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[1.4.0-1.6.x] Module Manager 4.0.2 (February 3rd 2019) - Right To Ludicrous Speed

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1 hour ago, Citizen247 said:

I need to create module definitions to drop into several different parts but I can't seem to get it to work.

...

Is this possible? Am I doing something wrong?

Yes, you're trying to edit a MODULE that isn't there.  Remember that @MODULE looks for an existing module but does nothing if it isn't found

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29 minutes ago, blowfish said:

Yes, you're trying to edit a MODULE that isn't there.  Remember that @MODULE looks for an existing module but does nothing if it isn't found

Ah, now I feel stupid :) Thanks very much!

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@sarbian I've run into an odd bug that I've been able to reproduce on two different computers.  If MM has to create the cache, the stock Squad inflatable heat shield automatically inflates in the VAB and there is no way to deflate it. The right click menu has the option Toggle instead of Deflate Heat Shield. Clicking Toggle doesn't do anything. My concern is there may be more scrambled than just this one part.

I ran into it with a 1.6.0 install and around 100 mods. Looking for mod conflicts I was able to reproduce it with a clean install of 1.6.0 and only Module Manager with no other mods installed. I tried with 1.3.2 and 1.3.1, but nothing older. After running into the problem on my gaming computer I installed KSP 1.6.0 on an older laptop and was able to reproduce the problem.

First delete the cache files MM creates, to force it to create them. Then start the game, go into the VAB, and add the inflatable heat shield to a craft. It should automatically inflate and there is no option to deflate it. A NullReferenceException is thrown when the the heatshield is added to the craft. Quit and restart, go into the VAB, add the heatshield and there should be no problem on the second start.

If Module Manager has to build the cache, the problem occurs stock or modded.

If MM loads from the cache there is no problem.

Stock install without MM there is no problem.

So, the workaround seems to be that whenever your mods change you have to load the game, quit and restart to avoid this.

KSP.LOG  output_log.txt

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@Tonka Crash avoid using mods with 1.6 for now, there's a rather serious issue which ModuleManager makes much worse (I think this is likely a manifestation of that).  Squad is aware of it, currently waiting until the new year to see if they'll fix or not (fixing on the ModuleManager side would not be ideal).  If you absolutely have to use 1.6 with mods, let KSP load to the main menu, quit, and then reload KSP without changing anything (so that ModuleManager loads from cache) and do this every time you add, remove, or change a mod.

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2 minutes ago, Tonka Crash said:

@blowfish Is there a thread where this problem is being discussed?

I don't believe so, but I also believe most of Squad is taking time off right now.

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2 hours ago, blowfish said:

@Tonka Crash avoid using mods with 1.6 for now, there's a rather serious issue which ModuleManager makes much worse (I think this is likely a manifestation of that).  Squad is aware of it, currently waiting until the new year to see if they'll fix or not (fixing on the ModuleManager side would not be ideal).  If you absolutely have to use 1.6 with mods, let KSP load to the main menu, quit, and then reload KSP without changing anything (so that ModuleManager loads from cache) and do this every time you add, remove, or change a mod.

If it serves for something, I detected the need for this workaround on the 1.5.x too (and I think - but I'm not sure if memory is serving me right -  I had to do it once on 1.4.5).

 

— — — POST EDIT — — — 

Had someone tried to check the problem with and without Making History installed? MH uses the Start Menu to fire some internal processes, and this had bitten me more than once!

Edited by Lisias
post edit

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2 hours ago, Lisias said:

Had someone tried to check the problem with and without Making History installed?

I've been running 1.6 without MH installed and have noticed no issues at all. 

I'm running everything I had installed under 1.5.1, and it all appears to be working without any problems.

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2 hours ago, Lisias said:

Had someone tried to check the problem with and without Making History installed?

Good question.  I can demonstrate the inflated heat-shield and ignited NERVAs problem, using blowfish's method of deleting partDatabase.cfg in a stock 1.6.0, without Making History.  That might narrow down the problem, so I'll update entry 20758 on the bug-tracker.

Edited by OHara

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As a player of KSP, I wanted to thank those for their time and effort in figuring this out and coming up with a work around.

I would like to be able to move my modded game over to 1.6.x , but I can wait.. :)

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I found a workaround to the "Variant: Variant Name" issue.
It is in no way a permanent fix. It has to be done every time you start the game.
I also recommend uninstalling any mods that change the way the parts list is shown.
This includes "Filter Extensions"

While you're in the main menu, open the Debug Menu (Alt + F12)
Go to "Database" and click reload database. Wait until the "Loading..." next to the categories changes back to numbers. This could take a couple minutes if you have a lot of mods.
After that, click reload texts dictionary. A message on the top should come up that it was successful.
You may now right click on all the parts you desire without them glitching out!
Proof and mod list: https://imgur.com/a/iZqV8yj
I have not tested it fully but I have tested it with the retractable rover wheels and the lander can and they are not bugged anymore when I do the above.

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can confirm this works thank you kuroyokia you fixed my game , also for dx11 players this also fixes the gold texture bug on the hecs2 probe yay ! :D

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Posted (edited)

Hi everyone, this is one of my first support requests so please do advise me if I can do better. But really it's also a more general question. Here goes:

What exactly are ModuleManager warnings and errors, what do they indicate, are they problematic or do they worsen startup time? What can I do when I see "patches applied, found X warnings"?

bdUyhtd.png

Log: http://s000.tinyupload.com/download.php?file_id=60425537397745288702&t=6042553739774528870266955

I'm running KSP 1.5.1 and my mods are as follows:

Spoiler

KSP: 1.5.1 (Win64) - Unity: 2017.1.3p1 - OS: Windows 10  (10.0.0) 64bit
ClickThroughBlocker - 0.1.6.9
ToolbarControl - 0.1.6.19
AllYAllContinued - 0.11.16.2
B9 Part Switch - 2.5.1
Bon Voyage - 0.14.3
Chatterer - 0.9.96.2332
Community Resource Pack - 1.0
CommunityTechTree - 3.3.4
Contract Configurator - 1.27.1
Contract Pack: Anomaly Surveyor - 1.7.1
Contract Pack: Field Research - 1.2.1
Crowd Sourced Science - 4.1.2
Community Terrain Texture Pack - 1.0.4
CustomBarnKit - 1.1.19
DistantObjectEnhancement - 1.9.1
DMagic Orbital Science - 1.4.1
DynamicBatteryStorage - 1.3.3
Environmental Visual Enhancements - 1.4.2.2
HideEmptyTechTreeNodes - 1.0.5
RasterPropMonitor - 0.30.6
Kerbal Engineer Redux - 1.1.5.5
<b><color=#CA7B3C>Kopernicus</color></b> - 1.5.1.1
KSP-AVC Plugin - 1.2.0.6
Landing Height - 2.2.0.4
ModularFlightIntegrator - 1.2.6
NearFutureElectrical - 0.10.4
NearFuturePropulsion - 1.0.4
NearFutureSolar - 0.8.13
Final Frontier - 1.5.1.3415
OuterPlanetsMod - 2.2.2
PatchManager - 0.0.16.3
PlanetShine - 0.2.6.1
Precise Node - 1.2.9.3
RealPlume - Stock - 1.3
ReentryParticleEffect - 1.3
ResearchBodies - 1.9.8
SCANsat - 1.1.8.10
ScienceAlert - 1.9.5.2
StageRecovery - 1.9.0.3
Stock Visual Enhancements - 1.3.0.4
Strategia - 1.7.3
Stock Visual Terrain - 2.1.4.1
Tracking Station Evolved - 1.0.4.1
Kerbal Alarm Clock - 3.9.1
Transfer Window Planner - 1.6.3
VesselViewerContinued - 0.8.7.1
Waypoint Manager - 2.7.4

 

Edited by avalancha
Mod versions

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I am having an issue with the LV-N "Nerv" Atomic Rocket Motor in VAB and SPH on a fresh install with only latest MM installed.

The engine appears to be running (with flame animation) in SPH an VAB and also does not appear in the staging column as a selectable part. Also the delta-V does not show for said engines.

When going to launch site, the engines appear in the staging column and can be arranged but it is still annoying to have this bug while building.

Reproduced the bug on two different computers with fresh KSP installs and only newest MM installed.

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3 hours ago, Knorfinator said:

I am having an issue with the LV-N "Nerv" Atomic Rocket Motor in VAB and SPH on a fresh install with only latest MM installed.

The engine appears to be running (with flame animation) in SPH an VAB and also does not appear in the staging column as a selectable part. Also the delta-V does not show for said engines.

When going to launch site, the engines appear in the staging column and can be arranged but it is still annoying to have this bug while building.

Reproduced the bug on two different computers with fresh KSP installs and only newest MM installed.

What KSP version?  If it's 1.6, I would avoid using mods with it for the moment due to a known issue which we're looking at.  If not, please upload KSP.log for us to inspect, that usually has some clue as to what the issue is.

And welcome to the forums! :D

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Thank you, glad to be here with fellow Kerbonauts! :)

Yes, I am using 1.6. I just wanted to attract the attention to this specific issue.

Thanks for the quick response. ;)

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@Knorfinator Could you try using my workaround? If I remember correctly it fixes that as well. From what I noticed it only breaks the parts list if you have Filter Extensions installed.
It's a temporary workaround that I use on 1.6 and I haven't noticed any downsides yet.

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On 12/30/2018 at 9:40 PM, blowfish said:

@Tonka Crash avoid using mods with 1.6 for now, there's a rather serious issue which ModuleManager makes much worse (I think this is likely a manifestation of that).  Squad is aware of it, currently waiting until the new year to see if they'll fix or not (fixing on the ModuleManager side would not be ideal).  If you absolutely have to use 1.6 with mods, let KSP load to the main menu, quit, and then reload KSP without changing anything (so that ModuleManager loads from cache) and do this every time you add, remove, or change a mod.

By any means, this problem is related to the following StackDump, or this is something completely different?

[EXC 05:20:42.622] NullReferenceException: Object reference not set to an instance of an object
        KSP.UI.Screens.PartListCategories.BulkheadProfile.ExclusionCriteria (.AvailablePart aP)
        EditorPartListFilter`1[AvailablePart].FilterList (System.Collections.Generic.List`1 parts, System.Func`2 filter)
        EditorPartListFilterList`1[AvailablePart].FilterList (System.Collections.Generic.List`1 list)
        KSP.UI.Screens.EditorPartList.RefreshPartList ()
        KSP.UI.Screens.EditorPartList.Refresh ()
        KSP.UI.Screens.EditorPartList.Refresh (State state)
        KSP.UI.Screens.PartCategorizer+<UpdateDaemon>c__Iterator5.MoveNext ()
        UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)

 

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20 minutes ago, Lisias said:

By any means, this problem is related to the following StackDump, or this is something completely different?

Not completely sure, I think that might be related to a part missing it’s bulkhead profiles ... apparently KSP doesn’t deal with that very well

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1 hour ago, blowfish said:

Not completely sure, I think that might be related to a part missing it’s bulkhead profiles ... apparently KSP doesn’t deal with that very well

We had this topic in the modded support section as well:

There is definitly an issue with missing 'bulkheadprofiles' entries. As soon as a part misses a valid entry, the exception posted by @Lisias will appear and the part list no longer updates properly until leaving the editor.

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On the ball as always! Thanks Sarbian and Blowfish for your continued efforts! :D 

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Great! :D So I won’t need to load KSP twice every time I update a mod anymore?

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BTW, 1.6.1 is live and fixes the NRE  issue among other things. I guess MM’s workaround will no longer be needed :D

 

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