit in case that matters.

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Update to my previous findings:

The non-clickability bug happened to me without any alarm being triggered.

I got the bug after ok:ing the result dialog from my manned Moho mission.

Something is broken with the dialogs in the game.

Also, I am running 32-bit in case that matters.

Thanks for the details, if you can try disabling the click through prevention option as well and check that resolves the issue I can look again tonight

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I did do quite a bit of testing on that one, but it is altogether possible. I'd suggest turning off the click through blocking in the KAC settings and see if you still have an issue - if not then I'll have a bit of a deeper hunt

That's the "UIBlockersEnabled" setting in the config.xml, right? I'll set it to 0 and let you know how it goes.

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That's the "UIBlockersEnabled" setting in the config.xml, right? I'll set it to 0 and let you know how it goes.

Yep, or click the settings icon on the mod and go to visibility and theres a toggle to control it in game

EDIT: I can replicateyour issue with the delete on close checkbox - working on it now

Edited by TriggerAu
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v2.7.8.2 Now Available - Download from GitHub or Download from Curse* * Once it's approved

Rewrote the input locking code to be more forgiving when things close and scenes change. If you think you're having issues with it then please disable it in the settings (either in game or in the file) to remove any issues caused by it - and let me know. I think this newer version should be pretty good

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I'm experiencing crashes with this on 64-bit. I quickly searched the thread and saw that there used to be problems with KAC and 64-bit. Is this still a known problem or are my crashes unexpected (and thus you want logs)?

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I am also having crashes with this addon on the 64-bit version, I haven't found any particular hint in the log.

The game firstly crash when loading or building a new vessel (on the launch site or in the VAB) and after the game systematically crash when trying to load a save.

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I can't make the 64-bit Windows version crash on my machines, but I am only running KAC when I test. If your having issues in the 64 bit Windows KSP version can you:

  1. Check if the same behaviour occurs in the 32-bit version
  2. Double-check the 64-bit threads about the known issues with multiple mods and stuff - maybe try it with a minimal set of mods if you can
  3. Provide the output_log.txt file

There are quite a few reports of the 64-bit version becoming unstable as more mods are added, but not always the same mod.

24.2 Threads

http://forum.kerbalspaceprogram.com/threads/86845-25Jul-0-24-2-Issues-Fix

http://forum.kerbalspaceprogram.com/threads/86817-0-24-2-x64-%2864-bit%29-for-Windows-List-of-bugs-and-issues-possible-fixes

http://forum.kerbalspaceprogram.com/threads/86552-64-bit-Mod-Compatibility-List-and-Issue-Reporting-Guide

http://forum.kerbalspaceprogram.com/threads/24536-Self-help-for-crashes-look-here-first-if-KSP-crashes

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Thanks for the Thanks :) Tis good to know people find it useful... even the lurkers

Theres no problem running older versions, if you dont need the fixes or features in em then go for it. And if you dont want the daily reminder of a new version then turn off the daily update checker

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Thanks for the Thanks :) Tis good to know people find it useful... even the lurkers

Yep, it is one of the most useful tools available, really.

Edit: I've removed it for now though, it's causing me to crash on loading into the space centre from launching the game four out of five times. Might be a conflict with some other mod, I don't know.

Edited by Amontadillo
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very minor niggle in the latest version is that the Date field in the New Alarm window jumps to 2 lines when double-digit seconds are used. Might be thanks to KSP changing the font between 0.23.5 and 0.24

Added it to the work list

Yep, it is one of the most useful tools available, really.

Edit: I've removed it for now though, it's causing me to crash on loading into the space centre from launching the game four out of five times. Might be a conflict with some other mod, I don't know.

Is this in 32bit or 64bit - and do you mind sharing a log of the crash?

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Thanks for the Thanks :) Tis good to know people find it useful... even the lurkers

A a lurker myself, just a correction here: I do not find KAC useful. I find it indispensable. Really great work. Thank you.

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I am not familiar enough with the crash log to know what can be left out or not, and it really is a very huge file.

http://justpaste.it/ghzk

Hmm.. the Stack Trace looks interesting..

========== OUTPUTING STACK TRACE ==================

(0x0000000103850000) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x0000000039BFCD22) (Mono JIT code): (filename not available): CrewGenerator:RandomCrewMemberPrototype (ProtoCrewMember/KerbalType) + 0xf2 (0000000039BFCC30 0000000039BFCE14) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BFCBB5) (Mono JIT code): (filename not available): KerbalRoster:GetNewKerbal (ProtoCrewMember/KerbalType) + 0x25 (0000000039BFCB90 0000000039BFCBF2) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BFC749) (Mono JIT code): (filename not available): Contracts.Templates.RescueKerbal:Generate () + 0x209 (0000000039BFC540 0000000039BFCB34) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BF168D) (Mono JIT code): (filename not available): Contracts.Contract:Generate (System.Type,Contracts.Contract/ContractPrestige,int,Contracts.Contract/State) + 0xfd (0000000039BF1590 0000000039BF17CD) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BF154D) (Mono JIT code): (filename not available): Contracts.ContractSystem:GenerateContract (int,Contracts.Contract/ContractPrestige,System.Type) + 0xbd (0000000039BF1490 0000000039BF155E) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BF128D) (Mono JIT code): (filename not available): Contracts.ContractSystem:GenerateContract (int&,Contracts.Contract/ContractPrestige) + 0x6d (0000000039BF1220 0000000039BF145E) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BF115A) (Mono JIT code): (filename not available): Contracts.ContractSystem:GenerateContracts (int&,Contracts.Contract/ContractPrestige,int) + 0x4a (0000000039BF1110 0000000039BF11E8) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BF0534) (Mono JIT code): (filename not available): Contracts.ContractSystem:RefreshContracts () + 0x234 (0000000039BF0300 0000000039BF0606) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000039BCDFC1) (Mono JIT code): (filename not available): Contracts.ContractSystem/:MoveNext () + 0x151 (0000000039BCDE70 0000000039BCE015) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x0000000003CED36B) (Mono JIT code): (filename not available): (wrapper runtime-invoke) <Module>:runtime_invoke_bool__this__ (object,intptr,intptr,intptr) + 0x6b (0000000003CED300 0000000003CED3FC) [0000000001FE4D48 - Unity Root Domain] + 0x0
(0x000007FEECF836CA) (mono): (filename not available): mono_set_defaults + 0x2b8e
(0x00000000397763D0) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x00000000FFFFFFFF) ((module-name not available)): (filename not available): (function-name not available) + 0x0
(0x0000000001FE4D48) ((module-name not available)): (filename not available): (function-name not available) + 0x0

========== END OF STACKTRACE ===========

Do you have any mods that change contracts or kerbalEVAs? Now that I think of it, it could be some problem with the fact new kerbalEVAs are spawned and your settings for KAC include something like attaching alarms to them? I don't know for sure though.

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@Amontadillo

Pff... I've seen 16 MB logs. That was nothing.

So yes, looks like the crash occurs while loading contracts. Could you make a backup of your save, install KAC, and try regenerating the Contracts? (Debug Menu > Contracts > Tools > Regenerate Current Contracts). You'll lose some recent contracts, but you should at least keep your progress.

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