Spike88 Posted February 22 Share Posted February 22 2 hours ago, OrbitalManeuvers said: i don't think this will fix your B9 errors but the folder StarstroSpaceSystems-main is not correct. You want its child folder StarstroSpaceSystems in GameData. I’ll have to fix that, was a mistake when I was reinstalling all the mods to try and fix the issue. Thanks for pointing it out. Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted March 10 Share Posted March 10 I'm having some errors on startup. Freshly modded install w/ Ckan. Log: https://drive.google.com/file/d/1vPqpZrM7sQllL_abrFR5QGyJBXLdTU-N/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted April 24 Share Posted April 24 Well I have an issue with B9 Parts switch and am sending in the Log to figure out why this is throwing up errors (As it seems to dead with an issue with something called "LFOX" but I'm Wondering what the issue is. Log: https://www.mediafire.com/file/014dhbesnvm9rkv/KSP.log/file So I'm trying to figure out what "LFox" is. Space_Coyote But here's the Log: Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted April 24 Share Posted April 24 10 hours ago, Space_Coyote said: Well I have an issue with B9 Parts switch and am sending in the Log to figure out why this is throwing up errors (As it seems to dead with an issue with something called "LFOX" but I'm Wondering what the issue is. Log: https://www.mediafire.com/file/014dhbesnvm9rkv/KSP.log/file So I'm trying to figure out what "LFox" is. Space_Coyote But here's the Log: Since you have both Near Future Construction and Near Future Launch Vehicles but not CryoTanks, the LFOX (Liquid Fuel + Oxidizer) tank type should be being supplied by GameData/NearFutureConstruction/Patches/NFConstructionFuelTankTypes.cfg but I don't see it in your log. Quote Link to comment Share on other sites More sharing options...
lucius57 Posted May 5 Share Posted May 5 hi im having an error on startup and dont know where its coming from. Any help is appreciated. Thanks. ksp.log Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted May 5 Share Posted May 5 (edited) 4 hours ago, lucius57 said: hi im having an error on startup and dont know where its coming from. Any help is appreciated. Thanks. ksp.log I can offer you a little help. So this folder here: Benjee10_MMSEV-master is installed incorrectly. This needs to be deleted, and you need to get the latest copy and install it correctly. The folder name inside GameData should be "Benjee10_MMSEV" (you can't just rename your existing folder - you have the wrong folder contents). Make sure you get the latest release version, then find the GameData folder in the zip file, and it's the contents of that embedded folder that you copy to your KSP GameData folder. Welp, I just look further and you have several folders installed incorrectly. Here's another rule of thumb: no mod folder names will have version numbers in them (true ~99% of the time). So your habtech, your historical suits, IVA_ASET*, Kerbalistic docking -- these are all installed incorrectly, likely for the same reason as above. Most people who see your log are going to say "USE CKAN." I don't use it personally, but installing mods by hand requires a lot of very careful reading and file comparing. But yeah your log is 500MB, and me over here with 100 mods, my log file is usually 15-20MB. Edit: make sure you also replace your copy of ACK (Benjee10_Orion). Even though the folder looks right, the megabytes of "bindpose" errors might be coming from an outdated copy of ACK. Edited May 5 by OrbitalManeuvers typos, what else Quote Link to comment Share on other sites More sharing options...
lucius57 Posted May 6 Share Posted May 6 Hey Im back. Thank you so much for the feedback and suggestions. I followed what you said and have made some progress but i still receive the fatal error. ksp.log Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted May 6 Share Posted May 6 7 hours ago, lucius57 said: Hey Im back. Thank you so much for the feedback and suggestions. I followed what you said and have made some progress but i still receive the fatal error. ksp.log Nice, I didn't see any other obvious install issues. I don't really know much about the B9 error, but your log is way cleaner. Hopefully someone else can help pin down the specific error. Personally, I'm side-eyeing IFS just because I hear so many people talk about incompatibilities with it, but I don't have an experience with it myself. Quote Link to comment Share on other sites More sharing options...
lucius57 Posted May 6 Share Posted May 6 (edited) Hey I'm back. Thank you so much for your previous advise. The BDB fatal errors went away, however I'm still receiving a loading error. If you're able to help that would greatly appreciated, if not I understand and please direct me to a forum that can because I've never seen this error before and don't know how to classify it. Thanks! ksp.log Loading Error Edited May 7 by lucius57 Quote Link to comment Share on other sites More sharing options...
Willer Kerman Posted June 4 Share Posted June 4 Hey, im also having problems with B9partswitch and Near Future Cosntruction. I have tried everything in this thread but i was unnable to fix it, so here's my log: KSP.log Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 4 Share Posted June 4 15 hours ago, Willer Kerman said: Hey, im also having problems with B9partswitch and Near Future Cosntruction. I have tried everything in this thread but i was unnable to fix it, so here's my log: KSP.log Try re-downloading and reinstalling B9PS and maybe also NF Construction. Sometimes B9PS spotaneously corrupts and misbehaves like this. Quote Link to comment Share on other sites More sharing options...
Willer Kerman Posted June 4 Share Posted June 4 (edited) On 6/4/2024 at 2:18 PM, JadeOfMaar said: Try re-downloading and reinstalling B9PS and maybe also NF Construction. Sometimes B9PS spotaneously corrupts and misbehaves like this. I have tried reinstalling both via ckan and downloading it directly, and also cryotanks and cryoengines, but didn't work in any case So, update on this, it was some of the Kerbalism SIMPLEX extensions, no idea why or whitch one of them was. Edited June 5 by Willer Kerman Update on the situation Quote Link to comment Share on other sites More sharing options...
Vandernugget Posted June 12 Share Posted June 12 Hey folks, the version of B9 Part Switch in the CKAN shows as currently only supporting KSP v1.12.3. Is that correct or am I doing something wrong? Will that version work if I install it anyway? Thanks for any help! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted June 12 Share Posted June 12 21 hours ago, Vandernugget said: Hey folks, the version of B9 Part Switch in the CKAN shows as currently only supporting KSP v1.12.3. Is that correct or am I doing something wrong? Will that version work if I install it anyway? Thanks for any help! It's good on KSP 1.12.5. Quote Link to comment Share on other sites More sharing options...
Hudsonkm Posted July 2 Share Posted July 2 So back to playing KSP... Tend to reinstall it every other year or so and play like crazy for awhile. In any sense, I am trying to track down the cause of this error. Anybody encountered this one? Can I just ignore it? Quote Link to comment Share on other sites More sharing options...
Rodger Posted July 2 Share Posted July 2 (edited) 9 hours ago, Hudsonkm said: So back to playing KSP... Tend to reinstall it every other year or so and play like crazy for awhile. In any sense, I am trying to track down the cause of this error. Anybody encountered this one? Can I just ignore it? You probably don't have the latest version of BDB. You could update/redownload BDB from CKAN or github https://github.com/CobaltWolf/Bluedog-Design-Bureau (current version on Spacedock doesn't have the fix), but you can pretty safely ignore it too. Edited July 2 by Rodger Quote Link to comment Share on other sites More sharing options...
Hudsonkm Posted July 2 Share Posted July 2 (edited) 31 minutes ago, Rodger said: You probably don't have the latest version of BDB. You could update/redownload BDB from CKAN or github https://github.com/CobaltWolf/Bluedog-Design-Bureau (current version on Spacedock doesn't have the fix), but you can pretty safely ignore it too. Ahh thank you very much! A few minutes ago I discovered it was definitely BDB after removing it and the error went away. So that must be it! Thank you for the link! Edit: yes that worked thanks again. Edited July 2 by Hudsonkm Quote Link to comment Share on other sites More sharing options...
Pappystein Posted July 5 Share Posted July 5 (edited) Hoping someone can help me. BluedogDB has gone and homoginized all the various Titan engines into multiple parts. My Fuel changing patch for them however is not working anymore even with the change to new #IDs etc. My code (shortened) Spoiler @PART[bluedog_LR87]:BEFORE[Bluedog_DB_8] // Base Titan First stage engine and all variants { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[engineSwitch]] { @SUBTYPE[LR87-AJ5] { @MODULE:HAS[@IDENTIFIER:HAS[#name[ModuleEngines*]]] { @DATA{ PROPELLANT[LiquidFuel] { name = Aerozine50 ratio = 0.9 DrawGauge = True } PROPELLANT[Oxidizer] { name = NTO ratio = 1.1 } } } } } ***SNIPPED many more SUBTYPE Substitutions that are the same except calling for different actual SUBTYPE identifiers } And the code the above patch is attempting to Alter: Spoiler SUBTYPE { name = LR87-AJ5 title = LR8707-548 "Pallas" descriptionSummary = Powerful 1.875m engine for the Prometheus-II first stage. real_title = LR87-AJ-5 real_descriptionSummary = Powerful 1.875m engine for the Titan-II first stage. descriptionDetail = <b>Thrust:</b> 477.9 kN ASL / 548 kN Vac.\n<b>Isp:</b> 259 s ASL / 297 s Vac. defaultSubtypePriority = 2 addedCost = 2798 transform = LR87_AJ5_Merged transform = AJ5 upgradeRequired = bluedog_LR87AJ5 NODE { name = bottom position = 0.0, -1.0275413, 0.0 } MODULE { IDENTIFIER { name = ModuleEnginesFX } DATA { maxThrust = 548 atmosphereCurve { key = 0 297 key = 1 259 key = 6 0.001 } } } } This is A ModuleManager.cfg to patch the B9PartSwitch for the engine's fuel type based on Engine Subtype Any help would be appreciated! PS I will also be linking/posting this in the Modulemanager forum. PPS MM Logs are clean with no errors from this patch. Thanks to JonnyOThan in the MM forum thread. I am MOSTLY OK now. the patch works on some parts but not all. Still diagnosing those issues Edited July 6 by Pappystein Quote Link to comment Share on other sites More sharing options...
CensoredUsername Posted July 19 Share Posted July 19 Just to double check as I couldn't find anything about this in the docs, and nothing specific in the code: There is no way to hardcode drag cubes for parts with B9PartSwitch variants using "affectDragCubes=true" currently, right? Quote Link to comment Share on other sites More sharing options...
KingELB Posted August 17 Share Posted August 17 I'm getting an error with RoverDude's Asteroid Recycling Technologies mod that prevents one of the parts from loading, seemingly caused by this mod [LOG 04:27:29.732] PartLoader: Compiling Part 'UmbraSpaceIndustries/ART/Parts/Jaw/Jaw/HA_Jaw' [ERR 04:27:29.741] Invalid float value! Field ImpactRange, value on object of type ModuleAsteroidDrill [ERR 04:27:29.747] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at B9PartSwitch.ColorPropertyModifierInfo+<CreateModifiers>d4.MoveNext () [0x00050] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.MaterialModifierInfo+<CreateModifiers>d8.MoveNext () [0x001dd] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.PartSubtype.Setup (B9PartSwitch.ModuleB9PartSwitch parent, System.Boolean displayWarnings) [0x00383] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.ModuleB9PartSwitch.InitializeSubtypes (System.Boolean displayWarnings) [0x0005b] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.ModuleB9PartSwitch.OnIconCreate () [0x00006] in <a3c2951fc74e4639820ef37d2d29f386>:0 at PartLoader.CreatePartIcon (UnityEngine.GameObject newPart, System.Single& iconScale) [0x0005c] in <4b449f2841f84227adfaad3149c8fdba>:0 at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00ff2] in <4b449f2841f84227adfaad3149c8fdba>:0 at (wrapper dynamic-method) PartLoader+<CompileParts>d56.PartLoader+<CompileParts>d56.MoveNext_Patch0(PartLoader/<CompileParts>d__56) [ERR 04:27:29.747] PartCompiler: Cannot compile part Anyone have any idea what exactly is happening or how to fix it? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 17 Share Posted August 17 @KingELB Isolate the mods that (may use B9PS to) provide options (visual or functional) to that drill. I'm quite sure it's no B9PS itself causing your problem. Quote Link to comment Share on other sites More sharing options...
KingELB Posted August 18 Share Posted August 18 On 8/17/2024 at 3:54 PM, JadeOfMaar said: @KingELB Isolate the mods that (may use B9PS to) provide options (visual or functional) to that drill. I'm quite sure it's no B9PS itself causing your problem. Will do, thanks. Quote Link to comment Share on other sites More sharing options...
KingELB Posted August 20 Share Posted August 20 I figured out the issue, it's not a B9 issue, rather a specific incompatibility with SimpleRepaint for the Jaw only, can be fixed by adding the following patch to a new .cfg file in the IgnoreParts folder of SimpleRepaint: @PART[HA_Jaw]:BEFORE[zzzzzzSimpleRepaint] { %SR_Ignore = true } Quote Link to comment Share on other sites More sharing options...
Noname117 Posted September 1 Share Posted September 1 (edited) ---DELETED BY POSTER--- Edited September 1 by Noname117 Realized the issue isn't with B9 Quote Link to comment Share on other sites More sharing options...
GoldForest Posted October 1 Share Posted October 1 I'm getting a fatal error with B9 and I can't figure out what is causing it. Could someone help me with it? Quote [ERR 00:45:36.120] Module ModuleB9PartSwitch threw during OnLoad: System.Exception: Fatal exception while loading fields on module ModuleB9PartSwitch on part ---> System.Exception: Exception while loading field affectFARVoxels on type B9PartSwitch.ModuleB9PartSwitch ---> System.FormatException: String was not recognized as a valid Boolean. at System.Boolean.Parse (System.String value) [0x00024] in <9577ac7a62ef43179789031239ba8798>:0 at B9PartSwitch.Fishbones.Parsers.ValueParser`1[T].Parse (System.String value) [0x0000b] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.Fishbones.NodeDataMappers.ValueScalarMapper.Load (System.Object& fieldValue, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00022] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.Fishbones.NodeDataField.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00043] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.Fishbones.NodeDataList.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00025] in <a3c2951fc74e4639820ef37d2d29f386>:0 --- End of inner exception stack trace --- at B9PartSwitch.Fishbones.NodeDataList.Load (ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00058] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.Fishbones.NodeDataObjectExtensions.LoadFields (System.Object obj, ConfigNode node, B9PartSwitch.Fishbones.Context.OperationContext context) [0x00033] in <a3c2951fc74e4639820ef37d2d29f386>:0 at B9PartSwitch.CustomPartModule.OnLoad (ConfigNode node) [0x000ea] in <a3c2951fc74e4639820ef37d2d29f386>:0 --- End of inner exception stack trace --- at B9PartSwitch.CustomPartModule.OnLoad (ConfigNode node) [0x0010f] in <a3c2951fc74e4639820ef37d2d29f386>:0 at PartModule.Load (ConfigNode node) [0x001ab] in <4b449f2841f84227adfaad3149c8fdba>:0 Here's the logs: https://www.dropbox.com/scl/fi/9k28ydda3b8wsriknpp9c/Logs.rar?rlkey=utchkofd5djxrjdx537brjgqc&st=lmc8hvz2&dl=0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.