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rmaine

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Everything posted by rmaine

  1. Tracking station evolved is so good that I forgot I had installed it. Started a fresh KSP install and a new career recently and when I got to where there started to be an inconvenient number of things to track I started wondering why tracking station didn't have the view I recalled. Assuming it must have been stock, I kept looking for how to activate that view. Finally broke down and started googling and found... yeah, there's the view I recalled; Oh, that was a mod? Ok. Installed it. Better now. Except that all I wish now is that there was something similar for sorting Kerbals in the astronaut complex (and in the VAB or the launch pad). I don't suppose there is something that I haven't found? :-(
  2. Getting a Unity crash that's a PITA to track down, but my latest data suggests ScienceAlertRealerted. Symptom is a crash to desktop with a Unity error. I can't consistently reproduce it, but it is always on a scene change, usually to the KSP center. Thought for a while it was from SImpleLogistics, but just now got one on a game I started without that mod, blowing that hypothesis. Zer0Kerbal pointed me at the KSP.log, which is a bit more informative to me than Player.log. In particular, I see in the current version of it [ERR 15:46:23.046] ScienceAlert: Failed to create crewReport ScienceSubject. If you can manage to reproduce this error, let me know. [ERR 15:46:23.046] ScienceAlert: Exception was: System.NullReferenceException: Object reference not set to an instance of an object at ScienceAlert.ProfileData.ScienceAlertProfileManager.get_ActiveProfile () [0x00019] in <81f9088edb0c4a7286f07a604524968c>:0 at ScienceAlert.Experiments.ExperimentObserver.UpdateStatus (ExperimentSituations experimentSituation, System.Boolean& newReport) [0x0026e] in <81f9088edb0c4a7286f07a604524968c>:0 Links to the whole KSP.log (and Player.log, which you ask for), along with error.log and crash.dmp from the crash directory. https://www.dropbox.com/s/whzs806zu78nj0p/KSP.log?dl=0 https://www.dropbox.com/s/6bp0hldrxh8vgah/Player.log?dl=0 https://www.dropbox.com/s/dz6out1yyti4we9/error.log?dl=0 https://www.dropbox.com/s/lfrmr8tz283ms02/crash.dmp?dl=0 KSP 1.8.1 on WIndows 10, with the following mods (this list generated by CKAN) B9 Part Switch (B9PartSwitch v2.13.0) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) Community Category Kit (CommunityCategoryKit 5.0.0.0) Community Resource Pack (CommunityResourcePack 1.3.0.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.0) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 6.7.0.0) GravityTurn Continued (GravityTurnContinued 2:1.7.7) KEI (KEI 1.2.10.1) Kerbal Alarm Clock (KerbalAlarmClock v3.12.0.0) Kerbal Attachment System (KAS 1.5) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.1) Kerbal Inventory System (KIS 1.24) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.10) Kerbal Stats (KerbalStats 3.1.0) MechJeb 2 (MechJeb2 2.9.1.0) MissingHistory (MissingHistory 1.8.1) Module Manager (ModuleManager 4.1.3) Near Future IVA Props (NearFutureProps 1:0.6.1) Precise Maneuver (PreciseManeuver 2:2.4.4) Progressive Colonization System (ProgressiveColonizationSystem v2.1.0) ScienceAlert ReAlerted (ScienceAlert 1.9.8.6) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.2) Toolbar Controller (ToolbarController 1:0.1.9.4) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) Waypoint Manager (WaypointManager 2.8.1) Per CKAN, all of them but Gravity Turn claim to be ok for KSP 1.8.1. User reports say gravity turn is ok, and I was getting these crashes before I added it just yesterday. Hmm. As I'm typing thta, it occurs to me that Progressive Colonization System does add some science experiments and I didn't get any of these crashes on this game until right after I did the first of those experiments. Maybe related? If ScienceAlertReAlerted isn't getting along well with Progressive Colonization, I suppose I could stop using Science AlertReAlerted for this career. It's a nice convenience, but not indispensable, whereas Progressive Colonization System was the whole reason for this particular career.
  3. Aha. Sorry for the false alarm. I set up a new KSP install with just SImpleLogistics, its requirements, and the 2 mods you recommended above. But before I got around to kicking on it much, I got another of the crashes in the career game I was playing... which I had started without SImpleLogistics. It had gone a few days (real-time ones, with me spending far too much of them in KSP :-)) without a crash, so I figured that was evidence of the problem having gone away when I avoided SL. Good thing I didn't say I was certain of that conclusion. :-) Thanks for your time and for pointing me to the more useful log files. I swear some KSP docs had pointed me to the player log instead. I'd have never found it otherwise, as it is in a rather obscure place (~/Appdata/LocalLow/Temp/Squad), where I'd never have guessed to find it. But the easier-to-find KSP.log that you pointed me to does look at least somewhat more informative. Still a lot of cruft, but it also had a pretty explicit pointer to ScienceAlert. Guess I'll post over there.
  4. Ah. Ok. I don't still have those around from one of the times it crashed. Hate to possibly mess up the career I have going now. But I just got an idea to possibly try. I'll make a separate KSP install (so that I don't mess up my current game) and see if I can get a crash by playing around in sandbox mode. I normally use career, but it takes a while in career to get to where SImpleLogistics would be doing much (and it would take even longer and be pretty painful if I tried it without any other mods at all). But maybe sandbox with only SImpleLogistics (and it's requirements). And of course, maybe I won't be able to trigger it, but seems worth a try. Too late and tired to try that tonight, but maybe tomorrow or so.
  5. Probable Simple Logistics bug. I'm on KSP 1.8.1, with latest Simple Logistics. Several other mods, though it would be slightly awkward for me to reconstruct the exact list because one thing I did along the way of trying to get rid of the error was to wipe my KSP install and reinstall a fresh copy. (Didn't help). Took me quite a while to pin the likely blame on Simple Logistics as no obvious symptoms pointed directly to it. I tried getting rid of several other mods first to no avail. But after getting rid of Simple Logistics, it seems to have gone away. That's not much proof, I grant because it was intermittent and not readily reproducible. But I was getting it pretty often and now haven't seen it since then, with that being the one relevant change. Ok. Enough of the blathering. Symptom is crash to desktop with Unity complaining about an error. Always (or at least almost always - I won't swear to 100%) after I have just done a change of scene, most often to KSP center. The log file (gee I hate pawing through all the spurious fecal material in that file) seems to have a gripe about an invalid address (as though there's a dangling pointer to something that got garbage collected???). Darned if the log file tells me anything more useful. A few times it looked to be griping about something in cameramanager or something of that sort, but google didn't find anything useful from that hint. And that wasn't consistent anyway. Sorry I can't give steps to reproduce other than if I played a while, it would tend to happen on some scene switch. Links to playerlog and errorlog below in case they tell you anything more interesting than they tell me. https://www.dropbox.com/s/6khd5x27fsornun/Player.log?dl=0 https://www.dropbox.com/s/tksfapejb47jo9b/error.log?dl=0 Sorry that there's so much extra in the log file because it came after playing a while instead of just jumping into a straightforward demo of the bug. I hate this sort of bug report because I have a pretty good idea of how useful the information I have is (namely, not very). :-( Back in my working days at NASA, I used to pride myself in good bug reports on things like compiler bugs. And my good bug reports tended to make for great response from vendors, sometimes later developing into personal friendships. They would see my name on a bug report and jump right on it because they could be pretty certain that 1) It was in fact a bug instead of a user error or misunderstanding, and 2) I had gone to the work of making a short, easy to reproduce, illustration of the bug. Alas, I know this one is nowhere near up to those standards. :-(
  6. An enhancement suggestion... for consideration in your copious free time when you retire in a couple of decades... or hmm... maybe I should demand that someone do this for free in the next few hours. :-) It would be nice if landing guidance could do staging. I reasonably often find myself with some extra delta-v in the stage before my lander after I set up in orbit for a landing. I'd like to be able to use that delta-v during de-orbit and braking, before dropping that stage. Unless I'm missing something (which I suppose is possible), McJeb can't do that. I could, of course, just manually do that early part and then let McJeb take over, but that doesn't let me take advantage of McJeb's targeting when I want to land at a specified place (which I usually do - like next to some base of mine). I sometimes start a landing with McJeb and then manually stage when needed, but that's a good way to crash land, particularly if the thrust-to-weight of the two stages differ. Another variant way to crash land a fair fraction of the times is to abort the landing guidance halfway down, stage, and then restart the guidance. SOme might consider quicksave to be "cheating", but I do it before trying either of those methods.
  7. I was going to post the same correction. Did a quick Google to make sure I didn't have it wrong. (I *hate* it when I post a correction and it turns out that my correction is wrong. :-(). Hmm. It's more complicated than I thought. Though the "e" spelling is generally preferred in modern American English, apparently the "a" spelling was used in the past and still in some contexts in British English... or something like that. So I decided to just keep my mouth (well, fingers) shut, even though the "a" spelling still looks jarring to me. :-)
  8. Ah, thank you. This mod looks to "hit the spot." I've been doing a game with progressive colonization, which I'm mostly liking fairly well. But resupplying my bases with snacks was being awkward. Its built-in resource transfer mechanism is a bit heavy handed all or nothing. Once left the crew of my resupply mission with no snacks to get home on. I had been trying KAS for the purpose; it works, but is awkward. Simple Logistics looks much.... simpler. I had the misfortune to first try it yesterday. Couldn't get the UI to come up at all and I found a hundred megabyte log file full of errors. A bit of pawing around uncovered the texture files with the wrong type.... which got fixed today. Now it works. Hmm. In addition to resupply missions, it occurs to me that this could allow me to make use of my tier0 base after it is obsolete and would otherwise be scrapped. If I plunk my tier 1 base down nearby, I can still use the abandoned tier 0 one to supplement the storage and power generation. I'll see how that works, but it seems like a plan.
  9. Ouch! I shouldn't have had to google to this thread to figure this out. May I suggest the description of this as "alpha1" is horribly bad. Abbreviating "alphanumeric" to "alpha" when actually referring to something that is numeric instead of alpha is a lot like abbreviating "yes or no" to "yes" when what you actually mean is the "no" part.
  10. Didn't have an exact set of numbers handy, but it happens a lot, as in more often than not, so lets see if I can generate one now.. Yup. Orbit Pe 196641.3, Ap 196641.7, going towards Pe, with 9m 7.5 sec til Pe. Try raise Ap to 5000 at fixed time 0. Bingo - error. Also get the error if I say to do it at the next Pe or Ap. Manually burn prograde a bit, raising Ap to 296884.6 and immediately try Mechjeb again; same error for all 3 burn schedules of fixed time 0, at Pe and at Ap. (As you can see, this isn't horribly sensitive to the exact orbit). Manually burn prograde some more til my Ap is 520264.7. Now try Mechjeb again and it works fine if I ask for the burn at time 0 (which is what I'd typically do as I've basically just manually done the early part of the burn I wanted MechJeb to compute in the first place) or at next Pe; still fails if I ask for the burn at next Ap. Then restored from a save point as this mission was supposed to be headed towards Mun and these experimental burns are off in the wrong direction made just to quickly get you some data. :-)
  11. Prompted by that note, I took a quick glance at the descriptions of recent changes in the DEV version. Noticed that Brent's method was added in the DEV version on 1 Jan. Yep - that seems pretty clearly related to the log file message I mentioned above. I think I'll stick with the DEV version for now as this error is just in the category of minor annoyance for me at the moment. If the annoyance level gets high enough, I'll consider backing off to the stable version for a while. Thanks for the observation about that.
  12. I've recently been quite consistently getting lots of "an error occurred while creating the node" messages. Typically I'll launch into a holding circular orbit slightly above 250 km and then try to do a change apoapsis to some higher one at a fixed time of 0, getting that error. If I "manually" burn a bit to raise my apoapsis part way, I can then usually get mechjeb to do the rest. This is happening a *LOT* recently. Below is a link to a Player.log in dropbox. Billions (well almost) of messages about object references not being set to an instance of the object make it hard for me to make much sense of the log file, but near the end (I quite right after getting the error) is something about Brent's rootfinding method having a guess that does no bracket the root. I'm guessing that's related. https://www.dropbox.com/s/2pb9kno0g22b75o/Player.log?dl=0 I did recently add in some mods that I hadn't been using before (progressive colonization system and several things it depends on or recommends), so one might be suspicious of a bad interaction with them. It's not obvious to me how they would cause that particular sort of error, but things aren't required to be obvious to me. All the mods except for KSP rescue Pod fix claim to be compatible with KSP 1.8.1 per CKAN, and other users report the rescue pod fix to be ok. KSP 1.8.1 on 64-bit WIndows 10 with mods (Per CKAN) Kerbal Stats 3.1.0, KSP Rescue Pod Fix 1.6.4.14, MechJeb 2 dev release 2.9.1.0-928, Missing History 1.8.1. MOdule Manager 4.1.3, Near Future IVA Props 0.6.1, Precise Maneuver 2.4.4, Progressive Colonization System 2.1.0, Science Alert ReAlerted 1.9.8.6, Stockalike Station Parts Expansion Redux 1.3.1, Toolbar Controller 0.1.9.4, and TriggerAu Flags 2.9.3.0 Oh yes, and I have Making History, but not Breaking Ground.
  13. KSP appeals to a pretty broad age range. My 8-year-old granddaughter isn't too much into it, but I've seen others not too far from that age who are. And at 68, I'm sure I'm not the oldest here. An awful lot of posts (not just this one) from people hoping that things related to it will be free. I have to wonder whether many of them might be from people who don't have jobs or maybe aren't even of an age to appreciate such economic issues. I'm more on the end of thinking that the $30 or so I paid on sale, or even whatever the full price is these days, seems pretty negligible for hundreds of hours of entertainment. Better deal than the $60 I spent without regret for dinner for my wife and I last night and that was just for a pleasant hour.
  14. I'll bet I have more experience than OOM. I've worked with computers for over 50 years now, including as a system designer and sysadmin for major NASA systems. My experience says not to place much faith in random internet people who post speculation as though it were fact. :-)
  15. I'm probably missing something obvious, and this question is also more about Toolbar Controller than about ScienceAlert Realerted, but then ScienceAlert Realerted is the biggest reason I have Toolbar Controller installed (KEI is the other) and I see that linuxgurugamer is the support point for all three.... I don't have the Blitzy toolbar installed, so the Toolbar Controller UI is sort of pointless, but I see no way to get rid of the pointless Toolbar Controller iCon that seems to be a permanent feature of the stock toolbar as long as the controller is installed at all. Takes up valuable space on the toolbar, causing other more useful icons to be shoved down where I need to scroll to get to them (possibly related to my using UI scale, but that seems beside the basic point). There's an option to show it only on the Blitzy toolbar, but it says that option is ignored unless the Blitzy toolbar is installed.
  16. Minorly curious whether this works with 1.8.1. I'd have guessed not, as most 1.7 mods seem to need recompiles to work with 1.8. I recently started a new career game in 1.8.1. I've got this installed and it doesn't result in anything obvious like KSP failing to run. But I've not yet done enough rescue missions in that game to know whether this mod is actually working or I just got lucky on the first few rescue contracts. Vaguely thought about trying to recompile it myself, but last time I tried to recompile a mod, the only result of several hours was to make my ignorance of MS Visual Studio and C# painfully obvious.
  17. So I see. Makes me mildly curious how it came to be that someone else was able to update the CKAN version. But then I know very little about that end of CKAN. I mostly don't need to know, though this does make me a little cautious about immediately accepting CKAN updates in general.
  18. Seems to work fine for me. But then, that might be because I'm using the version specifically listed as being updated for KSP 1.8 and released a good week ago.
  19. Not sure what's wrong with Kubi and Quoniam's installs, but KEI works fine for me in both 1.7.3 and 1.8.0. I'm waiting for [x] science before going any further with a new career game in 1.8.0, but I got past the KEI stuff just fine. (Added note: wonder if they have current versions of the required dependencies installed.)
  20. Guess I'll just have to practice my patience (which isn't a bad thing to practice). Figured I'd try the recompile thing, though I don't much "speak" C++ (I'm more of a Fortran person) and I don't have even a clue about .NET. Installed Visual Studio, the C++ compiler, and some associated stuff. Tried a rebuild with little luck. Noticed the "pathhint" stuff in the project file and tried editing it to point to my KSP 1.8 install. Bunch of stuff about differing .net versions and not finding some namespaces. Fiddled around a bit ignorantly without making much progress. Finally decided to go play other things instead of starting a new KSP 1.8 career right yet.
  21. Er, in what way do you think axial tilt has any effect on getting into orbit? None that I know of, at least around Kerbin. It affects getting into interplanetary orbits, but nothing before that. Are you perhaps thinking that zero-inclination orbits would end up effectively being inclined by the amount of tilt? Not so. Orbit inclination is with respect to the planet's axis of rotation, regardless of how much tilt that might involve.
  22. That did occur to me as the one context where "crafts" is correct.
  23. (Warning. Minorly sarcastic post follows. :-)) I'm hoping the KSP 2 team has proofreaders proficient enough in English to know that the correct plural of "craft" is "craft". I cringe enough to detract from the enjoyment whenever I read "crafts" in KSP 1. I tried interpreting it as Kerbal humor, but it just doesn't fit the same style of humor. :-)
  24. Crashing things at relativistic speeds, eh? Sounds fun. :-)
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