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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. oops. For anyone else, I'm running MechJeb 2.11.0 (latest installed via CKAN) @Stone BlueWhat's wrong with KURS?
  2. @pizzaoverhead Could you get an updated release out for this, if you get some time? If not, then I'll just rebuild it for myself (for now) Thanks LGG
  3. I don't think that is possible. Maybe make a feature request in the thread, it does make sense to have it as an option
  4. I used the latest installed by CKAN, according to CKAN, it is 4.1.4
  5. This appears to be something wrong in Mechjeb, I've posted a complete description along with logs in the Mechjeb thread. For now, try using an older version of Mechjeb, when I get some more time later on I'll do those tests as well. Sorry I couldn't be more helpful, but you have been a great user, doing exactly what I asked and then even more without complaining.
  6. @sarbianGot a weird bug here. I've been going back&forth with @KSPrynk over in my thread: https://forum.kerbalspaceprogram.com/index.php?/topic/196204-18x-19x-110x-moduleanimgenericresourceusage/ Log of logs are there for analysis, but the short story is that with with the following scenario, the game crashes (endless idle loop): Game: 1.10.1 plain MechJeb 2 v2.11.0.0 installed via CKAN ModuleManager 4.1.4 installed via CKAN Module Anim Generic Resource Usage installed by hand (not yet in CKAN) from repo: https://github.com/linuxgurugamer/ModuleAnimGenericResourceUsage/releases/tag/0.0.0.4 I thought it may have been a bad build on my jenkins server, so I built it by hand using Visual Studio, compiling against the specific game install. Mod is configured with a target framework of .Net Framework 4.5. I also tested changing the target framework to 4.7.2, no difference. The actual error at the end of the log file is: Uploading Crash Report 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 <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () [0x00039] in <c1858a3f77504bd1aaa946fdccf84670>:0 at Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () [0x00000] in <c1858a3f77504bd1aaa946fdccf84670>:0 at Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () [0x00181] in <c1858a3f77504bd1aaa946fdccf84670>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0) [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: ModuleAnimGenericResourceUsage 0.0.0.4 GameData\ModuleAnimGenericResourceUsage\Plugins\ModuleAnimGenericResourceUsage.dll All logs & MM files are here: https://www.dropbox.com/s/fdgpqwehx3xydr5/MAGRU_Mechjeb_Errors.zip?dl=0 Removing Mechjeb lets the game proceed normally without any errors. The zip includes all logs (except for KSP.log) for both a failed start and a success when I removed Mechjeb
  7. Hmm. I didn't realize I hadn't yet done a full release on this, so it's only available via manual download. Will have to fix that, but not relevant to the issue Ok, just ran my test, and it seems to have hung on me. Good, so I can now find and fix it
  8. I am using Tetrix and loving it. I've used the ETT andvit was also a good experience
  9. @maja I had an odd situation today. I had ParkingBrake enabled on a landed vessel on Minmus, then I took off and landed elsewhere. Somehow it let me take off (was on the Minmus Flats), when I landed on a slope, it literally froze the vessel with one leg touching. Do you think you could put in a check that if a vessel is flying, that it should be automatically disabled?
  10. Nothing to apologize for. You've been providing what I've asked for. It's just weird, I'll try to replicate the exact scenario tomorrow (1:30 am here)
  11. I may have missed this, but have you tried it without any of the DLC? Also, how did you install the mods?
  12. No, so I'm now stumped. One thing, try deleting the ModuleManager.ConfigCache and reloading, sometimes that helps
  13. Did you do an ALT-F12 to open the window, click the Debugging tab (on the left) and then enable the line "Immediately Flush Log File to Disk" (third from the top)? If you didn't, then that would explain the missing lines from the log file. Once it stalls, that's the end of anything happening. So as soon as the game starts to load, try the ALT-F12 as I described above The only odd thing I can see is at the very beginning, you have the following line: XInput1_3.dll not found. Trying XInput9_1_0.dll instead... while when I checked my logs, that line isn't there at all
  14. Ok, first, next time post the links in the thread so that other people can look and help. Second, I looked at both files, and there is absolutely nothing wrong. No exceptions in either file. Also, looks like the Player.log stops after dumping ModuleManager log to main log, was this the full file?
  15. The KSP store provides a single zip for the game and a separate zip for each of the DLCs.
  16. It would help if you could provide the Player.log. This usually is a problem with a bad config
  17. You can ignore that, it’s not really an error. I’ve used both in 1,10.1 without any problems
  18. But I am here. I doubt that @RoverDude will answer me here
  19. Without looking at the log, try installing ZeroMiniAVC and see if that helps. The old Mini AVC mod which was included in many many mods, got broken in 1. 8, and if it's there you will get many many crashes
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