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Problemless Mods Wanter

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Everything posted by Problemless Mods Wanter

  1. Sorry to report but, I was using 4.1.2. just fine, and as soon as I updated to 4.1.3 the loading started to hang at the end with 0 CPU as LGG described. I will try to go back to 4.1.2, hope I'll be able to load again.
  2. Hello, The SCAN RADAR Altimetry Sensor starts as extended even though it is set to retracted position in the VAB. I searched this topic but couldn't find anyone mentioning it. Is this a known issue or specific to my setup or craft perhaps? KSP v 1.8.1
  3. Thank you for quoting me, I don't know how you managed to quote me before my post, without editing =D but ok... And ... I mean just the ability to have 250 custom actions is a quite good reason in my opinion.. We can't have more than 10 in stock, am I wrong, did they change something? Also as I said in the post you quoted from, integration with the Smart Parts mod was also very cool feature, using them side by side. Plus as @JeffreyCor mentioned; the ability to have custom named action groups... is just priceless... I remember so many times, sharing my vehicle in multiplayer with friends and they're were so easily adapted to my crafts or stations thanx to those labels.
  4. Stock also doesn't have "250" custom action groups, which was the biggest selling point for me for this mod. But along with that number came very very cool features which made this mod perfect gameplay for years. Also the compatibility with Smart Parts mod was just the cherry on top! With the help of SP, I used to make some pretty conditional action groups back in the time, using at least 40-50 actions per vehicle and I got hundreds of megabytes of craft files which used this mod. I'm actually so sad to see that it's in some sort of purgatory right now...
  5. @Snark I won't be doing sentence by sentence response this time, for the sake of keeping the pages short. But in short we are not telling totally different stories. I think we cross each other on many points. I am also saying that if the features they choose to pay attention right now will make me forget about the need of robotics, I'm game too...Besides I'm there will always be IR and in IR I trust. And believe me when I say I try to put myself in others's shoes whenever I'm talking to or about someone. I consider myself an empathetic person. But of course I'm not a developer nor a publisher etc. And as we both said we don't have the statistics, numbers and budgets available to us. If I simply put it; I see no difference between a rover tire and a rotor for example. But of course you will explain that one has things attached to it on the other side as well and that multiplies the physics etc... I hear you... May be they won't add those parts initially and may be won't release them as DLC as well... But perhaps include them as part of an update which would be fantastic... But yes we don't know... We'll see... Let's hope for the best. As for the canadarm, I have no idea about development and construction cost, but I'm sure we can't deny the usefulness of it ever time they EVA All aside, so glad to hear you're also a robotics lover as well... That means you hear me as well... Good thing you love robotics too... But I can't understand how you can deny their usefulness... This didn't come out of my pen but since we're speaking of vibes... I would love to see that "fold" out... But before anybody starts throwing tomatoes at me; I am sure that even the mentioned modders will probably say "we don't think so", "we are ok with it", "how dare you" etc... I just think that it's a tiny baby elephant in the room, watch for him so the tomatoes won't hit him as well...
  6. Because squeals generally mean going forward and not bouncing where you were... So as I understand you don't believe in the necessity of porting a very cool feature over but also will you be considering the version 2 of robotics DLC as "new feature" when they release it? That was exactly the point I was making... I was "hoping" that they would include the already made robotics parts as vanilla and further surprise us with newer, cooler more useful parts to come... I am sorry but this is a very vague assumption; may be people didn't have enough money, may be people didn't think it was worth it, may be people were just happy with infernal robotics mod and didn't need to buy the DLC since there were literally no functional NOR quality of physics based difference.... Or simply may be people don't play KSP anymore?!? But speaking of statistics, event just the successor of IR mod (next), have 361.576 downloads just on CKAN... So are we going to just simply disregard 350K people? Or wait, are we going to milk them? Seriously, who would design rockets and complex crafts, rovers etc. and wouldn't want robotics parts? Even the real ISS has robotics parts... Well anyways I'm sorry but, I think yours is a bad example and a bad excuse, so glad it didn't come out of officials... Am I missing something or aren't there only 2 DLCs? Which variety of various are we talking about? Also, it depends on what new features are we talking about and if they compensate leaving other features, which some of us consider "cool", leaving behind or worth disregarding complete..Perhaps... So, depends... Your own words of; " ...their answers indicated that the Breaking Ground robotic stuff will basically not be there... " I apologize if I understood that statement incorrectly but then, does that mean those parts will never ever be there?! If that's the case, that is even worse... Glad you asked because this is exactly the topic I want to underline and stay focused on. But before that let me state this real quick... I support KSP team... I love'm... and there would be nothing more saddening to see them weak. I would want to see the team I support, strong, sharp and robust! And I do believe they're working real hard on bringing us some quality stuff. Which is why I added "Which I doubt" at the end. Now let's separate the creativity in 2 simple categories; 1- Artistic creativity, 2 - Gameplay and mechanics creativity. Now let's think of a "new feature" they're bringing on the table here... For example they said that the landscapes and easter eggs, intractable features on planets will be much more breathtaking and worth exploring for... This is where the artists will shine that's for sure, so that's in the pocket and very excited about those... A second "Big" example can be the "Colonization" gameplay feature... That will literally be a game changer and I believe most of us are very VERY excited about this. I'm not get into who would want those, or if people like it or not... There weren't even a DLC for it to measure this, speaking with your standarts... And I'm not going to discuss the creativity aspect of this cause we all know the whole concept is an adaptation from Roverdude's mods and we are so glad he is in the KSP team. Heck even the robotics was an adaptation from IR, why do you think they decided to create a DLC for it? (Hint; remember those total downloads from IR?) But for now let us please be frank here, do you honestly believe that this colonization gameplay won't require robotics? I mean it's going to sound like I will be repeating myself but if I'm going to be totally honest; I was expecting those really simple hinges, rotors and pistons to be a part of basic rocket / payload building. And I totally don't believe it would add months to the pipeline to include them in the first realse... Then later, may be they would have come up with more complex robotics or mechanics stuff, just for DLC and for the ones who are really into it. Parts or objects like I don't know, like cranes, hooks and pulleys (Kudos to KAS content here)... I don't know like critter-crawler-like stuff or mini drones, to carry resources around on planets... etc. .. etc.. Sky is the limit. Have I ever met the team, I could speak to them all day long of what would be the NEXT fantastic thing to have in the game... After all this title is called "Kerbal SPACE PROGRAM" and not just "Kerbal Rocket Building" only.. So the title is open to all that, and there's no harm in thinking big... WHICH the modding community already accomplished over the years and we are truly glad to see that some of them already being implemented to the official game.. But when we are dreaming all this, for the future of this title, hearing that they're excluding even the world's simplest parts like hinges and rotors... I'm sorry but, that does give that negative vibe which I mentioned... I hope I was able to extend my thoughts properly on this. I highly doubt that those 3 robotics parts and their physics would add "many months" to the production. This is my opinion but I'm nowhere near involved with their development, but I also assume neither you are... I believe I explained some of this a few paragraphs before. But if I were to extend it even more. Let me ask this; "Why do you think, people build rockets for space in the first place?" Isn't to carry instruments over the solar system? Isn't it to have a payload capacity to carry ROVERS to mars.. Rover's which have hinges and rotors and pistons on it... If this is a rocket building game only, I would ask you, then why do we have parts like; " EAS-1 External Command Seat ", " Probodobodyne RoveMate ", " RoveMax Model S2 ", " RoveMax Model XL3 ", " Surface Scanning Module ", " 'Drill-O-Matic' Mining Excavator ", " Convert-O-Tron 250 " etc IN VANILLA GAME... The list can go on... So should they remove them as well? I don't know how you play the game or get your assumptions about "people" but personaly I play this game for the exploration aspect that you mentioned. I love this title not only because we can build and "fly rocket ships" but also we can "land" them on alien planets... I love the idea of having a "SPACE PROGRAM" simulation on my desktop... and not only a Simple Rockets game as there are dozens of alternatives in the market already... I feel proud playing KSP with all of it's complexity and differings from those so called 'simple' titles... As I said this is called "Kerbal SPACE PROGRAM" and not just "Kerbal Rocket Building" only. Don't you think "Canadarm" is part of the international space program? And by no means I meant underestimate the work put on those parts when I said "simple"... But we are nearly in 2020 as you said, KSP was released in 2011, I BELIEVE those should become standart parts for the gameplay like the parts mentioned above and they should build upon it, go forward from there..For DLC's and future stuff. This is my opinion and we may disagree. That's why I meant at the very begining when I said; " I was hoping that they would have included all they have already achieved with KSP, in KSP 2... " First of all the content of this quote is all another, very deep discussion in itself and we can chat for days on it, so I won't get very deep with it but if I were to touch on it, just not to leave you without an answer; The have already progressed the research and develpement for it. AND they have already made revenue from it. This is what I mean by "already achieved". But none of us can speak truly or properly on this unless we have the real numbers in our hands, or learn the legalalities between companies, which is never gonna happen so it's pointless... But here's a friendly reminder; That we live in a global world. And a dollar may be A Dollar where you live, but not where I'm from. That's aside, I can also easily pay $120 dollars for a content if I fall in love with it. Of course companies should profit, pay their workers and compansate their R&D... But none of that hardwork matters if nobody buys the products... They shouldn't forget making customers happy...That's all I'm saying... And yes, you can't make everybody happy I know that, but I also know that I'm not alone in these thoughts... Would you imagine, there are even people out there who don't even attend these forums but lovingly play KSP... I can easily count 5 of my friends on the top of my head, who completely agree with me on these subjects when we speak... And they actualy see themselves as my protegés, when I tell them about my posts... So if we shall go back to the positive stuff... Multiplayer as a new feature, will be a great addition too!!! .. So kudos to @godarklight for creating it way back in 2014 and putting it on GitHub as opensource. I sincerely wonder if they have included him/her in "R&D" or paid any gestural royalties for his/her contribution to the community... I as said this topic is almost as deep as the space itself... Just saying... I'm juust saying... Underlining my redline for the purposes of this main topic. I see no harm on keeping the subject alive and getting multiple confirmations on it, for the record. Always glad to hear that is the continuing case... Anyways I hope I don't get another warning or a ticket from you again, due this post of mine, answering your questions. I truly tried my best to stay polite and professional as well as being open and sincere... Sorry about my English (not native) and I apologize if I offended anybody... We are all speaking and sharing ideas here, in order to have a great product for everyone. Collaborations are what forums are about and why I'm here for... Love you all...
  7. I was reading through and gathering my own thoughts, but already even at page 4 ^^THIS^^, right here, made me feel estranged... I was hoping that they would have included all they have already achieved with KSP, in KSP 2... But it seems that they want to keep older DLC's as newer DLC's... Instead of inventing, creating new and other stuff to sell separately... Which is such a shame... and it gives the negative vibes of creative laziness, as if they're either afraid or unable to be creative or come up with new and interesting stuff... Which I doubt. The only reasoning I can take on this is that the companies are now different and they wouldn't want to ruin KSP 1's DLC sellings with KSP 2, if they included robotics in vanilla... But honestly, who and which new customer will want to buy KSP anymore when KSP 2 is around, anyway?!? Only the rookies who wants a space simulation and haven't seen the KSP 2 store page yet... Let's be honest, who else? Anyways if this the way it's going to be, I will be expecting much MUCH more advanced robotic parts and features, and not just a hinge, a rotor and a piston from that DLC... Or the price should be really really cheap or may be even free for early buyers. I truly believe that, this DLC will have to earn it's price waaaay waay harder than KSP 2 itself... And if there's any intentional and internal (coding) blockage on the liberty of creating mods like "infernal robotics", I will boycott the main game and won't buy. The only 2 reasons I bought BG DLC are, 1 to support the game, 2 the new and unique programming interface which was relatively better / easier than IR's sequencer... But I still use both IR and it's sequencer! I am certain that I'm not alone in this whole subject. ----- Other than this, I have my other thoughts on this topic and I will try to get back to here later.
  8. First of all, I apologize that since I was feeling down about the subject, I tried to stay away from the forums and KSP for the last week. Turns out I missed most of the recent posts, especially on my own thread. I'm trying to catch up, but as usual, most of the arguments are way beyond my comprehension and unfortunately as "users" we can only point out problems, provide logs and do some tests as suggested. Most of the time I wish I could also help with the coding too... But I feel thankful that the issues are still being discussed and possible solutions are provided from everybody. The outcomes of these kinds of discussions are always for the good of the community, so I feel glad that it's happening, as long as it is maintained both friendly and in a constructive manner. As for the regular players who are or will be, stumbling upon this thread, I like to give some updates, starting with; I thank you for taking the timeline into account and giving a heads up on the Alista's mod updates. Those mods and Alista's topics were already in my radar and was wondering if they were the reason or not and hoping for an update. I noticed the updates today (along with the newer versions of; B9 Aerospace Procedural Wings - Fork, Community Tech Tree, Kerbal Alarm Clock, Mark IV Spaceplane System, The Janitor's Closet and of course; MechJeb 2 & Module Manager) and immediately gave launching KSP a try. Unfortunately (or fortunately) even with those updates, the game still didn't load. On the good side, the new addition to MJ code was able to detect (at least one of the) culprit(s) as I reported here; If it's any help, I also would like to leave a note that, @Belivern reported the same symptoms here; and the only mutual mods that I have with him/her are the "ModuleManager", "Firespitter" and "DockingPortAlignmentIndicator". I also love to use "SCANsat" but it was removed along with 40 or so mods while I was generating these reports. Please remember that I already renunciated from most of my favorite mods in order to narrow it down... So even with the Kerbal Foundries (mentioned above) update, I don't believe the hunt will be over soon. But eventually It will I guess... What I actually wonder is; can't MJ just ignore these "particle" or "texture" related dll errors and just let KSP load? Please do not try to answer this, it is a rhetorical question and I won't understand the answer anyways. I assume it's some sort of a failsafe to prevent unnecessary reports, so I can understand if it just won't... Anyways, I thank you all again, for all your efforts to make the mods of this game, even better and keeping the community great... As for anyone interested to see my latest log file, it may be downloaded from this link; https://gofile.io/?c=JuKNLL Peace & out! (for now)
  9. Thank you and whomever helped you, for sparing time and writing this. I hope and am sure it will be most helpful for everybody (users and yourself) both right now and in the future.
  10. I can send the log files if you want to investigate the whole log yourself, but MJ is mostly catching KSP Wheel.dll ... I also got some different errors but mostly this, with the reflection error, saying; Which is the thing I was most afraid of, because 100% of my crafts have "Kerbal Foundries" parts on them. I was able to play the game fine and prevent crashes using the method @Azic Minar mentioned and helped me via PM. But even though the dust effects aren't used in this method, I believe the DLL reference is enough to halt the loading, along with MJ installation at present. I was in denial of uninstalling KF and trying without it, because like I said this mod and it's wheel parts are a must for my gameplay and my humongous crafts, along with @Lisias's lovely maintained tweakscale of course... Yes... Even those wheels are not big enough for me.... (Although I believe they have their own sizing options) Anyways, I guess there's nothing left for me to do but merely look forward for an update for this lovely mod.
  11. =) I'm listening? By the way 10+ mods updated since we last spoke, i tried again, but still no luck.
  12. You are an angel @Lisias, that's for sure... I really really do admire your enthusiasm and I hope it never goes away. I was just reading your answer in another, similar thread. Honestly, I don't know how can you be in so many places, helping so many people at the same time, with the same quality... You're like the particles described in Double-slit experiment in Quantum Physics.... But I guess that's your thing =D
  13. Couldn't appreciate this answer enough. Ok then thank you ALL so much. I won't post anymore! I also won't ask the thread to be locked just yet, since you said yourself that you want to come back to this perhaps later.
  14. Guys, I really don't want anybody to argue over this... I'm already feeling uncomfortable for this issue taking people's time. It's probably a noobity from my side. But since @Lisias was so kind to still struggle with my issue, I gave it a one last try with both moving the textures folder and also tried deleting AVC all together, but both didn't solve. @sarbian I will ask one and final favour from you (After all MJ is your mod) and then I'm gone for good; Below is my current mod list (which has already been cut down to 1/3), would you be so kind to just take a real quick look at it and tell us (IF POSSIBLE) if anything so obvious is standing out, which might be causing an issue? KSP: 1.8.1 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10 (10.0.0) 64bit 000_AT_Utils - 1.8.1 ClickThroughBlocker - 0.1.9.3 Toolbar - 1.8.0.5 USI Tools - 1.3 ToolbarControl - 0.1.9.4 Animated Decouplers - 1.4.2 Antenna Helper - 1.0.6 Aviation Lights - 4.1 B9 Animation Modules - 1.5.1 B9 Part Switch - 2.12.1 B9 Aerospace - 6.5.2 Behemoth Aerospace Engineering Large Parts - 1.6.1 BD Animation Modules - 0.6.5.8 CritterCrawlerRetractingVectoringEngines - 1.3.5.3 BAM - 1.3.3.3 BetterTimeWarpContinued - 2.3.12.4 Bluedog Design Bureau - 1.6.1 CameraTools - 1.13 CCTV - 1.1.6.4 Chatterer Extended - 0.6.2 Chatterer - 0.9.98.2686 Community Category Kit - 5.0 Community Resource Pack - 1.3 CommunityTechTree - 3.3.7 Community Trait Icons - 1.1.1 ConfigurableContainers - 2.4.6 CryoEngines - 1.0.3 CryoTanks - 1.3 DangerAlerts - 1.4.5.2 DeployableEngines - 1.1 DMagic Orbital Science - 1.4.3 DockingCamKURS - 1.3.6.3 DynamicBatteryStorage - 2.0.6 EditorExtensionsRedux - 3.4.0.2 EVA Struts - 1.0.6 ExtraplanetaryLaunchpads - 6.6.2 Firespitter - 7.14 Flexible Docking - 1.0.8 FShangarExtender - 3.6 GroundConstruction - 2.4.1 HeatControl - 0.4.12 HideEmptyTechTreeNodes - 1.1.1 Interstellar Fuel Switch - 3.12.2.5 JanitorsCloset - 0.3.6.1 JSIPartUtilities - 0.5.0.3 JSIAdvTransparentPods - 0.1.21 KAS - 1.4.7097.36908 KerbalAtomics - 1.0.5 Kerbal Foundries - 2.2.6.16 Kerbal Joint Reinforcement - 4.1.15 HyperEdit - 1.5.8 Kerbal Inventory System - 1.23.7234.41726 KSP-AVC Plugin - 1.4.0.2 KSPWheel - 0.15.13.32 Infernal Robotics - 3.0.2 Infernal Robotics Sequencer - 3.0 MarkIVSystem - 3.0.4 Docking Port Alignment Indicator - 6.8.3 NearFutureConstruction - 1.1.4 NearFutureElectrical - 1.0.3 NearFutureLaunchVehicles - 1.2.3 NearFutureProps - 0.6.1 NearFuturePropulsion - 1.1.1 NearFutureSolar - 1.0.5 NearFutureSpacecraft - 1.2.4 NEBULA_DecalsContinued - 0.1.2.2 Final Frontier - 1.7.0.3466 Orbital Colony - 1.0.2 Kerbal Planetary Base Systems - 1.6.10 Portrait Stats - 1.0.18 Precise Editor - 1.3.2 PWBFuelBalancerRestored - 0.2 QuickSearch - 3.3.0.4 RCS Build Aid - 0.10 RealChute - 1.4.7.5 AmpYear - 1.5.6 ReStock - 1.0 ReStockPlus - 1.0 US and Soviet Solar Panels Pack - 1.6 SmartParts - 1.9.14 Soundtrack Editor - 4.6 KSP_ColorPicker - 0.1.0.1 KSP_Log - 0.1.0.1 PartHighlighter - 0.1.0.1 SpaceTuxLibrary - 0.0.2.3 SpaceY Expanded - 1.4 SpaceY Lifters - 1.17.2 StationPartsExpansionRedux - 1.2.1 Surface Experiment Package - 2.7 Surface Mounted Lights - 1.14.7239.37956 TarsierSpaceTechnology - 7.9 Tracking Station Evolved - 1.0.5 TransparentPods - 1.2.3.2 Kerbal Alarm Clock - 3.11 TweakScale - 2.4.3.10 USI Core - 1.3 Asteroid Recycling Tech - 1.3 USI Exploration Pack - 1.3 Freight Transport Tech - 1.3 Karbonite - 1.3 Konstruction - 1.3 Malemute Rover - 1.3 MKS - 1.3 NuclearRockets - 1.3 USI Alcubierre Drive - 1.3 WASDEditorCameraContinued - 0.7.0.1 WildBlueTools - 1.74 Kerbal Actuators - 1.8 Deep Space Exploration Vessels - 3.4 Kerbal KIS Items - 2.1.6 Mark One Laboratory Extensions - 1.20 Kerbal Actuators: More Servos - 1.0 after that I will ask moderators to lock or delete this thread.
  15. Thank you. As I said I thought it would be clear in the logs, turns out it's not. It's ok. Thank you again.
  16. I believe this abbreviation stands for "Too Long; Didn’t Read", but if you read you would know that I am NOT blaming MJ in this thread. And yes I have outdated mods as I explained, but the game loads fine without MJ. Are you saying all the outdated mods will cause this issue no matter what? I know that MJ is fine and my installation is not. I am merely asking for help to pin point which mod(s) are causing this issue, hoping that it is logged in the files somewhere and someone will be able to decrypt it. I understand the "No logs => No support" stand, that's why I uploaded logs but then it's "TLDR" =( I don't know how to read log files, that's why I asked for help from all and your name is mentioned just for a simple confirmation about B9 Part Switch. You didn't have to tire yourself to explain dll's and classes, which I won't understand anyway. That's why I gave up... Not only on installing mechjeb but on KSP... So you don't have to take it personally. But anyways, still... Thanks for dropping by...
  17. Hello, Thank you so much for the updates. Just want to make a simple note that, I am still receiving a FATAL error from KSP AVC regarding B9 Part Switch. You can find the message, quoted at the end of my comment in the link below. I would also appreciate, if you would be kind enough to take a look at my sentences about some confirmation from your side, again at the very end of this comment;
  18. Thank you so much, both for answering my question earlier and this. And the answer to that question being option "B" is such great news. Also, I'm guessing I can put this file where ever I want within the GameData folder right?
  19. I searched the GameData folder for " mechjeb_settings_global.cfg " but nothing comes up. There's however this file, plus many others starting with "mechjeb_settings_type_" followed by my craft names, in my backups folder (Backups\LocalGameData\MechJeb2\Plugins\PluginData\MechJeb2), way back from 2016. I believe this file is created upon changing the MJ settings, in game, to saved them. How does one go about satisfying add-on binder errors? I could really use some specific instructions as I am not able to comprehend any of this. I searched Google for "KSP.IO.File.Exists" and all I can figure out is that it's a Class Reference built in KSP but I don't know where to go from that... I think giving up on MechJeb, or totally giving up on playing KSP will be the way to go for me... At least for now. Because all I want is to build space stations and design some rockets for a couple of hours after work, but all I do is spend days in these forums looking for answers to get this game working with my favorite mods =( Anyways I thank you so much for your contribution, you are a kind and good person!
  20. Hello, I know this mod is not yet updated for 1.8 but I don't see anyone mentioning the problem I'm having and I just want to share it here for future reference and for other people to see, before I stray away from this simple issue. I use both your mod and AmpYear together and for some reason the AmpYear's reserve battery packs do not show up in the game. I described and reported the issue at the link above and @JPLRepo was kind enough look at my logs, to discover that it was ReStock mod which was removing them. Further explaining that even though the latest version of AmpYear included a whitelist configuration file called "AY.restockwhitelist" it seemed that it didn't work. Which to be honest I couldn't locate this mentioned file in AmpYear_V1.5.6.0.zip but still that raised a question for me: If that whitelist file had worked, would that mean; A-) I would lose the ReStock versions of the in game batteries and both the AmpYear and ingame batteries would show as vanilla? B-) It would load AmpYear batteries as vanilla models, along with the ReStock versions of the ingame batteries? C-) AmyYear reserve batteries would magicaly show up as ReStock models, alongside with the ReStock versions of the normal batteries? I would be thankful if you could enlighten me on the subject and perhaps make a note of "AY.restockwhitelist" if that is in fact the case.
  21. I uninstalled the "B9 Aerospace", cleared the logs, loaded the game, same issue. I searched the log files for "[MechJeb2] Starting the Dispatcher" I got this and ONLY this; [LOG 02:34:29.585] PartLoader: Compiling Part 'BAE/Parts/Command/P10/BAEprobe10m/BAEprobe10m' [ERR 02:34:29.596] Cannot find a PartModule of typename 'ModuleSPU' [ERR 02:34:29.596] Cannot find a PartModule of typename 'ModuleRTAntennaPassive' [ERR 02:34:29.600] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace' [LOG 02:34:29.615] [MechJeb2] Starting the Dispatcher [LOG 02:34:29.707] ManeuverPlanner initialization: found 17 maneuvers [ERR 02:34:29.722] MechJeb caught exception in core OnLoad: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at KSP.IO.File.Exists[T] (System.String filename, Vessel flight) [0x00053] in <9d71e4043e394d78a6cf9193ad011698>:0 at MuMech.MechJebCore.OnLoad (ConfigNode sfsNode) [0x00097] in <2e230d4e49354a07858a9faa52799159>:0 So I uninstalled "Behemoth Aerospace Engineering", cleared the logs, loaded the game, same issue. I searched the log files for "[MechJeb2] Starting the Dispatcher" I got this and ONLY this; [LOG 02:49:57.600] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaProbeCore/bluedog_agenaProbeCore' [WRN 02:49:57.603] PartLoader Warning: Variable techtag not found in Part [LOG 02:49:57.625] [MechJeb2] Starting the Dispatcher [LOG 02:49:57.717] ManeuverPlanner initialization: found 17 maneuvers [ERR 02:49:57.732] MechJeb caught exception in core OnLoad: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at KSP.IO.File.Exists[T] (System.String filename, Vessel flight) [0x00053] in <9d71e4043e394d78a6cf9193ad011698>:0 at MuMech.MechJebCore.OnLoad (ConfigNode sfsNode) [0x00097] in <2e230d4e49354a07858a9faa52799159>:0 So I uninstalled "Bluedog Design Bureau", cleared the logs, loaded the game, same issue. I searched the log files for "[MechJeb2] Starting the Dispatcher" I got this and ONLY this; [LOG 03:06:37.952] PartLoader: Compiling Part 'DSSHU/HDU1/HDU1/HDU1' [LOG 03:06:37.987] [MechJeb2] Starting the Dispatcher [LOG 03:06:38.077] ManeuverPlanner initialization: found 17 maneuvers [ERR 03:06:38.092] MechJeb caught exception in core OnLoad: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at KSP.IO.File.Exists[T] (System.String filename, Vessel flight) [0x00053] in <9d71e4043e394d78a6cf9193ad011698>:0 at MuMech.MechJebCore.OnLoad (ConfigNode sfsNode) [0x00097] in <2e230d4e49354a07858a9faa52799159>:0 But this time I'm not going to uninstall Deep Space Surface Habitat Unit Pack because I suspect that MechJeb will keep going to give me another dispatch for another mod, one at a time (which really sucks cause of the loading times), until perhaps only MechJeb is left in my GameData folder... Since we started with B9, may be I should mention that the "B9 Part Switch" throwing a "Fatal Error" with the KSP AVC, saying; But if this is the case, which is causing issue with MechJeb, that means I will have to uninstall literally 17 more mods since B9 PartSwitch being dependency for them. Perhaps that is the mysterious "ManeuverPlanner initialization: found 17 maneuvers" line in the logs is about. At that point I should as well play as vanilla, which I won't. I searched "B9PartSwitch v2.11.1" thread for "MechJeb" and searched MJ thread for "B9 Part Switch" nothing came up. It would be wonderful if either @sarbian or @blowfish could confirm that this has nothing to do with it, because I'm banging my head on the walls for a week now...
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