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kmb1611

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Posts posted by kmb1611

  1. 3 hours ago, Phineas Freak said:

    @kmb1611 it is either EVE or Scatterer at this point. Verify that you have the latest EVE binaries (work perfectly in KSP 1.2.1) and the latest Scatterer binaries. If these steps fail then it is time to:

    • Unistall KSP and delete everything under your "SteamApps/Common/Kerbal Space Program" path.
    • Reinstall KSP.
    • Copy the KSP folder somewhere outside of the "SteamApps/Common" path.
    • Reinstall any mods.

    Thanks all. I ended up re-installing KSP after clearing everything per @Phineas Freak's instructions above (and retaining my saves per @Program Kerbal Space), and that seems to have resolved the issue - scatterer + eve working beautifully now.  Really appreciate everybody's assistance, what an awesome community :) 

  2. 39 minutes ago, Galileo said:

    Ok you don't have the whole scatterer mod in your gamedata. You only have the .dll 

    You need to download this and then add the dll you have to it. 

     

    Thanks - so I did the replace, downloading the copy you linked to, triple checked I was adding to the right GameData, etc. and I'm still seeing the exact same behavior.  FWIW, my original install did include the entire scatterer subdirectory tree as well, not just the .dll.  I do know the install was successful, as the option to integrate with eve clouds in the scatterer config menu at launch was now available, whereas it had not been previously. 

    I'd welcome any other thoughts if you have any - Here's the new player.log (I replaced the old one), if that's helpful at all.  - TIA

  3. @Galileo Per the thread from the scatterer post  here's the output.log as requested - TIA

     

    Quote

    Realizing its probably EVE related, though tied to the clouds maybe?   Anyway, that's the message I get repeatedly in the console... 

    Starting at line 2602 of the log, bolding is mine: 

    [LOG 17:34:27.454] EVEManager: Issue loading CloudsManager! Error:
    UnityEngine.UnityException: Unable to apply node! ---> System.MissingFieldException: Field '.MapView.MapIsEnabled' not found.
      at Atmosphere.CloudsPQS.Apply (System.String body, Atmosphere.CloudsMaterial cloudsMaterial, Atmosphere.Clouds2D layer2D, Atmosphere.CloudsVolume layerVolume, Single altitude, Vector3d speed, Vector3d detailSpeed, Vector3 offset, Matrix4x4 rotationAxis, Boolean killBodyRotation) [0x00000] in <filename unknown>:0 
      at Atmosphere.CloudsObject.Apply () [0x00000] in <filename unknown>:0 
      at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 
      at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 
      --- End of inner exception stack trace ---
      at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 
      at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 
      at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 
      at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 

     

  4. 20 minutes ago, Galileo said:

    definitely need logs

    Realizing its probably EVE related, though tied to the clouds maybe?   Anyway, that's the message I get repeatedly in the console... 

    Starting at line 2602 of the log, bolding is mine: 

    [LOG 17:34:27.454] EVEManager: Issue loading CloudsManager! Error:
    UnityEngine.UnityException: Unable to apply node! ---> System.MissingFieldException: Field '.MapView.MapIsEnabled' not found.
      at Atmosphere.CloudsPQS.Apply (System.String body, Atmosphere.CloudsMaterial cloudsMaterial, Atmosphere.Clouds2D layer2D, Atmosphere.CloudsVolume layerVolume, Single altitude, Vector3d speed, Vector3d detailSpeed, Vector3 offset, Matrix4x4 rotationAxis, Boolean killBodyRotation) [0x00000] in <filename unknown>:0 
      at Atmosphere.CloudsObject.Apply () [0x00000] in <filename unknown>:0 
      at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 
      at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 
      --- End of inner exception stack trace ---
      at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 
      at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 
      at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 
      at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 

     

    Better to just post in the EVE 1.2 thread? (sorry)  Oddly, don't think it was happening until scatterer was installed, but alas, the proof is in the pudding...

     

  5. Happy to post a log file as required, but thought I'd ask first about the symptom and see if it resonates with anybody. 

    Using the latest scatterer (including the new dll posted a couple of pages back) and the most up-to-date EVE, including the new textures. Those are my only two mods installed. 

    In my console I'm continually getting the message "Exception: MissingFieldException: Field '.MapView.MapIsEnabled' not found" in the console (so much so I can't actually see anything else in the console but this).  When playing, toggling between the map view and the regular view in-game more than once will eventually strip away the scatterer effects.  I didn't see that issue posted in either EVE or scatterer's known issues, and my apologies if its already been reported and resolved somewhere.  Any thoughts people might have are welcome, otherwise happy to follow-up with any info needed to help troubleshoot.   -TIA

     

  6. Quote

     So if you attach it to the docking side of the port and rotate it 180 degrees, the game still considers it attached to the docking side of the port.  It doesn't attempt to change attachment nodes.

    Yeah, that's the revelation for me, really really helpful, thank you for the detailed explanation.  (and yes, swapped the Sr.s - I play career-only, so just unlocked them not-so-long-ago :))

  7. Thanks @Alshain and @Kurld. I know the Sr. ones are on backwards (oops), but the standards should be correctly arranged.  

     

    Quote

    There is a chance that you attached the part to the dockable side and then rotated it as well.  You shouldn't do that if you did.  Hold the Mod key (Alt in windows) and make sure it attaches to the node the correct way, do not use the rotation tool to turn it around 180 degrees.

    BINGO.  That's exactly what I did, they weren't attaching properly to the HubMax otherwise!  Holding the mod key and maneuvering will avoid that issue? TY!!

  8. I'm about 400 hours into my KSP career, so not really a total newby and have successfully docked many many things to one another, but I'm completely flummoxed by the behavior of docking ports WRT the HubMax.  

    When I launch my first station, the attached docking ports do not have the "Decouple Node" option available, after all, they're attached directly to the HubMax.  Sofar, so good.  I launch my next piece (a large solar array), and plot intercept in LKO.  Move to dock with the array going Clamp-O-Tron to Clamp-O-Tron.  As I bring the array in closer, they touch at .1 m/s with SAS off, and... nothing.  No magnetic attraction, no docking as I've done successfully many times in the past.  No amount of rotating the array seems to affect it. The only thing that seemingly changes is I now have the option to 'Decouple Node' on the docking port attached to the HubMax... huh?  If I click that, the docking port just floats out into space as if attached with a decoupler, which it isn't, leaving me a bare HubMax endpoint.  

    Thinking I attached it wrong, I tweak how the Clamp-O-Tron is aligned in the VAB, and launch a second station (which is actually the one shown below, attempt #2), but it too suffers the same indignity as the first.  The array, for its part, seems to continue to have a normal functional docking port, though in fairness I'd need to throw something else up into orbit to test against.  But I feel pretty certain its the HubMax port that's the issue. 

    So... bug? Am I missing something here? Do I not understand how the HubMax is supposed to work? Any thoughts on resolution or workaround to my station floating debris in space?  TIA

    Screen%20Shot%202016-08-26%20at%2011.51.

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