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KSP2 Release Notes
Everything posted by Lisias
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(sigh). Of course it's something right now on the KSP, otherwise it would be working! What's matter is what!!!! One of the problems I already had found, you have BDArmory installed twice! [LOG 12:38:41.324] Duplicate DLLs found: C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/BDArmory.dll : C:/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/KSP_x64_Data/../GameData/BDArmory\Plugins\BDArmory.dll And, yeah, you managed to install BDArmory directly into the GameData, instead of a BDArmory inside the GameData…. Oukey, we need to go nuclear on this one. Remove everything from GameData, except by "Squad" and "SquadExpansion". If you are willing to retry installing things manually, do not install all at once - this will make things harder as you won't know when it's something you did wrong, or when it's something someone else did wrong. Install 4 or 5 add'ons you want more. Run KSP, see if everything is fine. Then install more, rinse repeat. Once you find something wrong, you have only up to 5 suspects to check them out - way easier than all at once as we have now. Even if you choose to use CKAN, do this way: install only up to 5 add'ons at once, and roll back in the exact instant things get broken. When KSP gets broken, all you have to do is to uninstall the last 5 you installed one by one until the problem goes away. The last add'on you uninstalled before making KSP work again was the trigger (not always the culprit). Now, you can send us the KSP.log telling exactly what was the add'on that triggered the problem, and things will be way easier to diagnose! To learn how to use CKAN, try youtube (I can't suggest a video, as I don't use ckan myself). You can also look for support on the CKAN's thread.
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Ugh… O forgot to tell you where to find the Player.log, sorry! On the OP, you will find a hidden section under the tittle "Support" explaining it. TL;DR: Send me the new KSP.log, I will be able to find the duplicates there. I know of two add'ons that check for it, and both of them logs the duplicates on the KSP.log! (send me also the Player.log) I'm on GMT-3. I sleep now and then…
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Hummm. Found this now: [WRN 23:47:58.740] [KSPCF] A ReflectionTypeLoadException thrown by Assembly.GetTypes() has been handled by KSP Community Fixes. This is usually harmless, but indicates that the "EditorExtensions" plugin failed to load (location: "GameData\EditorExtensions\EditorExtensions.dll") Stacktrace: at AssemblyLoader.GetSubclassesOfParentClass (System.Type parentType) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSPCommunityFixes.BugFixes.RefundingOnRecovery.ApplyPatches (System.Collections.Generic.List`1[T] patches) [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at KSPCommunityFixes.BasePatch.ApplyHarmonyPatch () [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at KSPCommunityFixes.BasePatch.Patch (System.Type patchType) [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at KSPCommunityFixes.KSPCommunityFixes.ModuleManagerPostLoad () [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at System.Reflection.MonoMethod.InternalInvoke (System.Object obj, System.Object[] parameters, System.Exception& exc) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Glo at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () [0x00000] in <ac37db06097f4706b70066f555f86981>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <12e76cd50cc64cf19e759e981cb725af>:0 [WRN 23:47:58.742] [KSPCF] A ReflectionTypeLoadException thrown by Assembly.GetTypes() has been handled by KSP Community Fixes. This is usually harmless, but indicates that the "NextStarIndustries" plugin failed to load (location: "GameData\NSI\Plugins\NextStarIndustries.dll") Stacktrace: at AssemblyLoader.GetSubclassesOfParentClass (System.Type parentType) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at KSPCommunityFixes.BugFixes.RefundingOnRecovery.ApplyPatches (System.Collections.Generic.List`1[T] patches) [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at KSPCommunityFixes.BasePatch.ApplyHarmonyPatch () [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at KSPCommunityFixes.BasePatch.Patch (System.Type patchType) [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at KSPCommunityFixes.KSPCommunityFixes.ModuleManagerPostLoad () [0x00000] in <bd3330ae11e64cfcaf0ed6ad15c2ce90>:0 at System.Reflection.MonoMethod.InternalInvoke (System.Object obj, System.Object[] parameters, System.Exception& exc) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Glo at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.PostPatchLoader+<Run>d__16.MoveNext () [0x00000] in <ac37db06097f4706b70066f555f86981>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <12e76cd50cc64cf19e759e981cb725af>:0 You still have that problems from the last time, but now KSPCF is trying to keep things going anyway. The problem is that now I don't know why EditorExtensions and NextStarIndustries are failing, as KSPCF is omitting (or intercepting the error before the information is available), so I can't tell what's happening anymore. I had read again your last KSP.log, and remembered the "FSBDparticleFX" and while googling for it, I found that it's, indeed, related to BDArmory! Completely remove BDArmory and all its dependencies and see if this fixes things for you. Additionally, you may want to seek help on the KSPCF thread, as I don't understand it - I'm looking into your previous KSP.log looking for hints, because I can't find anything on your last one due KSPCF masking some exceptions… Perhaps the Player.log can help? Send me your Player.log - we may be lucky...
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I had misread your post! Well, renaming the file will do, but if TweakScale gets updated you will end up with two definitions of the Scale Types . IIRC the first one is used, so you will need to rename the file to something that would induce KSP to load it before the canon file. It's some time since the last time I revisited that code, however, so perhaps the last definition would stick and then you need to rename the file to something that KSP would read after the canon… (sigh) Oukey, I will check that code by the morning. It's the reason I usually prefer to hack the original file on my test beds at once until I get it how I want, and then I write a patch into __LOCAL and reinstall TweakScale. I found it easier than trying to remembering how TS behaves when more than one Scale Type with the same name if found - I have a task to code a Houston when this happens, by the way... Humm… I never tried the Steam Workshop with TweakScale, so I can't help right now… AFAIK, having add'ons installed would not affect the Workshop itself, other than publishing crafts that some other users may download but not correctly use due missing parts and/or DLLs... The WorkShop support is loaded by KSP in the same way it loads Add'Ons like TweakScale, only way earlier. Perhaps we have a Assembly Loader/Resolver bug bitting Steam's SAS? Send me again a full KSP.log (exit KSP before grabbing the file, just to be sure) on a link to dropbox and I will check it again. I diagnosed a weird issue once when a KSP's internal DLL were borking on load because some really "lucky dude" managed to blow up a dependency early on the KSP loading phase… Humm… In time… Do an install check on Steam. More than once I heard of an user fixed problems doing this - sometimes we messed up while deleting things (including me!), and then we end up chansing our tails trying to look for a problem on the wrong place.
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My ksp cannot open
Lisias replied to KoreanKSPPlayer's topic in KSP1 Technical Support (PC, modded installs)
Hi! Please upload the full KSP.log into dropbox (or similar service), and post the link here so I can diagnose your issue. Please do not try to copy&paste the thing here, Forum will choke causing problems for some users (and it will truncate the log, rendering it useles for me!). On the TweakScale's thread's OP, you will find a "Reveal hidden contents" bar below the tittle "Support". It will explain you where you will find the KSP.log. In time, I usually respond way earlier when you post your issues on TweakScale's thread, as I get notified by Forum when anyone posts there. When you post on a new thread, like you did now, I'm not notified - so most of the time someone else needs to ping me or I will not be able to find your question! (thanks, @HebaruSan!!) -
Right! KSP 1.12.3 uses Unity 2019, KSP from 1.4.0 to 1.7.3 use Unity 2017. Earlier KSPs (downto 1.2, I think) use Unity 5. From 5 to 2017, a lot of things changed internally on Unity, and this screwed up royally a lot of add'ons (as Firespitter). From 2017 to 2019 some other things also changed, but only a very few add'ons got screwed this time.
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Lucky strike! I just posted here, and then I found your issue! [EXC 17:00:58.368] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <9577ac7a62ef43179789031239ba8798>:0) AssemblyLoader+LoadedAssembyList.GetPathByType (System.Type type) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) AssemblyLoader.GetPathByType (System.Type type) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.IO.IOUtils.GetFilePathFor (System.Type T, System.String file, Vessel flight) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.IO.PluginConfiguration.CreateForType[T] (Vessel flight) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) TweakScale.HotkeyManager.Awake () (at <b608a5e0fb114a86ba977162d3858879>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelLoaded(GameScenes) AddonLoader:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [LOG 17:00:58.369] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: BDAnimationModules 0.0.0.0 GameData\BahaSP\Plugins\BDAnimationModules.dll Found it. BDAnimationModules, somehow, is being screwed I betting this triggered that KSP Assembly Loader/Resolver bug, that so screwed up TweakScale. However, I didn't found a error message involving BDAnimationModules, so I think I finally get a new Reflection problem with indirect (second layered) loading problem! Congrats, this is the first time someone report one of these here! (House M.D. "It's finally Luppus" feelings!). So I found this: [LOG 17:00:59.006] [GameParameters]: Loaded custom parameter class TC. [ERR 17:00:59.006] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'FSBDparticleFX:pEmitter' (4) due to: Could not resolve type with token 01000018 (from typeref, class/assembly UnityEngine.ParticleEmitter, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null) assembly:UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:UnityEngine.ParticleEmitter member:(null) signature:<none> [LOG 17:00:59.007] [GameParameters]: Loaded custom parameter class BTWCustomParams. [LOG 17:00:59.007] [GameParameters]: Loaded custom parameter class BTWCustomParams2. [ERR 17:00:59.007] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'EditorExtensions.AppLauncherButton:button' (0) due to: Could not resolve type with token 01000008 (from typeref, class/assembly ApplicationLauncherButton, Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:ApplicationLauncherButton member:(null) signature:<none> [ERR 17:00:59.007] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'NextStarIndustries.NSIExplosionModule:weapon' (13) due to: Could not resolve type with token 0100001d (from typeref, class/assembly BDArmory.Modules.MissileLauncher, BDArmory, Version=1.3.4.0, Culture=neutral, PublicKeyToken=null) assembly:BDArmory, Version=1.3.4.0, Culture=neutral, PublicKeyToken=null type:BDArmory.Modules.MissileLauncher member:(null) signature:<none> This thing called "FSBDparticleFX:pEmitter" is being screwed by a too old (or too new) version of the dependency called "UnityEngine.ParticleEmitter". Since this last one is something from Unity, I'm pretty sure that whatever FSBDparticleFX is, was compiled on the Unity 5 times. So you need to uninstall it - I don't really know what it is, but perhaps it's something on BDArmory to support Fire Spitter? I'm guessing… Additionally, I also found this one: Additional information about this exception: System.TypeLoadException: Could not load type of field 'EditorExtensions.AppLauncherButton:button' (0) due to: Could not resolve type with token 01000008 (from typeref, cla ss/assembly ApplicationLauncherButton, Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) assembly:Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:ApplicationLauncherButton member:(null) signature:<none> [ERR 17:01:04.590] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'NextStarIndustries.NSIExplosionModule:weapon' (13) due to: Could not resolve type with token 0100001d (from typeref, class/assembly BDArmory.Modules.MissileLauncher, BDArmory, Version=1.3.4.0, Culture=neutral, PublicKeyToken=null) assembly:BDArmory, Version=1.3.4.0, Culture=neutral, PublicKeyToken=null type:BDArmory.Modules.MissileLauncher member:(null) signature:<none> See, we have another issue of the "Could not resolve type with token xxxx" thingy. Again, from BDArmory. So I'm reasonably confident that you are using a pretty old version of BDArmory. I suggest you uninstall it, and then find a new release. Cheers!
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Yes! Yep! This is the quick & dirty solution, but it can be overwritten on updates. It's pretty straightforward, thou, so it's exactly what I do on my Test Beds (that are constantly reset) to make tests, and then I write a patch when I settle up with what I want! If you have Module Manager installed, using a patch is a "safer" option. Save this file somewhere in your GameData (I like to use GameData\__LOCAL so I don't losing or overwriting it when doing updates): @SCALETYPE[surface]:FINAL { %scaleFactors = 0.1 , 0.5 , 1 , 2 , 4, , 5 %incrementSlide = 0.01 , 0.01 , 0.02 , 0.05 , 0.1 , 0.1 } @SCALETYPE[free]:FINAL { %scaleFactors = 10 , 50 , 100 , 200 , 400, 500 %incrementSlide = 1 , 1 , 2 , 5 , 10 , 10 } @SCALETYPE[free_square]:FINAL { %scaleFactors = 10 , 50 , 100 , 200 , 400, 500 %incrementSlide = 1 , 1 , 2 , 5 , 10 , 10 } This will automatically add the 5 (or 500) scale to everything you have installed, as long the thing uses the default scale types. Of course, you can extend the idea to 6 (or 600), 8 (or 800), and so on. Keep in mind, however, that a too much big scale factor may eventually break things on KSP, the 4 value was an empirically determined value that was known to work with everything at that time. Things may be changed, or perhaps not! The incrementSlide is how much each "tick" on the Slide will increment the current scale. Cheers!
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There's a pretty nasty bug on KSP on a critical component called Assembly Loader/Resolver - when this thing goes havoc, the whole system ends ruined. Most times the add'ons that are complaining or failing are innocent bystanders that had the bad luck of stepping on the mine, as the real problem was already installed and waiting for a victim. There's an adage on Science: correlation is not causation. Correlation are signs of a problem, but rarely they pinpoints the cause of it on complex systems - and KSP is complex. Cheers!
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Parallax needs Kopernicus, as it appears. Install Kopernicus and that nasty bug on the Assembly Resolver/Loader will not bite our SASes anymore (that it's, essentially, what prompted TweakScale to yell on the screen - TweakScale checks things before starting instead of trusting everything is allright and then blowing up in the middle of the game!!). [ERR 17:53:17.865] AssemblyLoader: Exception loading 'Parallax': System.Reflection.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 <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'Kopernicus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'Kopernicus, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' In time, please void pasting the KSP.log on the post. Pasting small pieces of it where you think is the problem is allright, sometimes it helps, but pasting long walls of logs are useless because the Forum has a limit on the size of the post (and it's pretty smaller than the smallest useful log), not to mention the unnecessary overload on mobile users where too much information not only clogs the small screen, but causes performance issues. Manual installing is not hard, once you get a grasp on it. You unzip the package on a temp place (as the Desktop, or the Download folder), then you look for the GameData folder somwhere inside the directory structure. Using the Benjee10's example, if you unzip the thing on your Desktop, you will have something like: C:\Users\<your login>\Desktop Benjee10_Orion_v1.2.0 GameData <yada yada yada> <yada yada yada> Them you drag and drop the GameData's contents (and not the GameData itself!) into inside your KSP's GameData folder. In your case , inside the folder C:\Kerbal Space Program 3\GameData\ . O you can hit Alt+A (select all), then Ctrl-X (cut), open the target's KSP GameData and then hit Ctrl-V (Paste). Pay special attention before overwriting existing files - overwritting other people's files is, usually, a bad idea (besides some pretty borderline situations ends up needed it). Cheers!
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Duuude…. Your KSP.log is littered with problems! Let's try to fix them one by one. By first, you have multiple copies of ModuleManager installed, and by some reason the OLDER one was selected to be run! [LOG 16:20:14.200] [ModuleManager] version 4.1.4.0 at C:\Kerbal Space Program 3\GameData\ModuleManager.4.1.4.dll won the election against Version 4.1.4.0 C:\Kerbal Space Program 3\GameData\Benjee10_Orion_v1.2.0\GameData\ModuleManager.4.2.2.dll Version 4.1.4.0 C:\Kerbal Space Program 3\GameData\CoriolisSpaceSystems_v1.0.0\GameData\ModuleManager.4.1.4.dll Version 4.1.4.0 C:\Kerbal Space Program 3\GameData\IFS\ModuleManager.4.1.4.dll Version 4.1.4.0 C:\Kerbal Space Program 3\GameData\ModuleManager.4.2.1.dll Version 4.1.4.0 C:\Kerbal Space Program 3\GameData\ModuleManager.4.2.2.dll Version 4.1.4.0 C:\Kerbal Space Program 3\GameData\Shuttle-Orbiter-Construction-Kit-master\GameData\ModuleManager.4.1.4.dll Please remove GameData/ModuleManager.4.1.4 and GameData/ModuleManager.4.2.1 files from your rig. You are being exposed to MM bugs that were already been fixed. Additionally, it's usually a good idea to have ZeroMiniAVC installed. Some add'ons distribute an older version of MiniAVC that is known to cause problems and getting rid of it is usually the easier way out of the problem. If you use CKAN, you don't need MiniAVC at all, and if you don't use CKAN, KSP-AVC (the full package) is way more convenient. You also have ShadowWorks installed in a completely weird place. You are using Windows, but somehow some MacOS artefacts leaked into your GameData. You have it installed on a directory called GameData\__MACOSX\ShadowWorks_Stockalike_SLS_2_0_5_1\ShadowWorks , but you need to install it on GameData\ShadowWorks . Completely remove the __MACOSX directory from your rig, and reinstall ShadowWorks properly. You also have yet some more ModuleManager DLLs on your rig: [LOG 16:20:13.644] Load(Assembly): Benjee10_Orion_v1.2.0/GameData/ModuleManager.4.2.2 What hints that you also installed Benjee10's Orion wrongly. Completely remove the directory GameData\Benjee10_Orion_v1.2.0 and reisntall Benjee10's Orion correctly. And also, [LOG 16:20:13.659] Load(Assembly): CoriolisSpaceSystems_v1.0.0/GameData/ModuleManager.4.1.4 [LOG 16:20:13.659] AssemblyLoader: Loading assembly at C:\Kerbal Space Program 3\GameData\CoriolisSpaceSystems_v1.0.0\GameData\ModuleManager.4.1.4.dll And also: [LOG 16:20:13.688] Load(Assembly): IFS/ModuleManager.4.1.4 [LOG 16:20:13.688] AssemblyLoader: Loading assembly at C:\Kerbal Space Program 3\GameData\IFS\ModuleManager.4.1.4.dll [LOG 16:20:13.692] AssemblyLoader: KSPAssembly 'ModuleManager' V2.5.0 And also: [LOG 16:20:13.767] Load(Assembly): Shuttle-Orbiter-Construction-Kit-master/GameData/ModuleManager.4.1.4 [LOG 16:20:13.767] AssemblyLoader: Loading assembly at C:\Kerbal Space Program 3\GameData\Shuttle-Orbiter-Construction-Kit-master\GameData\ModuleManager.4.1.4.dll [LOG 16:20:13.768] AssemblyLoader: KSPAssembly 'ModuleManager' V2.5.0 All these add'ons are badly installed. You need to completely remove the following folders GameData\CoriolisSpaceSystems_v1.0.0 GameData\IFS GameData\Shuttle-Orbiter-Construction-Kit-master And then reinstall properly these add'ons! You may want to consider using some package manager as CKAN or CurseInstaller to help you on your rig... I expect some of the problems littering your KSP.log to be vanished by doing this. I also found the following fatal problem: [EXC 16:28:26.028] FileNotFoundException: Could not load file or assembly 'ToadicusTools, Version=0.22.4.4, Culture=neutral, PublicKeyToken=null' or one of its d PartModule.Awake () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) You need to install this ToadicusTools (I don't know what it is, but it is needed by TweakableEverything - so you may want to seek further help with its maintainer!), or nothing in your rig will work properly - including TweakScale. It's nonsense to try to further diagnose your KSP.log, because at this point you have so many problems on it that is more than likely that the TweakScale one is a consequence of these problems, and not a problem affecting specifically TweakScale! Please implement the fixes above and try again. Send me the new KSP.log if something else borks on you! Good Luck! I need the full KSP.log published on DropBox or something in order to diagnose your issue. Patches are never the cause of this problem, it's 99% of the time another add'on that borked being loaded and triggered a nasty bug on a thingy called Assembler Loader/Resolver. Send me the full KSP.log (don't try to post it here on Forum, it will not work and will harm Forum) and I will find the problem.
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So… Someone with more than enough money wanted a new Ventador Lambo, but by some reason he likes water more than asphalt. So this crazy dude did this: Yeah. The dude built a high performance catamaran (180MPH!!!) with Lamborghini look and feel (and parts!!). More : https://yachting.entropia.mc/?post_type=portfolio&p=1488
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Hi! I need the full KSP.log, and not only the error messages, as the rest of the log have the information I need to pinpoint who is borking on us. Additionally, given the nature of the problem, I may need the ModuleManager.ConfigCache too. See the OP, on the hidden section called Support, to see where you can find these files. Zip them and publish them using dropbox or something similar - or, if you have a github account, you can drag and drop them on a comment on this link. Paste a link to your post here so I can connect the dots!
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Try to mangle the "minimumTargetRelativeAngle" thingy to see if anything changes. In in the middle of a <piii>storm at dayjob, I don't know when I will have spare time to tinker with the Poodmund's skybox - probably on the weekend. But I'm guessing that this setting may help you on the matter. Cheers!
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Found it! [ERR 15:17:24.641] [AssemblyLoader] Exception when getting assembly attributes: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. Additional information about this exception: System.TypeLoadException: Could not load type of field 'JanitorsCloset.JanitorsClosetLoader:Log' (0) due to: Could not load file or assembly 'KSP_Log, Version=0.1.1.7, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:KSP_Log, Version=0.1.1.7, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> You need to install this thing, it's a missing dependency for JanitorsCloset. Interesting enough, I found no warning about missing dependencies on your KSP.log...
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This is truly demonic. I would had made a hell of a fuss on my neighbourhood with one of these when young!! Put one of these on my hands and I will show you… (after leaving jail ) I think I would have company doing my time!
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Send me screenshots of the problem, your KSP.log and a link for the Skybox you are using Let's see if I manage to reproduce the thing here on the week end! It's not drawing some parts on distant vessels. I need to study what changed on some ReStock parts and try to code something to convince DOE to draw them.
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Hi! The (more or less) current list of Companions can be found here: https://github.com/net-lisias-ksp/TweakScaleCompanion Anything else is a trial-and-miss , as you have realised. The reason is that as 3rd party PartModules are added, I need to inspect them in order to understand how they work, and then be able to cook a recipe teaching TweakScale how to scale them (and then write a MM patch). Sometimes it's really easy, sometimes not at all! You will find some comprehensive (but somewhat messy) tutorials here.
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A ramp will do. As a matter of fact, is how boarding parts were implemented on AP+! The problem I see is doing a ramp that would fit a size1 or size1.5 tail cone without being too steep for a Kerbal to use when extended. The MD-85 stairs is more or less 45 to 50º degrees, and I don't think a Kerbal will climb it without some kind of help. On the other hand, you can extend the ramp to allow it to be less steep, trading angle for length. It~s how the AP+ ramp were implemented, by the way. It will not be exactly as the MD-85 you want to mimic, but it may be near enough! Cheers
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This kind of stairs on KSP is tricky, because on KSP the crafts use ladders, that relies on a different code to do the job. So you will need to do a stair with the step large enough to induce KSP physics ot think it's something like a ground stairs, like the stairs on the top of the VAB - and, then, I don't think such device would fit on a 1.5 or even 2.0 bulkhead profile as I would use on a MD-87. I think this is exactly the reason the "Size 1.5 Air Ramp" is a ramp, by the way.
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As far as I understand, this is already happening - if you are on the surface of the Mün, you will not see the stars while on the bright side. The stars are dimmed when your eyes are receiving direct or indirect sunlight (it's the reason you don't see the stars on the surface of the Moon at the bright side, the sunlight being reflect by the sand is reaching your retina). Same thing while orbiting Earth - if you can see the Earth while being illuminated by the Sun, then the light bring reflected by the planet will prevent you from seeing the stars the same. However if give your back to both Sun and Earth, when you will be able to see the stars alright because there will be no direct or indirect sunlight reaching your eyes (there's no scattering on Space). Are you sure this is not happening for you? I just fired up my test bed and the stars became visible once Kerbol is occluded by Kerbin! I think there's something else playing a role on this issue. Are you guys using a custom skybox or any other visual enhancement? More or less. When startuping the game, DOE checks if there's no customized values on the KSP/PluginData. If none are found, it tries to read the Default values from a "hidden" file on its plugin data. If the file is found, the default values are read, if not the values hardcoded on the DLL are used. Once you customize the settings, the new values are stored on the KSP/PluginData. BUT… As I said, I failed to prevent that the new customisations settings would be needed by 3rd parties, so the whole model will be reworked. It will will not change dramatically, but it will change a bit. https://github.com/net-lisias-ksp/DistantObject/issues/25
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totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
For obvious reasons (I burned the midnight oil half the week!), Midnight Syndrome by Lebowski. -
Don't bother, it's screwed up. I just realised that I added customisation settings intended to be eventually used by 3rd parties on Planet Packs, but didn't provided a way to allow them to patch the damned things, forcing the user to do it manually!! I will tackle it down on Issue #25.
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Hi! You got bitten by a nasty KSP bug on a thingy called "Assembly Loader/Resolver", this is what loads DLLs to be used by KSP and so any problem on it is pretty nasty. The problem is triggered when something fails to be loaded by any reason, what breaks something inside the thing and from that point, anything else trying to load somethings fails no matter what - even when everything is right. Since TweakScale cannot allow a savegame to be loaded when it is not on a consistent state (as this would destroy all scaled parts on the savegame!!), TweakScale checks if everything is allright after being loaded and, if not, yells about so you can do something about - like asking help here. On the KSP log you sent, the problem appears to be unrelated to USI at all… Apparently it's EnvironmentalVisualEnhancements! [ERR 17:55:41.210] ADDON BINDER: Cannot resolve assembly: Utils, Culture=neutral, PublicKeyToken=null [ERR 17:55:41.213] AssemblyLoader: Exception loading 'CelestialShadows': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadExce ption' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Additional information about this exception: System.IO.FileNotFoundException: Could not load file or assembly 'Utils, Version=1.11.6.1, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'Utils, Version=1.11.6.1, Culture=neutral, PublicKeyToken=null' It's trying to load a thingy called Utils, but this thing is not being found. This is that triggers the Assembly Loader/Resolver bug - from this point, everybody else is being screwing - as DOE. Even Recall is being caught indirectly by this mess! [LOG 17:55:51.764] Calling KSP-Recall.ModuleManagerSupport.ModuleManagerAddToModList() [EXC 17:55:51.775] Add to mod list threw an exception in loading CelestialShadows, Version=1.11.6.1, Culture=neutral, PublicKeyToken=null: System.Reflection.ReflectionTypeLoadExce ption: 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 <9577ac7a62ef43179789031239ba8798>:0 at ModuleManager.ModListGenerator.GetAdditionalModsFromStaticMethods (ModuleManager.Logging.IBasicLogger logger) [0x00021] in <410b7909691747c78c895491c954d2a4>:0 I think that USI was just an innocent bystander that had the bad luck of stepping on the mine, triggering this cascade of events. Perhaps whatever installed USI updated EVE too, and then you got the impression that USI was the problem! In a way or another, your best line of action is to reach EVE maintainers and ask for help about the missing "Util" thingy. You may want to uninstall EVE until they fix the problem, otherwise you will not be able to startup your game! (Removing TweakScale will only remove the one yelling about the problem, the problem will be still there, screwing up silently everybody else!)
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It's a pretty counter-straightforward formula and the new parameters trim it in a equally counter-straightforward way. minimumSignificantBodySize is simple: if defines the smaller body (in visible pixels) that will be considered on the sky dimming. It helps to make things faster on Potatoes by ignoring bodies with an apparent size smaller than the threshold. In pixels. minimumTargetRelativeAngle is the relative angle between Camera and the current body being calculated in which the dimming will happen. You can trim the point of the screen the current body will trigger dimming the sky. Given the other parameters, it ended not being that useful in the end because more than one body can trigger the sky dimming (and, when this happens, the "stronger" one will prevail, and not the one you may thinking of). In degrees from 1 to 180. not only size, but distance matters on the formula! referenceBodySize the size of the reference body (usually the Sun). The size of all the bodies are floored and then normalised with this parameter before being fed into the formula. This one will be useful on custom Star Systems where the Sun (always the brightest body in the visible sky) is smaller than Kerbol. I don't have the slightest idea about the unit of this thing!! That's really great news. I'm currently facing some difficulties to test this on visuals add'ons because I'm essentially using mobile GPUs (and the really crappy ones!). I'm still fighting to buy a nice GPU card, but things are still incredibly expensive around here due import taxes (really, really expensive - the final tax is 115% the price you paid for the good, shipping and insurance included! it's plain nuts!). Buying a second hand one (what would help save a bit of money) is out of question due the cripto-mining breakage flooding the market with badly beaten GPUs - it would worth the risk if the card would be being sold by 25 to 30% of the MRSP, but at 80% to 100%? Now and then I find a offer on eBay for a brand new one cheaper that some second hand ones! Thanks for the help!!
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