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Everything posted by JPLRepo
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Phew! That was all the guys at the KSC who had been working overtime to revive Gregmal and Alnie breathing a sigh of relief. Finally they can all go home and get some rest. On a more technical note, for anyone else having similar symptoms I shall publish a fix today (hopefully). But this error I think was an isolated one. I could not reproduce your error and the error itself was something to do with your actual vessel not having a reference transform. How that happened I am not sure. But at least we have a fix for anyone else who might manage to build a vessel with a similar problem. Glad Gregmal and Alnie are back!
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@maxix Thanks for that, one step closer. I think I might have a fix for you. Can you try this Dev DLL. Just click "View Raw" on the screen that comes up when you click the link. This will download the DLL file. Replace \GameData\REPOSoftTech\DeepFreeze\Plugins\DeepFreeze.dll with this file and try thawing Gregmal again. If it works Great! I'll publish the fix. If it doesn't work, I've added more debug messages to help track it down some more, so if it doesn't work if you could try again with Debug Switched ON again as before and send my your player log again. Thanks.
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I had a quick look at your logs (busy with real life/work stuff).. And I am not seeing the debug messages I expect to see if debug mode is set on in DeepFreeze. Are you sure you went into the DeepFreeze Settings menu and set "debug mode" ON and then clicked Save and Exit before attempting to do the thaw? Wiki page here.
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You have to create your mod's models to the specifications and configure it to use the JSITransparentPod module as per the wiki here
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
JPLRepo replied to bac9's topic in KSP1 Mod Development
Does anyone have fixed DRE ModuleHeatShield settings?? I noticed with the B9 Proc wings DRE spams the log like crazy because I think the cfg file included is out of date with DRE. If no one has I will fix it up. -
Thanks. I can confirm your Save file looks ok, there is one small thing missing, but that shouldn't matter. I notice an error with texture replacer following by an error from DeepFreeze, which I now realize is not very helpful as there are 3 places in the code where it issues this message (so I will have to fix that in the next release). You are running Linux, so what I really really need to help you is your player.log file. The ksp.log file is next to useless. Instructions on where to find your player.log can be found here. What would be even BETTER, like much better, would be if you could go into the DeepFreeze GUI in the space center , then settings, and turn Debug Mode ON (unfortunately this will spam your log like crazy and probably give you the crappiest frame rate imaginable, but it will assist greatly. You can turn debug off again once you capture the log). Then repeat what you did before, i.e. switch to the vessel and try to thaw Gregmal. Capturing the player.log and posting it straight after this would be tremendously beneficial in me being able to assist you.
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Can you explain a bit more of what happened leading up to this? Where did you freeze them? Did you exit the game at all between freezing them and trying to thaw them? Or did you fly the whole mission in one session? And you say you can thaw them on Kerbin? I'm not following that comment. I'll investigate and try to reproduce, but an initial attempt using a service bay and everything is fine for me. It would help if you provide detailed steps on what you did so I can reproduce. Also, thanks for the log snippit, but a full detailed log would help much more to see what is going on. EDIT: Ok I took a quick look at the code, this error: [LOG 14:28:58.642] DF.DeepFreezer[FFF8BF6A][113.64]: Found Kerbal in the stored frozen crew list for this part, critical error. Report this on the forum. Indicates that your frozen kerbals are NOT saved in your save file, or not being loaded from your save file, one of the two. Are you able to provide your persistent.sfs that goes with this error so I can confirm if indeed your kerbals are stored in it correctly? If they are in the save file then there should be some other error in your log when you load the vessel to indicate why they aren't being loaded correctly. If they aren't in your save file, then we need to go back to how, where, when they were frozen to figure out why. Which is a lot harder, so if you can described where, when, how you froze them that would help as well.
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Yes I understood what you are describing to me. but a few things don't make sense... 1) In your log that you posted there are no log messages removing the frozen kerbals from TAC's roster, so I cannot explain this at all. I can explain how they disappear from the TAC window, this is because they aren't actually in the vessel, DeepFreeze removes them. But TAC remembers them in it's internal roster. So when they re-appear in the vessel again it calculates all the consumed resources and deducts them from the vessel. My fix code changes TAC to detect when a kerbal is frozen and removes them from the TAC roster. When they are thawed again it re-adds them as they appear back in the vessel but it has no record of them. So then it does not back-calculate resources. But this is NOT happening in your install or we would see the log message "Deleting Frozen crew member: xxxxx xxxxx" 2) I believe the non-consumption of oxygen is a known issue with TAC that I have read about before, so I don't think it is related at all. (could be wrong, but I do recall reading something about this before, just can't find it now). 3) There is no obvious log messages indicating any error as to why the context menu is missing as well. Although, there are a lot of other errors in your log. 4) The removal of two mods, then it works, then adding them back one at a time and removing them again, and it still doesn't work. That is an inconsistency that to me means there is something else causing havoc in your install. 5) If this was a bug in DeepFreeze and/or my TAC fix then others would have the same issue, and I would be able to easily reproduce the problem (which no matter how hard I try I cannot). I would recommend a clean install of KSP and install DeepFreeze and TAC and their dependencies (no other mods) and see if it works. If it does, that would indicate it's another mod causing the issue. Which one, that's a process of elimination. As I cannot reproduce this issue and unless others come forward with the same issue I have to conclude this is not a DeepFreeze / TAC issue.
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This inconsistent behaviour smells of a mod conflict... I don't think it would be DOE as I have DOE installed as well and it works fine. I've never used Cryo Engines though... Try that again, try removing them one by one. I know it's painful, a better way is to remove half of them an test. Works or not? If it does it's in the half you removed, if it doesn't it's in the half you still have installed, and so on until you get to the one. EDIT: @IonMage I was just going through what you had written again as your symptoms and noticed you had said that the TAC LS screen was correctly showing Zero kerbals on the vessel when they were all frozen? Can you confirm this? If that is the case that makes no sense at all because going through your log it would appear TAC LS does not detect frozen kerbals and remove them from it's vessel roster... Have you had any luck removing mods?
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I can see no errors in that log related to DeepFreeze.. so why the menu is not appearing is not DeepFreeze related.. there are a lot of other errors in your log I might add, e.g. Kopernicus related.I'd be checking you have the latest for each one but especially that one. I have done a few hours of testing and looking at your logs, but I cannot see any error but I know that for some reason Tac on your install is not seeing the frozen kerbals. As to why, there is nothing in your log to indicate why and going over and over my code I can't see why this would happen. I have tried to replicate the error but I cannot. It works for me just fine every time. I would suggest stripping back to DeepFreeze and Tac and see if the error goes or not. If it does go, it's some other mod and adding them one at a time would finally find it. Or you can try the 50% approach. Remove half and test, etc. I will have another look tomorrow my time, but I can't find anything wrong with the code. It has made me think maybe I should look into DeepFreeze updating Tac (instead of Tac updating itself based on what it reads from DeepFreeze). But I am reluctant to do a hack like that, it's not clean, and unless lots of people were having this issue it's not worth it. Let me know how you go.
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The log you posted is the career game yes? If you want to post your log of the sandbox game I can take a look at that as well. Preliminary look at your log indicates DeepFreeze is all working. Freeze/Thaw. There are no errors. TAC on the other hand is not seeing the frozen kerbals. I My thoughts are the changes I made to Tac to see the frozen kerbals is not working in all cases. I'm doing some more of my own testing to confirm it works for me. Then we need to figure out why it doesn't work on your install. This could be a tough one. If you have the time and/or inclination to copy your KSP install and remove all other mods (just DeepFreeze and TAC) to see if you still get the problem that would eliminate that it's another mod causing a conflict.
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That sounds very unusual... Right-click menu should always be there... Indicates more problems than we thought. Let me look through the log and get back to you (could be a few hours).
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Thanks. Ok, well. It appears your Tac is detecting DeepFreze. But something else is going on that I just can't understand. It isn't forgetting frozen kerbals. Yet there is no error in your log. Sorry to ask again, I've sent you another link with another DLL. Can I ask you copy this one in and run KSP again, Sandbox game is fine or a copy of your save and if you could go into DeepFreeze Settings at the space centre and turn on Debug mode. this along with the TAC DLL I have sent you will spam your log with lots of messages and slow KSP down. but if you could do that and using the new DLL for TAC and then do a simple test freeze of a kerbal/s and thaw them again and capture and send me the log that would be terrific. I'd love to track this problem down for you but I need a lot more info from the log. Once you've got the log turn off debug mode in DeepFreeze again.
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Ok thanks for that.. I've done an investigation and I have found that there is definitely something not right here with your install. I can see you have DeepFreeze and it would appear my fixed version of TAC LS installed (along with lots of other mods) and I went through your log and reconstructed what I could: You have a vessel with three kerbals on it, Dandia, Wilgas, Dongee. You freeze them all. You skip around the Kerbal system using some mod, Guessing Interstellar or warp or hyperedit? you then thaw them. There is nothing else in the log indicating a problem. But here is the interesting thing I found: There SHOULD be messages in your log when you freeze your kerbals from TAC and they should say (the xxx's change): -INFO- Tac.LifeSupportController[xxxxxxxx][xxx.xx]: Deleting Frozen crew member: xxxxxxx Kerman But in your Log they aren't there.... (Simplistic explanation): The version of Tac I fixed does a check if DeepFreeze is installed and then detects when kerbals are frozen and 'forgets' them - and writes the log message above. But this isn't occurring in your log. This to me indicates that Tac is NOT detecting that DeepFreeze is in fact installed in your KSP install so it never checks for frozen kerbals. Why this is occurring is a complete mystery to me, because I ran a number of tests and it always detects DeepFreeze for me. So something is happening that nothing in the log is helping me with to determine why this is occurring. Can I ask you to check for me in the Tac window when you freeze your kerbals does the screen show there are no kerbals on the active vessel? This is what it should look like when they are frozen (pic): This is what it should look like when they aren't frozen (pic): Take note of the number of crew it shows in brackets. I'm guessing currently when you freeze them they aren't disappearing from this screen? @IonMage - After all that explanation I'm at a total loss as to why for you Tac is not detecting the presence of DeepFreeze. So, I have made a couple of adjustments to the code to give me more log information and have sent you a link to another DLL in a PM (don't need others to pick up this DLL). If you would be so kind as to try again with this DLL, it won't work again. But if you can capture and send me the output log using that DLL it might give me something more to go on. Or not, but at least it should confirm what I think is happening which is Tac isn't finding DeepFreeze in your install. Then we need to figure out why this is happening.
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Hmm. That's strange. I definitely tested it and it didn't consume any resources when I thawed after 100 days frozen. You sure you replaced the old dll with mine and you don't now have two? If you're sure I'll need the output.log file to see if something else is going on. Anyone else having this problem?
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You are absolutely correct. Can't believe no one else has picked this up... including myself. I never tested the version TaranisElsu did, I just assumed it worked. For anyone using TACLS: .Please go to this post (which I have updated) You need to follow the instructions in that post.
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Easier to locate? Well having a camera on your telescope might be a bit easier... but you still have to look for them.. I guess in that way the TST telescopes might be a bit easier to find the unknown bodies. TST Space Telescopes currently function the same way as the ResearchBodies Telescope... (right click and scan), or by scanning with the camera until you find something and snapping off a picture to see if you discovered something. As for TST contracts, the answer is No. The only difference for TST with ResearchBodies is it will NOT offer its usual contracts for a body until that body is discovered... Once a body is found the normal TST contracts kick in to take pictures of that body. Also taking pictures of discovered bodies adds ResearchBodies research to said bodies. I like the idea though of having Contracts to discover the bodies... I think though contracts to discover the unknown bodies should be part of this mod, not TST.
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yep. Was about to say.. update TST to 5.8, you were on 5.6. Glad you figured it out. For everyone else, if you want TST and ResearchBodies to play together you need version 1.6 of ResearchBodies and version 5.8 of TST.
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Possibly... Logs help though. I installed the new version today and tested it with my TST mod and it all worked fine...
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Yes it's now official. Thanks @simon56modder for updating this great mod. I have just released V5.8 of TarsierSpaceTech (TST) mod which fully supports and integrates with this mod. If you have ResearchBodies and TST installed then for TST:- TST Telescope and ChemCam contracts will NOT generate for bodies that have yet to be discovered. If you take a picture with a ST Telescope of a body that is yet to be discovered AND transmit/recovery it, it will become discovered. Subsequent pictures taken and transmitted/recovered of a already discovered body will add 20 research to that body. The TST Telescopes can also act the same as the ResearchBodies telescope, IE: they have the Research button in their right click menu and will discover bodies they are pointed at in the same way as the ResearchBodies telescope does. The TST GUI camera-window "Show Bodies" list will NOT show un-discovered bodies or galaxies.
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V0.20.2 is out. Fixed null ref bug when vessels are destroyed. Fixed null ref bug when KSP vessel list cannot be accessed. Fixed null ref/NAN bug when revert to editor (from vessel with DeepFreeze part) and launch another vessel.
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@wadena I've completed coding update for the Dark-Side calcs. It automatically excludes Solar Panels when you have the Dark-Side window open and remembers/restores which parts you have selected for the EC calcs when you close the Dark-Side Window. I'm now working on re-adding Interstellar Extended support - This will take a bit of time. @speedwaystar I've added support for ToggleFuelCell mod you are using and I am looking at your Atomic Age Engines. Once I have Interstellar and Atomic Age Engines covered I'll release a new version.
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