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Lisias

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Everything posted by Lisias

  1. Ahh!! So this is the reason that huge and terribly heavy wheels ended up floating!!!!
  2. Hi! Lately I'm more tired than busy - one consequence of workloads that endures for months is that a lot of things on Real Life ends up getting sidetracked, and once the workload ends (by a reason or another), you have all that backlog to handle. There's a file called PartDatabase.cfg on your KSP's root. It's where all the parts' information are consolidated for easy access. After loading the Textures and Models, KSP starts to read and "compile" the parts from the config files. When a new part not present on that database file is fount, this message is printed on the log. Delete the PartDatabase.cfg and then fire up KSP - you will see this message for every part found. Then quit KSP and fire it up again, and you will note that no issue of that log will be found. About the drag cubes, it's the same. KSP doesn't measures drag precisely, it uses on inaccurate approximation that it's good enough for the game purposes. This approximation is the drag-cube, literally a cube used to measure how much drag a part will cause - I do not really know how it is calculated, I just take this for granted, but if you go check that PartDatabase.cfg file you will get a long list of things like: PART { url = AirplanePlus/Parts/Aero/bigwing/part/bigwing DRAG_CUBE { cube = Default, 1.247,0.9107,1.43, 1.247,0.1293,11.17, 3.729,0.5781,0.8552, 3.729,0.3346,1.992, 21.76,0.9629,0.4668, 21.76,0.9634,0.4668, -5.467,-0.182,-2.858E-07, 11.2,2.366,0.7374 } } And there it's your drag cubes. Some parts specify it's own drag cubes "manually", see the ./Squad/Parts/Aero/miniIntake/SmallIntake.cfg (took from KSP 1.4.3 as I using it to do some research now): PART { name = miniIntake module = Part author = Porkjet <yada yada yada> tags = #autoLOC_500198 //#autoLOC_500198 = aero (air aircraft breathe fligh inlet jet oxygen plane subsonic suck DRAG_CUBE { cube = Default, 0.1813352,0.6919296,0.4108824, 0.1813352,0.6919321,0.4108824, 0.3032565,0.4,0.3950377, 0.3032565,0.942507,0.1303004, 0.1813352,0.6928801,0.4108824, 0.1813352,0.6909673,0.4108824, 0,0.1324531,-2.368446E-08, 0.625,0.3274064,0.6250001 } See? You can specify yourself the drag cube (if you know how to do it ), or you can trust KSP to calculate it for you. When KSP does it, it prints that message about drag cubes on the KSP.log. Cheers!
  3. ANNOUNCE Release 2.1.1.7 is available for downloading, with the following changes: A major screwup on Mono's libraries was detected and worked around by KSPe.Light. Whole history available here. Formalizes support for KSP 1.3.1. #HURRAY!! I'm not 100% certain, but all the tests I made suggests I found a File Handler leakage on a Mono's low level library used by KSPe.Light. This Release merely update KSPe.Light to a version where the problem was (apparently) successfully worked around. On the bright side, I spent a lot of time playing KSP 1.3.1 lately (just because I could), and DOE /L behave perfectly. So I'm formalising the KSP 1.3.1 support on this Release. No screenshots this time, I'm in hurry. Again… See OP for the links. — — — — — This Release will be published using the following Schedule: GitHub. Right Now. CurseForge. Right Now. SpaceDock. Right Now. The rationale is to gradually deploy the thing in order to cope with eventual mishaps before it reaches too much people.
  4. AFAIK, Kerbalism removes should TweakScale from all the parts it needs to be installed, as Kerbalism does some processing when the craft is packed (i.e., removed from the Physics and shoved in the "Rails" stunt) and so TweakScale it not active to scale up things. Let me check it again on Kerbalism's repo... <hack, hack, slice and hack again> Humm.. Nope. I found an Issue where it was mentioned that removing TweakScale from the parts with Kerbalism modules would be only practical solution, but as far as I could check on Kerbalism's repository, there're no such patch yet. On a rule of thumb, everything that Kerbalism touches must have TweakScale removed . Since I don't know Kerbalism, I can't tell you what modules should trigger a TweakScale removal. You will need to reach Kerbalism's maintainers for such. Once someone lists these modules, writing a patch for removing TS from affected parts is a breeze.
  5. Looks like something is changing the binary signature of some files in your installment. Not a good thing, if you ask me... Do you use CKAN or CurseInstaller? If yes, you may want to check with them to see if they help. If not, I would consider updating the antivirus. Virii are usually the ones that changes DLLs in an attempt to spread themselves (what would change the binary signature and then triggering Steam to redownload the files) - but this is a wild guessing...
  6. Whopsy, sorry taking that much! (New users need to get moderation approvement for initial posts to prevent spam, and so it took some time until I could see yours). Anyway, getting to the point: you got bitten by a nasty bug on a KSP internal thingy called Assembly Resolver (yada yada yada ) that screws up everybody once some poor add'on steps on the land mine. So we need to find this unlucky add'on, fix it and then everybody else (including TweakScale) will be able to work fine again. USUALLY the mine stomper stand-up guy is the first Reflection or Loading Exception on the log, but it happens that in your case, it's exactly TweakScale, so I initially thought that I had screwed up the Distribution file (again… - hear it on the voice of shadowzone…). So I downloaded them to check. It's everything fine (and the thingy that could be missed was found on the Log anyway, so I panicked too early!!! (once bitten, twice shy ). So, back to digging, I realised that almost immediately the TweakScale borking, there was a footprint from a known troublemaker, MiniAVC: [ERR 19:23:06.605] ADDON BINDER: Cannot resolve assembly: MiniAVC.XmlSerializers, Culture=neutral, PublicKeyToken=null [ERR 19:23:06.605] ADDON BINDER: Cannot resolve assembly: MiniAVC.XmlSerializers, Culture=neutral, PublicKeyToken=null [ERR 19:23:06.605] ADDON BINDER: Cannot resolve assembly: MiniAVC.XmlSerializers [LOG 19:23:06.658] Load(Audio): AirplanePlus/Sounds/109_startup [LOG 19:23:06.785] MiniAVC -> System.Net.WebException: The request timed out at System.Net.HttpWebRequest.EndGetResponse (System.IAsyncResult asyncResult) [0x00049] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0 at System.Net.HttpWebRequest.GetResponse () [0x0000e] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0 at MiniAVC.Addon.FetchRemoteInfo () [0x0002e] in <946c68c810554a77bc35cab54adcb678>:0 at MiniAVC.Addon.ProcessRemoteInfo (System.Object state) [0x00045] in <946c68c810554a77bc35cab54adcb678>:0 So this explains things, thankfully! Install ZeroMiniAVC and it will keep your system clean from it, avoiding this problem. Once every MiniAVC is removed from your rig, things should run fine again. [Not yet, I found something else, see below.] On a final note, I found three Module Managers on your rig. This is really bad, because since KSP 1.8.0 we have yet another bug that induces the OLDER Module Manager to be used, and so you are still subject to older MM bugs besides having the newest one installed: ModuleManager.4.1.3.dll ModuleManager.4.1.4.dll ModuleManager.4.2.1.dll Remove the 4.1.3 and 4.1.4 files, leaving only 4.2.1 on your GameData. You have ModuleManagerWatchDog installed, it should had barked on you about. I need to check this tool The size of the log is not a problem, I have some tools that make my life easier this problem is an old "friend" since 1.8.0 - so most of the time I know exactly what to look and how, it takes me less than a minute. Most of the time, as this issue of yours was different! Cheers! — — POST EDIT — — I kept digging, because MiniAVC besides being a trouble maker, didn't borked in a known way the triggers that bug on the Assembly Resolver. I'm glad I did it, because I found this: [ERR 19:23:35.941] MechJeb moduleRegistry creation threw an exception in LoadComputerModules loading TweakableDeployablePanels, Version=0.2.1.0, Culture=neutral, PublicKeyToken=null: Sy at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at MuMech.MechJebCore.LoadComputerModules () [0x0002d] in <07394c03495949be9205a3c7a0b33845>:0 The TweakableDeployablePanels are throwing exceptions everywhere on the KSP.log, by the way. A bit later, I found this: [EXC 19:23:36.987] FileNotFoundException: Could not load file or assembly 'ToadicusTools, Version=0.22.4.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. 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) [EXC 19:23:36.994] FileNotFoundException: Could not load file or assembly 'ToadicusTools, Version=0.22.4.4, Culture=neutral, PublicKeyToken=null' or one of its dependencies. PartModule.Awake () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Object:Instantiate(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AND THIS is a trigger for the Assembly Resolver bug!! You need to install ToadicusTools whatever it is (I have some remembrance about this DLL, but I can't remember from where, sorry!). Since TweakableDeployablePanels is also borking a lot on your KSP.log, perhaps the TweakableEverything maintainer can help you o this?
  7. There are more people using Windows XP than Windows 11!!!! Source: https://www.pcmag.com/news/windows-11-adoption-is-lower-than-windows-xp-survey-claims
  8. Whoops, I fell asleep! Back to action, there's a problem with ELHelper - I think this is from Extraplanetary Launchpads. [ERR 16:19:11.001] AssemblyLoader: Exception loading 'ELHelper': System.Reflection.ReflectionTypeLoadException: Exception of type 'Sys 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 'Launchpad, Version=6.99.0.0, Culture=neutral, PublicKeyToken=null' File name: 'Launchpad, Version=6.99.0.0, Culture=neutral, PublicKeyToken=null' You will probably need to reach the Extraplanetary Launchpads maintainer to get help about who to fix this, but on a wild guess, your EL installation is half-backed, it's missing some DLL on it. Perhaps by reinstalling this Add'On from scratch would help! Cheers!
  9. Kraken knows. It could even make things worse... Wait a bit, I'm looking into the KSP.log now as soon as you grant me access.
  10. Yes, I need the full KSP.log. TL;DR: you was bitten by a nasty KSP bug on a thingy called Assembly Resolver (yada yada yada ). Once it happens, everything and the kitchen's sink borks too due the splash damage. We need to find who is stepping on that land mine. We solve that dude's problem, everybody else will be fixed by collateral effect.
  11. (sigh) So it's that crap from KSP 1.9.0 that still haunts us until nowadays. The latest KSP-Recall is this one: 0.2.2.3 - https://github.com/net-lisias-ksp/KSP-Recall/releases The latest TweakScale was just published: 2.4.6.11 - https://github.com/net-lisias-ksp/TweakScale/releases (but it fixes an unrelated problem - you should be find even by using 2.4.6.8. or 2.4.6.10 — do not use .9, I screwed up this one). BACKUP EVERYTHING (just in case), then update these two above, and try again. If the problem it's still there, I will need to eye ball your craft file looking for the problem (I'm becoming pretty good on this… Some more time, and I will be able to play KSP using pen and paper!!! ). Being the case, remember to send me also the full KSP.log. About the new KSP 1.11 lights… It's my understanding I had already created patches for them... I will double check this now. — — POST EDIT — — Yep, the patches are there. Everything works as "expected", including the symmetry error on the directional lights!
  12. Be sure to have installed the latest KSP-Recall and the latest TweakScale. If by updating everything, you still have the problem, publish your full KSP.log, the craft-file suffering from the problem and I will inspect it for the cause. It's a long history, but TL;DR in KSP 1.9 a less than ideal workaround was shoved on Editor by Squad, and this workaround screwed up a lot of add'ons (it only happens TS is very used, so its more exposed…). I'm fighting this crap for years already, but only really understood it recently. It's possible that some other PartModule could be fighting TS or Recall over the workaround for the Editor's problem. — — POST EDIT — — As evidence it's a problem on KSP Editor, you can launch your truck directly into the RunWay. Of the truck starts OK, we know for sure it's the Editor problem screwing with you.
  13. ANNOUNCE Release 2.4.6.11 is available for downloading, with the following changes: Fixes a subtle and insidious problem reported by BTAxis. Thanks, dude! Closes Issues: #244 Reactivating TweakScale is disabling the sc See OP for the links. Disclaimer By last, but not the least... — — — — — This Release will be published using the following Schedule: GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Right now. (All your Distribution Channels are belong to us! - Updating everything at once this time)
  14. This is highly undesirable! (And I already found the problem: https://github.com/net-lisias-ksp/TweakScale/issues/244 ) In the mean time, you don't need necessarily to delete the part and add a new one. You can re-activate TweakScale on the parts in need, then save the craft and then reload it. This will allow you to TweakScale the parts again - until the next TweakScale release, when this is going to be fixed. Cheers!
  15. NOTAM For people willing to use alternate channels for getting Support, I'm opening a Discussions on TweakScale's github repository to properly handle them. Please understand that using GitHub issues are not the recommended way of reaching me for Support anymore (it was becoming messy…). Please note that you **need** to tag me there using "@Lisias" on the the text, or I will not be able to respond in a reasonable time! (sorry to anyone that got lost on this less than ideal GItHub's notification system) Cheers.
  16. Take a biplane with huge wings, shove on it the biggest engine you could find. Use a suit that looks like somethings from Julio Verne's 20.000 Leagues Under the Sea. Take off in 5 seconds, so overpowered is the whole setup. Climb to 56.000 feet, near the verge of the space. Using. A. Biplane. This is so marvelously Kerbal that I had to do something about!
  17. Asking on the right thread helps a lot! This is almost surely something borking on loading a dependency, that so triggers a nasty bug on KSP's Assembly Resolver yada yada yada and then screws up TweakScale because it does heavy use of the things the KSP's bug screws up. Send me your FULL KSP.log on dropbox or something on the TweakScale thread (or even in PVT if you prefer) and I will inspect it and diagnose your problem! Cheers!
  18. NOTAM I was wondering how would be the Altitude Record for a Prop Plane? Well, it was 56k feet (~17.000 Meters!!!), in 1937 by Lieutenant Colonel Mario Pezzi on a Caproni CA 161. So I wondered… What would it take to build something on KSP? KAX, of course!!! So, proceeding with the rebalance of the D-45 Radial Engine, I trimmed it to allow a reasonably sturdy metal biplane to reach that altitude. And boy, that engine is powerful. It will give you a lot of trust, if you give it enough Air. And it will show its gratitude with great warmth... Engine waste heat is terribly underrated on KSP in my opinion. We lost the challenge of balancing our crafts for maximum performance, for maximum range or for maximum airborne time. With KAX, not anymore. You will need additional Air Intakes (simulating turbo pumps or blowers), and you need some heat sinkers to get rid of the horrendous internal heat this engine produce - exactly as the real life counterparts, by the way. For now, Basic Fins are excellent passive heat sinkers, you will be able to get that juice for more time using them on the Engine - depending of your airspeed and altitude, of course. But it will not be enough, you will need to compromise! Intercoolers are in development, and they will keep the engine running at maximum power indefinitely. But they will cost you something - slightly worse fuel consumption, or slightly worse engine performance. In both cases, it will cost you some Air Intake. But you will always be able to turn then off for that extra bit of power now and then! High performance planes, as this Kerben Krakenburg Type F of mine I'm using for development, can rely on passive heat sinkers as long you don't keep the engine at maximum for too much time! Things are slightly messed up in Real Life™ yet, but work is being done as time allows (as well the bug hunting from my others Add'Ons!). Stay tuned!! Fly Safe (and don't cook your pilots!)
  19. In my "experience", reaching the Mün is "easy". Staying in one piece, not that much! Insist, resist - do not desist If I eventually managed to do it, you will too! (warning: long, tedious, boring footage of a terrible Mün mission ahead)
  20. Humm… In this case, I'm wondering if the tool is borking because it's overreaching a bit... I will review that code, it may be doing unnecessary tasks that are increasing the exposure for bugs without real benefit. [Nope! It's being triggered by another problem!!] You would miss some bug fixes, the "TweakScale Upgrade Pipeline" (a code to handle changes on TweakScale patches, preventing screwing up living vessels on the savegame) and you would be using a TS from the times I was brute forcing my way into the Editor's problem that started on KSP 1.9 (theoretically, this brute force approach can screw up 3rd parties in the exact same way KSP Editor is screwing with TS since KSP 1.9). But if you could run TS 2.4.5.9 without problems at that time, you should be able to do the same now. I will keep you informed about this case. — — POST EDIT — — I think we have another problem happening, in a way that it's triggering this known issue: the overreaching is probably being induced by the Graphical Shell. I sent a private message about the matter. — — NOTE TO FUTURE MYSELF — — In the end, the trigger was a use case already handled by https://github.com/net-lisias-ksp/KSPAPIExtensions/issues/9 and that by bad luck also triggered the https://github.com/net-lisias-ksp/KSPAPIExtensions/issues/21 . Once the #21 is solved, the #9 will be able to act successfully and the user will be notified correctly by the real problem.
  21. It appears to be EVAManager this time. MechJeb is intercepting the Exceptions, and so I'm not absolutely sure if it's really it. [ERR 17:52:55.827] MechJeb caught a ReflectionTypeLoadException. Those DLL are not built for this KSP version: [ERR 17:52:55.827] EVAManager 0.0.0.0 GameData\EVAManager\EVAManager.dll Usually, the first occurrence of the ReflectionTypeLoadException tells us what's really happening, but MechJeb swallows the log dump, leaving us high and dry. It can be anything - a dependency not met, an I/O error that crashed the loading DLL (as a file not found), really anything. I suggest you reinstall from EVAManager from scratch, reading carefully the installation instructions and making sure if all the dependencies are met. If the problem still happens, temporarily remove MechJeb so when the problem happens, it's properly logged on the KSP.log, then send me the new KSP.log. — NOTE — I known the real problem is being swallowed by MechJeb because later on the KSP.log I found: [ERR 17:54:37.312] [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 'EVAManager.EVAManager+ConfigAction:<Node>k__BackingField' (3) due to: Could not load file or assembly 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null type:<unknown type> member:(null) signature:<none> KSPUtil is a KSP internal Assembly, so it's always there. If someone is borking trying to load it it's because a KSP bug inside a thingy called Assembly Resolver was triggered (yada yada yada ), and this happens on the first occurrence of a ReflectionTypeLoadException - that MechJeb had swallowed. — — — Brute Force Post Merging — — — Ouch, dude, you got bitten by a weird situation created by Steam: [LOG 00:02:50.182] [KSP_Recall] Version 0.2.2.3 /L running on KSP 1.12.3 [EXC 00:02:52.028] UnauthorizedAccessException: Access to the path '/home/sean/.local/share/Steam/steamapps/common/Proton 5.13/dist/share/default_pfx/dosdevices/z:/boot/efi' is denied. System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].HandleError (System.Int32 hr, System.String path) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].AddSearchableDirsToStack (System.IO.Directory+SearchData localSearchData) (at <9577ac7a62ef43179 789031239ba8798>:0) System.IO.FileSystemEnumerableIterator`1[TSource].MoveNext () (at <9577ac7a62ef43179789031239ba8798>:0) System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.InternalGetFileDirectoryNames (System.String path, System.String userPathOriginal, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.Directory.InternalGetDirectories (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <9577ac7a62e f43179789031239ba8798>:0) System.IO.Directory.GetDirectories (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <9577ac7a62ef4317978 9031239ba8798>:0) KSPe.IO.Path.Origin () (at <49c512f865634d58b19408150df06518>:0) KSPe.Util.Installation.CheckForWrongDirectoy (System.Type type, System.String name, System.String folder, System.String vendor) (at <49c512f865634 d58b19408150df06518>:0) KSPe.Util.Installation.Check[T] (System.String name, System.String folder, System.String vendor, System.Boolean unique) (at <49c512f865634d58b1940 8150df06518>:0) KSPe.Util.Installation.Check[T] (System.String name, System.String folder, System.String vendor) (at <49c512f865634d58b19408150df06518>:0) KSP_Recall.Startup.Start () (at <9797923478894773974ad69d5b008a75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) You see that '/home/sean/.local/share/Steam/steamapps/common/Proton 5.13/dist/share/default_pfx/dosdevices/z:/boot/efi' stunt? By some reason someone at Steam though it could be a good idea to map a SYSTEM PROTECTED folder, inaccessible by the user, inside his home folder. While trying to undo another crap (this one by Microsoft), I ended up in need to run the directores from the place where KSP is installed to map where MS (undully) reparsed the symlinks, what was screwing up some internal consistency checks (not to mention causing confusion about where KSP is, spreading confusion about where to tell the User to find some files). But the C# library call I'm using don't know how to ignore an Exception, so when this library call stomps on his z:/boot/efi inacessible crap, it borks, leaving me high and dry. There's a issue for handling this here: https://github.com/net-lisias-ksp/KSPAPIExtensions/issues/21 The best workaround for while is to move KSP into a folder outside /home/sean/.local/share/Steam/steamapps/ (as /home/sean/games/ , for example).
  22. It's that old KSP's Assembly Resolver bug again. [EXC 18:16:50.509] TypeLoadException: Could not load type of field 'LmpClient.Base.HarmonyPatcher:HarmonyInstance' (0) due to: Could not load file or assembly '0Harmony, Version=2.0.4.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. assembly:0Harmony, Version=2.0.4.0, Culture=neutral, PublicKeyToken=null type:<unknow n type> member:(null) signature:<none> UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() You need to install 0Harmony, so LmpClient (whatever it is) will be loaded without triggering that KSP bug I mentioned above.
  23. Hi, by inspecting your log, I found tons of Exceptions. Really a ton of them. Apparently, Kerbalism is missing some dependencies: [WRN 15:35:30.077] [Kerbalism] Profile.Nodeparse failed to load process System.Exception: resource LqDeuterium doesn't exist for process LqDeuterium Boiloff at KERBALISM.Process..ctor (ConfigNode node) [0x00131] in <508759cbee33445e8d50142044bd4b10>:0 at KERBALISM.Profile.Nodeparse (ConfigNode profile_node) [0x00116] in <508759cbee33445e8d50142044bd4b10>:0 I think you need to install Community Resource Kit, but I'm guessing - I don't know Kerbalism too much. Deep-Freezer is also triggering an Exception under KSP-Recall: [LOG 15:37:04.951] [KSP-Recall-AttachedOnEditor] TRACE: OnAwake <NO VESSEL>-CRY-0300Freezer(Clone):FFF6DA6C [LOG 15:37:04.952] DeepFreezer OnDestroy [EXC 15:37:04.954] NullReferenceException: Object reference not set to an instance of an object DF.DeepFreezer.OnDestroy () (at <72233efaa3ee4936a15201f98fac7b68>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Object:DestroyImmediate(Object) PartLoader:StripComponent(GameObject) PartLoader:CreatePartIcon(GameObject, Single&) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [LOG 15:37:04.964] [KSP-Recall-Refunding] TRACE: OnDestroy CRY-0300Freezer(Clone):0 Surprisingly, it appears not to be related to Refunding… In a way or another, I will investigate this issue on the Recall's issue tracker: https://github.com/net-lisias-ksp/KSP-Recall/issues/40 Kerbal Change Log also is borking on you: [LOG 15:38:10.162] [KCL] Could not find a needed change field in directory SimpleLogistics/ChangeLog/KERBALCHANGELOG [EXC 15:38:10.164] ArgumentException: Invalid version: 2.0.3.0.4 KerbalChangelog.ChangelogVersion..ctor (System.String version, System.String cfgDirName) (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) KerbalChangelog.ChangelogVersion..ctor (System.String version, System.String cfgDirName, System.String vName) (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) KerbalChangelog.ChangelogVersion..ctor (System.String version, System.String cfgDirName, System.String vName, System.String vDate, System.String vKSP) (at <3df0e 8f79e4f4c60b17db000dc0cdeca>:0) KerbalChangelog.ChangeSet..ctor (ConfigNode vn, System.String cfgDirName) (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) KerbalChangelog.Changelog+<>c__DisplayClass1_0.<.ctor>b__0 (ConfigNode vn) (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToList () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) KerbalChangelog.Changelog..ctor (ConfigNode cn, UrlDir+UrlConfig cfgDir) (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) KerbalChangelog.ChangelogAddonMainMenu+<>c.<Start>b__0_0 (UrlDir+UrlConfig cfg) (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) System.Linq.Enumerable+SelectArrayIterator`2[TSource,TResult].ToList () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) KerbalChangelog.ChangelogAddonMainMenu.Start () (at <3df0e8f79e4f4c60b17db000dc0cdeca>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 15:38:10.168] IR: Loading bundles from BundlePath: E:/SteamLibrary/steamapps/common/Kerbal Space Program/GameData/MagicSmokeIndustries/Plugins/../AssetBundles/ Don't have a clue about the reason, I think you should reach the maintainer for further help. Now, finally some TweakScale related errors: [LOG 15:38:12.753] [TweakScale] ERROR: CalculateDryCost: negative dryCost: part=IFSHexcanSolid, DryCost=0 at error:0 [LOG 15:38:12.766] [TweakScale] ERROR: part=Interstellar-Technologies.AM-Catalyzed-ICFE-Afterburning (KSPIT KN-162 Afterburning AM Cat ICFE) Exception on Sanity Checks: System.NullReferenceException: Object reference not set to an instance of an object at ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) [0x00000] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) [0x0014a] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ConfigNode.CopyToRecursive (ConfigNode node, System.Boolean overwrite) [0x0014a] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ConfigNode.CreateCopy () [0x00006] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at GameDatabase.GetConfigNode (System.String url) [0x0002f] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at TweakScale.PrefabDryCostWriter.GetMeThatConfigNode (Part p) [0x0002a] in <79923824672640a79107818738480893>:0 at TweakScale.PrefabDryCostWriter.checkForOverrules (Part p) [0x00000] in <79923824672640a79107818738480893>:0 at TweakScale.PrefabDryCostWriter+<WriteDryCost>d__3.MoveNext () [0x00417] in <79923824672640a79107818738480893>:0 at error:0 I think your Interstellar Extended have a problem somewhere. Some parts from it appears to be corrupted or something, because AFAIK, KSPIE and TweakScale lives exceptionally well together. I think there's something breaking up KSPIE somehow, but I don't know KSPIE enough to detect what. And, finallly, something I can recognize: [ERR 15:43:18.688] ADDON BINDER: Cannot resolve assembly: BackgroundResources, Culture=neutral, PublicKeyToken=null [ERR 15:43:18.688] ADDON BINDER: Cannot resolve assembly: BackgroundResources, Culture=neutral, PublicKeyToken=null [ERR 15:43:18.691] Exception loading ScenarioModule DeepFreeze: System.IO.FileNotFoundException: Could not load file or assembly 'BackgroundResources, Version=1.12.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BackgroundResources, Version=1.12.0.0, Culture=neutral, PublicKeyToken=null' at DF.DFSettings.Load (ConfigNode node) [0x0011c] in <72233efaa3ee4936a15201f98fac7b68>:0 at DF.DeepFreeze.OnLoad (ConfigNode gameNode) [0x0003a] in <72233efaa3ee4936a15201f98fac7b68>:0 at ScenarioModule.Load (ConfigNode node) [0x0000e] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Deep Freeze is borking on loading, it's missing a dependency, something called BackgroundResources. Borking on loading dependencies triggers a nasty bug on a KSP internal thingy called Assembly Resolver (yada yada yada ), and once this bug is triggered, everything that need to load a DLL or use a thingy called Reflection is screwed (and TweakScale makes heavy use of both). This probably may explain some of the additional exceptions I found on your KSP.log. Right now, your best line of action is to fix or remove Deep Freeze - as from this point, it's impossible to know if anything wrong is really a problem or just collateral damage caused by this last Exception I quoted above. You need to install whatever Deep Freeze wants (that BackgroundResources thingy) or, alternatively, remove Deep Freeze from your rig. Once Deep Freeze is fixed or removed, try again and if anything wrong happens, post a new KSP.log for inspection! —— POST EDIT — — Found the real problem. Solution on https://github.com/net-lisias-ksp/TweakScale/issues/245
  24. For the Multi Player mode we are speculating, yes. But for that @Vl3d was discussing envisioning, and that somehow we missed the point, no! See, we were talking about a "minimal" MP mode where interactions between players will never be that sofisticated. On this Scenario, yes, you are right and there's no point on preserving causality - so let's Time Warp the thing! But if by chance the KSP2 MP in the future aims to be something about what @Vl3d speculated, causality can't be broke otherwise they will never be able to implement the MP model he was talking about. And there's a thing that we ended up forgetting : single player will not be DRM'd, so there's absolutely nothing preventing a homebrew MP mode (probably a port of Luna or Dark Player) for KSP2, where things can go the way you want without screwing up this (hypothetical) road map for the DRM'd MP mode.
  25. KSP is not Minecraft. On KSP we build crafts that so need to interact with each other: we pilot them, we stage them, we crash them, we dock on them, we take fuel from one to another. Allowing Add'Ons will make things pretty hard to cope on a Multi Player game. How to synchronise the state of a player that hacked its engines to consume less fuel or give more thrust with the others on vanilla? Who is calculating physics, the remote machines (player's) or the central server? If everybody is calculating its own physics, everybody needs to have strictly the same rules - so, no Add'Ons for anybody, or everybody using exactly the same add'ons. If a "central authority" will be in charge of calculating the physics for everybody, it's the same: everybody must use the same add'ons installed on the server, or not have them at all. If you are going to sync add'ons from the server (QuakeWorld style), you need to be absolutely sure you are not distributing copyright infringement material neither malware. Who is the owner of the Universal Time of the game? How to prevent a player to "steal" resources from another (you know, people are going to harvest resources on the game)? How to prevent a troll to dock into your station without permission and knock it off from the orbit? What happens if two ships from different "Agencies" grab an Asteroid and try to move it, each one to a different destination? "Richer" players will be allowed to "bully" the smaller ones with bigger boosters? How the harvesterable resources are replenished on the game? Given enough players, the Mün will eventually be depleted? How to cope with different "Agencies" willing to harvest the same spot? How to prevent the Low Kerbin Orbit from becoming a Kessler Syndrome Work Shop? Minecraft doesn't have to cope with none of these problems.
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