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DeW

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Posts posted by DeW

  1. 9 hours ago, vossiewulf said:

    No, the Close button in the Workshop UI is doing nothing. Any ideas? I was watching the console, didn't see any errors or anything logged at all for Construction, but I can provide the log if necessary.

    That's the right button. It's just broken in your case. My GC setup is not working too, but for other reasons. On one vessel with big container/kit KSP locks up on loading attempt. On the other one I have two kits that are not showing up in either workshop window. I'm cleaning up my contracts while waiting for current source code release or an update to GC.

  2. 2 hours ago, vossiewulf said:

    I have what is very likely a dumb noob question, I have docked an Orbital Assembly Line to my station in orbit, but when I try to create an empty kit it says I must close the assembly area first. And I can't figure out how. I get no right-click context menu on the assembly area piece and there is no control I see on the Assembly Line to close it either. 

     

    I agree. It would make sense to have "Close" and "Open" buttons on the assembly space itself, but it's only in the assembly line's "workshop window".

  3. 2 minutes ago, MaxPeck said:

    Sometimes, after you do a “force quit”, more stuff will get written to the log.  I’m sure you know this, but just in case, I thought I’d mention it. If you’re looking at the log while the game is frozen, you’ll see everything that happened up to the point that things went off the rails, but not the cause (because it’s in the process of malfunctioning). Sometimes the “force quit” maneuver will break the logjam and more info gets reported prior to the game terminating. 

    I thought term signal takes care of all process activity and takes it off pretty clean. I don't think Unity player can log much once Mac OS is asked to get rid of it.

  4. 10 hours ago, allista said:

    Don't see anything apart from an NRE in KSPAlternateResourcePanel.ARPWindow.DrawWindow

    While here are many nasty NREs, including NavWaypoint system (NavWaypoint.Awake) and FlightGlobals. And everything ends in vessel destruction by unknown code path.
    Are you sure the logs are not swapped?

    I don't think so. Logs are probably in correct order. Add-on versions in them can probably confirm that. It locks up on the newer one.

    Spoiler

    Stock assembly: Assembly-CSharp v0.0.0.0
    ModuleManager v4.0.2.0
    unBlur v0.5.0.0
    000_AT_Utils v1.8.7141.23160
    001_AnisotropicPartResizer v1.3.0.0
    002_MultiAnimators v1.1.0.2
    0_00_AT_Utils_UI v1.0.7141.23158
    ConfigurableContainers v2.4.7141.23163
    MiniAVC v1.2.0.6
    ClickThroughBlocker v0.1.7.2 / v1.0.0.0
    MiniAVC v1.2.0.6
    aaa_Toolbar v1.7.21.0
    MiniAVC v1.2.0.6
    ToolbarControl v0.1.8.2 / v1.0.0.0
    AutoLoadGame v1.0.8.0
    GC.UI v1.0.7141.23159
    GroundConstruction v2.5.7141.23165
    Mono.Security v2.0.0.0
    Hangar v3.4.7141.23164
    NearFutureSolar v0.4.0.0
    SCANsat v1.8.11.0 / vv18.11
    SCANsat.Unity v1.8.11.0
    Stock assembly: KSPSteamCtrlr v0.0.1.35
    TCA.UI v1.0.7141.23160
    ThrottleControlledAvionics v3.5.7141.23162

    Here is another log from today with latest versions: Player-20190725-1423.log.zip

    You probably can't see what happens in the log because it locks up on the next step after the last log entry. KSP loads craft and locks up before static disappears from portraits. At this point it can only be terminated via "Force Quit":

    Jul 25 14:46:35 mbp com.apple.xpc.launchd[1] (unity.Squad.Kerbal Space Program.29160[38406]): Service exited due to SIGTERM | sent by Dock[356]
    

    I removed Alternate Resource Panel that I missed the last time, but I don't think it was causing the issue since the exact same thing happens without it.

    Screen%20Shot%202019-07-25%20at%2014.46. 

    There is no crash, hence no crash report. Looks like infinite loop type problem.

     

  5. 2 hours ago, allista said:

    That shouldn't be happening. No changes should affect existing games.

    What about logs?

    It would not load at all now. Let me get rid of most of the other mods...

    Still not loading:

    Player-20190723-0516.log.zip

    This is caused by updating these four to the latest night build:

    ConfigurableContainers
    GroundConstruction
    Hangar
    ThrottleControlledAvionics

    With older versions of your mods it loads:

    Player-20190723-0538.log.zip

    =======================================

    Another little issue with "test radial adapter" contract. All the requirements are met, but pressing "Run Test" button does not complete the contract.

    Update: using another type of radial adapter completes the contract. Name is the same though, just "Radial Adapter" for both of them. Both adapters are getting "Run Test" button that only completes contract on one of them. I'm glad I did not discover that on "Landed on Eeloo" version of the contract :)

     

    Player-20190723-0647.log.zip

    =======================================

    Placing more than one radial adapter with symmetry and then resizing it only changes selected one. If you then grab and move one that was not resized, weird things start to happen.

  6. 7 hours ago, beeble42 said:

    Still having the same problem with your latest nightly build and 1.7.3. Explosion upon clicking Finalize in the assembly line. I was able to get an empty container to come out one time, but every other time they explode too. The module is connected to my main base for resource supply by KAS pipe in docked config. Is there anything else I can give you to help understand what is happening here? I'm at a complete loss on how I can proceed with this mod for a Duna base if I have to fly a kit for every single thing I may need to build all the way from Kerbin.

    That sounds like the same issue I had with two containers being spawned simultaneously, but that one was fixed reliably with the explicit check. I tried to test it with the latest nightlies, but my GC orbital base would not load. Build before last would not see containers with constructions started in previous versions in workshop window. May have something to do with added new phase. Just my guess.

  7. On 7/14/2019 at 4:37 AM, allista said:

    Tried the save game that @DeW provided; also tried my own tests.

    Results are the same: containers are spawned as they should, no colliding, no explosions, no traveling with any relative velocity.

    The setup I used is: KSP-1.7.3 + my mods (albeit latest builds) + MM, CRP and other dependencies.

    So I don't really know what's happening there :confused:

    Can provide current debug builds for testing in your environment.

    Although I hope to make a batch release today anyway...

    The last beta fixed it for me. I appreciate the effort. I'm not sure what triggered new container to spawn twice in my environment, but if you force double spawn on your end, you'll get the same effect and an awesome*0.5 explosion :)

  8. 8 hours ago, allista said:

     

     

    Tried the save game that @DeW provided; also tried my own tests.

    Results are the same: containers are spawned as they should, no colliding, no explosions, no traveling with any relative velocity.

    The setup I used is: KSP-1.7.3 + my mods (albeit latest builds) + MM, CRP and other dependencies.

    So I don't really know what's happening there :confused:

    Can provide current debug builds for testing in your environment.

    Although I hope to make a batch release today anyway...

    Wow! Thanks for testing this. I wonder what can possible cause this since I've removed all the mods... I'll try it on Windows computer next.

    I would love to get a debug build of GC and TCA. I've had some strange behavior there too. It may be Mac related or caused by something else that's rare. Thank you for taking your time to support silly issues like that.

  9. Somebody snuck is something else on board. Into one of those snack containers... One of the Kermans was resizing kit under influence I bet.

    Just now, allista said:

    That's bad ;.;

    This docked resizing thing will drive me nuts eventually.

    By any chance, autostruts or Kerbal Joint Reinforcement are on? If KJR, then which flavor?

    KJR Next. I have advanced tweakables enabled, but never clicked on those auto struts buttons. It's in defaults.

  10. 12 hours ago, Tacombel said:

    Incremental station attached with incorrect alignment. The only extrange think I saw was that there was two smoke clouds when launching. One in the junction of the new piece and another one several pieces away.

     

    Spoiler

    W0aKzi1.jpg

     

    Got the same issue:

    dock-offset.png

    I've moved and docked an empty container manually. Container was docked to a  tug assembled from stock only parts with "Clamp-O-Tron Docking Port Sr" on both sides. Then I've assigned a vessel to be built in it.

  11. After further tests I've found that even though there is some correlation between assembly space gates alignment to retrograde, it's not the main cause of half-awesome blasts.

    Impact speed to retrograde angle:

    Spoiler

    15º to retrograde:
    [F: 43796]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 79.63257 - momentum: 199.1
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    10º to retrograde:
    [F: 16672]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 79.51658 - momentum: 198.8
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    5º to retrograde:
    [F: 5980]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 79.40538 - momentum: 198.5
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    0º to retrograde:
    [F: 6111]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 79.36948 - momentum: 198.4
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    0º to retrograde:
    [F: 6213]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 79.36814 - momentum: 198.4
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    0º to retrograde:
    [F: 6415]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 79.36545 - momentum: 198.4
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    My successful container deployment was somewhat accidental. But then I've managed to stop physics by going into 5x warp right after hitting "Finalize" button. Here is what happened:

    screenshot.png

    I've also noticed that clicking "control from here", on either side of the container, prograde orientation does not change 180º.

  12. Quote
    On 7/3/2019 at 4:44 AM, allista said:

    Thanks for the report. I don't see anything in the logs aside from some exceptions thrown on game saves by contact system.

    The container is spawned and is immediately considered as "moving" and crashing into the nearest part.

    There are no mods to conflict with either. So the only explanation left is some hidden incompatibility with KSP 1.7.2

    Looking into it.

     

    I've rolled back to 1.7.1, changed version numbers in persistent.sfs and one quicksave to 1.7.1. Container still explodes the same way as in 1.7.2. With and without KJR Next

    Spoiler

    [DIY Kit: Tug-25]: Ready to Launch - waiting to start physics...
    [000_AT_Utils: 14:56:55.070] Vessel assembled for launch: DIY Kit: Tug-25
    [FlightIntegrator]: Reloaded drag cube for zeroed cube root part OrbitalKitContainer2 on vessel DIY Kit: Tug-25
    [FlightIntegrator]: Vessel DIY Kit: Tug-25 has been unloaded 1.79769313486232E+308, applying analytic temperature 178.887259262095
    DragCubeSystem: Rendering procedural drag for MobileSmelter
    Unpacking DIY Kit: Tug-25
    [FLIGHT GLOBALS]: Switching To Vessel DIY Kit: Tug-25 ---------------------- 
    [F: 12033]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 90.55715 - momentum: 226.4
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5
    [OrbitalKitContainer2]: Deactivated

    Almost the same as in 1.7.2 (relative velocity: 90.58724 - momentum: 226.5). It seems that spawned object travels radially away from the body it suppose to orbit. In this case it's Minimus

    Spoiler

    ORBIT
    {
        SMA = 70946.965740495798
        ECC = 0.0050050379886157148
        INC = 0.81957809053460839
        LPE = 99.676033476498759
        LAN = 319.36593860383209
        MNA = -2.8534231129578731
        EPH = 21837080.014958277
        REF = 3
    }

    Nope. Just checked my theory. It is not traveling radially away from the body it's orbiting. I've tried various ship orientations and was able to successfully deploy ("Finalize") the container while assembly space was pointing towards retrograde.

  13. Hi,

    I'm getting similar exploding container issue now. Have not had that before. I've removed other mods (including KJR) except SCANsat (18.10), because none of my vessels would load without it. Getting the same result with no other mods. Same thing happens when deploying an empty container.

    Here is the relevant part of the Player.log 

    Spoiler

    Game State Saved to saves/default/Tug-25-before_spawn
     [DIY Kit: Tug-25]: Ready to Launch - waiting to start physics...
    [000_AT_Utils: 23:58:09.605] Vessel assembled for launch: DIY Kit: Tug-25
    DragCubeSystem: Rendering procedural drag for MobileSmelter
    [FlightIntegrator]: Reloaded drag cube for zeroed cube root part OrbitalKitContainer2 on vessel DIY Kit: Tug-25
    [FlightIntegrator]: Vessel DIY Kit: Tug-25 has been unloaded 1.79769313486232E+308, applying analytic temperature 178.304219999827
    Unpacking DIY Kit: Tug-25
    [FLIGHT GLOBALS]: Switching To Vessel DIY Kit: Tug-25 ---------------------- 
    [PlanetariumCamera]: Focus: DIY Kit: Tug-25
    [F: 11598]: OrbitalKitContainer2 collided into OrbitalAssemblySpace - relative velocity: 90.58724 - momentum: 226.5
    OrbitalKitContainer2 Exploded!! - blast awesomeness: 0.5

    https://www.dropbox.com/s/qf1efhy153zfk4j/Player.log?dl=0

    Mod's awesomeness is off the charts, b.t.w.

    Thank you for all the great work you do

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