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nightingale

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Everything posted by nightingale

  1. Just to follow up on this one a little more - Having stuff disappear in the CC debug menu is usually an exception in the GUI code. I do think I remember fixing one or two minor things recently, so it may already be fixed. Log would be needed to know for sure. I'll reply to your users issue in your thread - I think that's unrelated... but have very little in the way of ideas at the moment.
  2. Unfortunately, exception detector is giving you bad info, as those exceptions are really just warnings. But I can clean it up a bit so what ends up in exception detector is clearer. Anyway, here's the problems: ContractConfigurator.ContractConfigurator: Error loading types from assembly ProbeControlRoomToolbar, Version=1.0.5151.15118, Culture=neutral, PublicKeyToken=null (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 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__1e`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.<GetAllTypes>d__1e`1:MoveNext() ContractConfigurator.ContractConfigurator:RegisterParameterFactories() ContractConfigurator.ContractConfigurator:Update() ContractConfigurator.ContractConfigurator: Error loading types from assembly NavUtilToolBar, Version=0.5.0.0, Culture=neutral, PublicKeyToken=null (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 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__1e`1[ContractConfigurator.ParameterFactory].MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.<GetAllTypes>d__1e`1:MoveNext() ContractConfigurator.ContractConfigurator:RegisterParameterFactories() ContractConfigurator.ContractConfigurator:Update() What it means is that ProbeControlRoomToolbar and NavUtilToolBar were compiled improperly (typically means against .NET 4.5 instead of .NET 3.5). You'd need to contact the authors of those mods to get it fixed, but it shouldn't be causing you problems. Now, I see you're getting the following PreciseNode error... maybe that's where your real issue is? I don't really see anything much otherwise: NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.OnGUI () [0x00000] in <filename unknown>:0
  3. It won't come back if you already have Kerbin coverage (I forget the exact percentage required). Rather than editing files, bring up the Contract Configurator debug menu with alt-f10. Expand stuff until you find the contract in question (RT_KerbinRelay). Then click the check marks next to the REQUIREMENT lines to turn them red. Cancel one or two contracts or time warp a bit, and the contract should show up.
  4. Sadly, the strange Montenegro file sharing links didn't work for me. Try google drive or dropbox. Or if the text is short enough (no idea what their limits are) you can do a pastebin - I believe there's no sign up required.
  5. Won'tbe able to look at this until tonight. In the meantime, do you mind grabbing the dev build to see if it fixes it? I fixed an issue where the sub groups disappeared when doing a reload - it may be the same issue.
  6. Totally agree, the whole scene would collapse if all us players had a sense of entitlement where we thought we could get hours and hours of entertainment of people's labours of love without ever even having to consider any kind of compensation towards them! And please don't take this as a personal attack, I realize I'm completely twisting your words. It's just that the whole business model is broken. How many of us can say our cost per hour of KSP is less than 0.10 $/hr? Less than 0.01 $/hr?!? As players, we often pay very little. Developers get a small cut. Modders get nothing. Publishers get a big cut. I think that's the only issue I see with this whole thing - Valve's exorbitant 75% cut. Of course the other extreme is even worse, which is everyone building Skinner boxes disguised as games (see Candy Crush). Jebediah is running out of snacks! Please pay $0.99 to get him more snacks so he can make it to Duna!
  7. 2/10 You had a Captain Haddock avatar that lasted no more than 30 minutes...
  8. Yup, since that's basically what odin_spain would need to do (I'm not sure if it's possible to fix the craft files in-game, because he may hit the same issues if he removes those mods and tries to load up the craft).
  9. Yup, to clarify - the message "Node 'MechJebCore' found in loaded data, but 'BBModule' is defined in prefab." basically means that the the part definition in the game and the .craft file are inconsistent. And I should also mention that BBModule comes from Better Buoyancy - another one that odin_spain will have to remove to prevent trouble. So do people sharing .craft files have these problems?? I'd imagine people would've come up with decent solutions for these problems (unless the solution is to "use stock only").
  10. Interestingly enough, I checked and MechJeb doesn't add a PartModule to stock parts. So I'm guessing you're using the MechJeb and Engineer for all mod to add it automatically. Same issue though. Oh and BTW, I did notice that the license on curse is Public domain, in your thread it's CC-BY-NA-SA-4.0 and there isn't a license.txt with the license info in the download (required by Squad to be allowed to post it here). So you may want to clean that all up.
  11. Here's the relevant section from AccidentalDissassembly's log: [Part]: PartModule indexing mismatch at probeCoreCube, index 2.Node 'MechJebCore' found in loaded data, but 'BBModule' is defined in prefab. Looking for MechJebCore in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...MechJebCore module found at index 9. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at probeCoreCube, index 3. Node 'ModuleTripLogger' found in loaded data, but 'ModuleAGX' is defined in prefab. Looking for ModuleTripLogger in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...ModuleTripLogger module found at index 13. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at Mark2Cockpit, index 5. Node 'MechJebCore' found in loaded data, but 'BBModule' is defined in prefab. Looking for MechJebCore in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...MechJebCore module found at index 14. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at Mark2Cockpit, index 6. Node 'ModuleTripLogger' found in loaded data, but 'ModuleHeatShield' is defined in prefab. Looking for ModuleTripLogger in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...ModuleTripLogger module found at index 19. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at sweptWing1, index 0. Node 'ModuleLiftingSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleLiftingSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleLiftingSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at StandardCtrlSrf, index 0. Node 'ModuleControlSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleControlSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleControlSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at sweptWing1, index 0. Node 'ModuleLiftingSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleLiftingSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleLiftingSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at StandardCtrlSrf, index 0. Node 'ModuleControlSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleControlSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleControlSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at sweptWing1, index 0. Node 'ModuleLiftingSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleLiftingSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleLiftingSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at sweptWing1, index 0. Node 'ModuleLiftingSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleLiftingSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleLiftingSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at sweptWing1, index 0. Node 'ModuleLiftingSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleLiftingSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleLiftingSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at sweptWing1, index 0. Node 'ModuleLiftingSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleLiftingSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleLiftingSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at turboFanEngine, index 0. Node 'ModuleEngines' found in loaded data, but 'ModuleEnginesFX' is defined in prefab. Looking for ModuleEngines in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleEngines module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at turboFanEngine, index 0. Node 'ModuleAnimateHeat' found in loaded data, but 'ModuleEnginesFX' is defined in prefab. Looking for ModuleAnimateHeat in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...ModuleAnimateHeat module found at index 1. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at turboFanEngine, index 1. Node 'ModuleGimbal' found in loaded data, but 'ModuleAnimateHeat' is defined in prefab. Looking for ModuleGimbal in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...ModuleGimbal module found at index 2. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at turboFanEngine, index 2. Node 'ModuleAlternator' found in loaded data, but 'ModuleGimbal' is defined in prefab. Looking for ModuleAlternator in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...ModuleAlternator module found at index 3. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at turboFanEngine, index 3. Node 'ModuleTestSubject' found in loaded data, but 'ModuleAlternator' is defined in prefab. Looking for ModuleTestSubject in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...ModuleTestSubject module found at index 4. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at winglet3, index 0. Node 'ModuleControlSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleControlSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleControlSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at R8winglet, index 0. Node 'ModuleControlSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleControlSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleControlSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [Part]: PartModule indexing mismatch at R8winglet, index 0. Node 'ModuleControlSurface' found in loaded data, but 'BBModule' is defined in prefab. Looking for ModuleControlSurface in other indices... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ...no ModuleControlSurface module found on part definition. Skipping... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) drone-2 loaded! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 What I believe this means: When odin_spain created the vessel(s) for this contract pack, he had MechJeb installed, which presumably adds a PartModule to stuff (I'm guessing command pods). AccidentalDissassembly presumably does not have MechJeb installed.SO r So realistically, the fix would be for odin_spain to recreate these craft files without MechJeb installed. I'l update the documentation with some caveats around this stuff.... I can see plenty of opportunities for this kind of pain. - - - Updated - - - Oh, and the orientation issue will be looked at under [#189] for Contract Configurator.
  12. Thanks to those who help me get into modding both directly and indirectly (by having lots of good examples in their code bases to look at) - DMagic and sarbian. Thanks to Diazo for making the very first mod I ever downloaded - Landing Height Indicator.
  13. Sure does, that would be in SpawnVessel.cs
  14. Valve is giving the authors the *ability* to charge for their mods. That's all that's happening here, nothing nefarious.
  15. linuxgurugamer has a new contract pack out, check out his Sprite Mission pack for use with Cupcake's Sprite SSTO ship:
  16. Let's see, I believe that one was fixed in 0.7.13. Please confirm you are using the latest Contract Configurator (0.7.15). If you are still getting these errors, then please provide the entire log file and I'll take a look (either KSP.log or output_log.txt, either is fine).
  17. No problem, I usually find out about these issues anyway. As far as fixing your save, I sent you a PM, rather than continuing our off-topic discussion on the KCT thread.
  18. I've raised [#197] for the specific issue with uninstalling a planet pack and [#196] for more generalized exception handling for my ScenarioModules (which I added for the contract load/save a long time ago, but forgot the ScenarioModules). That way magico13 won't have to debug my stuff anymore. Thanks for that.
  19. Very cool stuff! Congrats on the release, and let me give you your first rep!
  20. Everyone should check out the new 5dim Military contract pack from odin_spain! Congrats on the release!
  21. I checked, and right now it looks for an orbit (for both bodies). What I mean when I'll change it to an actual flyby is that it'll require altitude < 50,000km (or something like that) and be in the Mun SOI. Otherwise for Contract Configurator a flyby is just being in the Mun's SOI, which doesn't seem very nice to the tourists (okay, that dot over is the Mun, let's go home now).
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