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[1.11.2] B9PartSwitch v2.18.0 (March 17)


blowfish

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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. 

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  • 3 weeks later...
  • 1 month later...

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: 

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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.

 

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Posted (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 by OrbitalManeuvers
typos, what else
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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.

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Posted (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 by lucius57
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  • 4 weeks later...
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.

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Posted (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 by Willer Kerman
Update on the situation
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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!

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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.

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  • 3 weeks later...

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?


7EnoA8R.png

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Posted (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?


7EnoA8R.png

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 by Rodger
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Posted (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 by Hudsonkm
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Posted (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 by Pappystein
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  • 4 weeks later...

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?

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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
}

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  • 2 weeks later...
  • 5 weeks later...

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

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