Excited to try KSPIE, however I can't get it to fully run. Having the same issue as mentioned two pages back. Also using Kerbalism (v3.11) +KSPIE (v1.25.23), and not able to launch the game (v1.10.1.2939)
Edit: Just realised I posted it in the wrong thread. Here in Kerbalism, not KSPIE.. Will link to this post in KSPIE thread.
The relevant(?) part of the log
[LOG 09:12:24.061] DragCubeSystem: Creating drag cubes for part 'KspiCentrifuge'
[LOG 09:12:24.190] PartLoader: Compiling Part 'WarpPlugin/Parts/Command/CommandCenterDome/part/KspiCommandCenterDome'
[LOG 09:12:24.199] [OKS] Could not find secondary animation - Rotate
[LOG 09:12:24.199] ERROR IN USIAnimationOnLoad - Object reference not set to an instance of an object
[LOG 09:12:24.327] [ModuleRealAntenna] OnLoad from MODULE: [+RA] KspiCommandCenterDome [1.5 dBi L 30 dBm [TL:0] BPSK 31.5 Kbps]
[LOG 09:12:24.343] PartLoader: Part 'WarpPlugin/Parts/Command/CommandCenterDome/part/KspiCommandCenterDome' has no database record. Creating.
[LOG 09:12:24.343] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.
[LOG 09:12:24.355] DragCubeSystem: Creating drag cubes for part 'KspiCommandCenterDome'
[EXC 09:12:24.440] IndexOutOfRangeException: Index was outside the bounds of the array.
FNPlugin.FNHabitat.AssumeDragCubePosition (System.String name) (at <f1d7585dabaa4eeba51e757112346ca8>:0)
DragCubeSystem+<RenderDragCubes>d__34.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
I dug around the sourcecode and the config files but I have no exact clue why it is not working. If I remove the FNHabitat module from the part.cfg (KspiCommandCenterDome) it seems to load. The weird thing is that the IXS_Command module, which is also non-inflatable, spawns the same error/exception, yet the game seems to recover from that and continues loading.
My wild guess is:
In FnHabitat.cs, the very first line of AssumeDragCubePosition tries to access an empty array. If the part is not deployable, there should not be any animation, right? However, I am still confused as to why the IXS_Command module seems to work (well, causes an error here, yet does not fail completely..). That would indicate that the error happens further down the line. I guess for now I will just disable this module inside the part. I am probably not far enough in the TechTree anyway
public void AssumeDragCubePosition(string name)
{
var anim = part.FindModelAnimators(deployAnimationName)[0];
...
...
Maybe a quick check like ..
var anim_array = part.FindModelAnimators(deployAnimationName)
if (anim_array == null || anim_array.Length == 0)
{
enabled = false;
return;
}
.. at the beginning of the function might help?
Cheers