severedsolo Posted May 8, 2015 Author Share Posted May 8, 2015 (edited) The disable on statechange errors can be ignored, I just went a bit nuts - I'll clean it up in the next release.I THINK what's happening is that it's finding the sub contract groups and doesn't like it.This seems to be your problem: ContractConfigurator.ContractGroup: CONTRACT_GROUP 'KerbinSpaceStation': unexpected child node 'CONTRACT_GROUP' found, ignored.Do me a favour? Hit Alt-F10 and expand the KerbinSpaceStation group - take a screenshot for me?Edit: Ok it's not that because I'm getting those errors too and it's working for me. Edited May 8, 2015 by severedsolo Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 8, 2015 Share Posted May 8, 2015 Do me a favour? Hit Alt-F10 and expand the KerbinSpaceStation group - take a screenshot for me? Link to comment Share on other sites More sharing options...
nightingale Posted May 8, 2015 Share Posted May 8, 2015 The disable on statechange errors can be ignored, I just went a bit nuts - I'll clean it up in the next release.I THINK what's happening is that it's finding the sub contract groups and doesn't like it.This seems to be your problem:Do me a favour? Hit Alt-F10 and expand the KerbinSpaceStation group - take a screenshot for me?That last warning shouldn't have caused any problems, but it's fixed in CC 1.0.4 regardless. Link to comment Share on other sites More sharing options...
severedsolo Posted May 8, 2015 Author Share Posted May 8, 2015 I've just put a new version up, give that a go (it will at least make the log easier to read).KerbinSpaceStation 1.3.3 Released!- fixed a requirement issue with Life Support contracts- removed surplus disableonStateChange nodes. Link to comment Share on other sites More sharing options...
Mister Spock Posted May 9, 2015 Share Posted May 9, 2015 (edited) Hmm, I today upgraded to KSS 1.3.3 and CC 1.0.4, and my KSS contracts have disappeared, too. Er, what log file should I be uploading to help you diagnose this? Log.txt in the KSP main folder? Can I attach it to this post somehow, or should I dump it all inside spoiler tags?Edit: I have a lightly-modded install. Mod list:Kerbal Engineer ReduxKerbal ALarm ClockKSSCCKerbal Construction TimeDocking Port AlignmentFinal FrontierUSI Life SupportPreciseNodeWaypoint Manager, andJust installed Sounding Rockets today Edited May 9, 2015 by Mister Spock Link to comment Share on other sites More sharing options...
severedsolo Posted May 9, 2015 Author Share Posted May 9, 2015 (edited) I think output.log would probably help. pastebin is probably the best way to send your log.I'm using most of those myself, so I don't think it's your mods.Lets check the obvious:1) are you seeing the stock missions? (that suggests something's gone seriously wrong)2) I presume the first mission (launch the KSS) is the problem?3) If so, do you have solar panels, a docking port, and the science lab unlocked (this was recently fixed in CC, so I think this may be your problem, the contract showing previously before you had these requirements was a bug).Otherwise please send your log, and also:Press Alt-F10, expand sub groups until you can see KerbinStationCore's requirements (or whatever contract is the problem) - and hit "force requirements check" (or something like that). I'm interested if any turn yellow (or you have any red at all). Edited May 9, 2015 by severedsolo Link to comment Share on other sites More sharing options...
chlue Posted May 9, 2015 Share Posted May 9, 2015 Hello,just want to notify you that you seem to have messed up 1.3.3 slightly. https://github.com/severedsolo/KerbinSpaceStation/releases lists 1.3.2 first and both release are indicated to be based on commit bbcbd95. Link to comment Share on other sites More sharing options...
severedsolo Posted May 9, 2015 Author Share Posted May 9, 2015 Weird. I must have forgotten to commit before releasing. Fixed it now, thanks.CKAN users, your going to get a useless update. Sorry. Link to comment Share on other sites More sharing options...
nightingale Posted May 9, 2015 Share Posted May 9, 2015 Weird. I must have forgotten to commit before releasing. Fixed it now, thanks.CKAN users, your going to get a useless update. Sorry.More likely you forgot to push. If you see gaps in the historical version numbers in Contract Configurator, that's pretty much always why. Link to comment Share on other sites More sharing options...
Mister Spock Posted May 10, 2015 Share Posted May 10, 2015 Lets check the obvious:1) are you seeing the stock missions? (that suggests something's gone seriously wrong)2) I presume the first mission (launch the KSS) is the problem?3) If so, do you have solar panels, a docking port, and the science lab unlocked (this was recently fixed in CC, so I think this may be your problem, the contract showing previously before you had these requirements was a bug).Ah, I think you've answered my question! I haven't unlocked the docking port or science lab (and no, I'm not seeing the stock space station missions). So it sounds like I simply need to keep playing until I unlock those things. Thank you for your speedy reply.FYI, before I patched, I was seeing the first missions ("Launch the Kerbin Space Station!" and Launch the Mun Space Station!"), and indeed I was bummed that I had to keep ignoring those missions because I didn't have the requisite parts unlocked. So I'm glad things have been patched to hold off on those missions until the player is ready to accept them.Thanks again for a terrific contracts pack. Link to comment Share on other sites More sharing options...
Gristle Posted May 11, 2015 Share Posted May 11, 2015 Resupply KSS isn't recognizing I've docked.Output.log Link to comment Share on other sites More sharing options...
severedsolo Posted May 11, 2015 Author Share Posted May 11, 2015 Another day, another broken sequence node. I think I need to go through them all tonight.In the mean time, I've put an (untested) pre-release up that should fix the problem. As ever, back up your save, and reject/reaccept the contract after installing to get it to show up.https://github.com/severedsolo/KerbinSpaceStation/releases/tag/1.3.3.2 Link to comment Share on other sites More sharing options...
SaintWacko Posted May 11, 2015 Share Posted May 11, 2015 Would you be able to also add resupply missions for the USI Life Support mod? Link to comment Share on other sites More sharing options...
Gristle Posted May 11, 2015 Share Posted May 11, 2015 Would you be able to also add resupply missions for the USI Life Support mod?It does support USI Life Support. See my post 2 above yours. Link to comment Share on other sites More sharing options...
severedsolo Posted May 11, 2015 Author Share Posted May 11, 2015 (edited) It does support USI Life Support. See my post 2 above yours.To be fair, I never updated the first page with the latest changes. I fixed that now.Kerbin Space Station 1.3.4 released- Fixed an issue with LS Resupply missions completing.I'm going to go through the other missions later, and see if I can spot any other issues. Edited May 11, 2015 by severedsolo Link to comment Share on other sites More sharing options...
SaintWacko Posted May 11, 2015 Share Posted May 11, 2015 It does support USI Life Support. See my post 2 above yours.Oh! I hadn't looked closely enough at it. I assumed you were using TAC-LS.- - - Updated - - -I've run into an issue which I'm pretty sure is with this mod, as when I remove it, the issue goes away. While moduleManager is loading in parts, a message pops up saying KSP has stopped working. However, KSP continues to run just fine. If I click okay on the message, it closes along with KSP, but if I just tab back to KSP it runs until I try to quit the game, and then actually crashes. Has anyone else run into anything like this? I'm not seeing anything unusual in the log. It's really too bad, because this contract pack sounds wonderful. I enjoy building stations, but I can see that if I start doing stock station contracts, I'm just going to have a bunch of unused stations littering the system. Link to comment Share on other sites More sharing options...
severedsolo Posted May 11, 2015 Author Share Posted May 11, 2015 I'm gonna guess your running into Out Of Memory issues. You must be right on the line if KSS is tipping you over (I can't believe it loads that much into memory!) Link to comment Share on other sites More sharing options...
SaintWacko Posted May 12, 2015 Share Posted May 12, 2015 I'm gonna guess your running into Out Of Memory issues. You must be right on the line if KSS is tipping you over (I can't believe it loads that much into memory!)It's definitely not an OOM issue. I'm doing fine on memory, and besides, in an OOM crash, there's an error message. Also, it actually crashes, instead of just saying it's crashed while continuing running. Plus, as you said, I can't imagine it's adding much memory to the load. Link to comment Share on other sites More sharing options...
nightingale Posted May 12, 2015 Share Posted May 12, 2015 I've run into an issue which I'm pretty sure is with this mod, as when I remove it, the issue goes away. While moduleManager is loading in parts, a message pops up saying KSP has stopped working. However, KSP continues to run just fine. If I click okay on the message, it closes along with KSP, but if I just tab back to KSP it runs until I try to quit the game, and then actually crashes. Has anyone else run into anything like this? I'm not seeing anything unusual in the log. It's really too bad, because this contract pack sounds wonderful. I enjoy building stations, but I can see that if I start doing stock station contracts, I'm just going to have a bunch of unused stations littering the system.It's definitely not an OOM issue. I'm doing fine on memory, and besides, in an OOM crash, there's an error message. Also, it actually crashes, instead of just saying it's crashed while continuing running. Plus, as you said, I can't imagine it's adding much memory to the load.Don't know what this is due to - Contract Configurator doesn't start loading anything until it hits the main menu. I think KSS does add a part, so I suppose it could be somehow related to that, but that still seems odd. Link to comment Share on other sites More sharing options...
severedsolo Posted May 12, 2015 Author Share Posted May 12, 2015 Don't know what this is due to - Contract Configurator doesn't start loading anything until it hits the main menu. I think KSS does add a part, so I suppose it could be somehow related to that, but that still seems odd.It does add a part, but it's completely unecessary now, I just left it in for legacy purposes. You could try removing Parts/Utilities/StationCore see if that helps, but it still seems odd as it loads fine for me. (Ooh, unless you have another mod that uses :FINAL on the docking port part). Link to comment Share on other sites More sharing options...
Fraz86 Posted May 13, 2015 Share Posted May 13, 2015 Looking through the config files, I was wondering, is there a reason the power module requirements are written like this:PARAMETER { name = RTGSolar type = Any title = Have one of the following power generators PARAMETER { name = PartValidationRTG type = PartValidation hideChildren = true title = 1 or more solar panels // PartModule(s) to check for. Optional, and can be specified multiple times. partModule = ModuleDeployableSolarPanel // Minimum count, default = 1 minCount = 1 } PARAMETER { name = PartValidationSolar type = PartValidation hideChildren = true title = 1 or more generators // PartModule(s) to check for. Optional, and can be specified multiple times. Looking for an RTG partModule = ModuleGenerator // Minimum count, default = 1 minCount = 1 } }As opposed to this:PARAMETER { name = RTGSolar type = PartValidation hideChildren = true title = Have one of the following power generators // PartModule(s) to check for. Optional, and can be specified multiple times. partModule = ModuleDeployableSolarPanel partModule = ModuleGenerator // Minimum count, default = 1 minCount = 1 } Link to comment Share on other sites More sharing options...
nightingale Posted May 13, 2015 Share Posted May 13, 2015 Looking through the config files, I was wondering, is there a reason the power module requirements are written like this: { name = RTGSolar type = Any title = Have one of the following power generators PARAMETER { name = PartValidationRTG type = PartValidation hideChildren = true title = 1 or more solar panels // PartModule(s) to check for. Optional, and can be specified multiple times. partModule = ModuleDeployableSolarPanel // Minimum count, default = 1 minCount = 1 } PARAMETER { name = PartValidationSolar type = PartValidation hideChildren = true title = 1 or more generators // PartModule(s) to check for. Optional, and can be specified multiple times. Looking for an RTG partModule = ModuleGenerator // Minimum count, default = 1 minCount = 1 } }PARAMETERAs opposed to this: { name = RTGSolar type = PartValidation hideChildren = true title = Have one of the following power generators // PartModule(s) to check for. Optional, and can be specified multiple times. partModule = ModuleDeployableSolarPanel partModule = ModuleGenerator // Minimum count, default = 1 minCount = 1 }PARAMETERBecause PartValidation doesn't really do logical-OR very well. What you posted says it needs a single part that is both a solar panel and generator. Link to comment Share on other sites More sharing options...
F1RacerDan Posted May 13, 2015 Share Posted May 13, 2015 Hi! First off thank you for this mod! Ive ran into an issue where im not seeing any space station mission come up? i had one but didnt take it and nothing has come back since.Is there anything iv missed? Link to comment Share on other sites More sharing options...
severedsolo Posted May 13, 2015 Author Share Posted May 13, 2015 Hi! First off thank you for this mod! Ive ran into an issue where im not seeing any space station mission come up? i had one but didnt take it and nothing has come back since.Is there anything iv missed?Run through the below checklist, and let me know what comes up.Lets check the obvious:1) are you seeing the stock missions? (that suggests something's gone seriously wrong)2) I presume the first mission (launch the KSS) is the problem?3) If so, do you have solar panels, a docking port, and the science lab unlocked (this was recently fixed in CC, so I think this may be your problem, the contract showing previously before you had these requirements was a bug).Press Alt-F10, expand sub groups until you can see KerbinStationCore's requirements (or whatever contract is the problem) - and hit "force requirements check" (or something like that). I'm interested if any turn yellow (or you have any red at all). Link to comment Share on other sites More sharing options...
F1RacerDan Posted May 13, 2015 Share Posted May 13, 2015 Run through the below checklist, and let me know what comes up.Thanks for the info! I do not have all parts required yet so im guessing its that, after running that force requirements in the f10 menu it has two that are yellow which is 'partmodule unlocked' Link to comment Share on other sites More sharing options...
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