blowfish Posted November 1, 2019 Author Share Posted November 1, 2019 On 10/29/2019 at 8:56 PM, cameronisher3 said: today is the first time im seeing this error, and its happening with the version for 1.7.3 and the latest beta version. ive done fresh installs of b9 and nothing has remedied this https://ibb.co/p4J2VkJ any help would be great. im not using 1.8 Welcome to the forums! Can you post your full log? Instructions on how to do so are in the HOW TO GET SUPPORT link in my signature Quote Link to comment Share on other sites More sharing options...
cameronisher3 Posted November 1, 2019 Share Posted November 1, 2019 9 hours ago, blowfish said: Welcome to the forums! Can you post your full log? Instructions on how to do so are in the HOW TO GET SUPPORT link in my signature here you go https://www.dropbox.com/s/39zn9pn18dhzulm/output_log.txt?dl=0 since my original post i tried removing the mod from ksp, load ksp, then reinsert and load the game. this unfortunately broke it even more https://ibb.co/cLQxTg1 Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 1, 2019 Author Share Posted November 1, 2019 12 minutes ago, cameronisher3 said: here you go https://www.dropbox.com/s/39zn9pn18dhzulm/output_log.txt?dl=0 since my original post i tried removing the mod from ksp, load ksp, then reinsert and load the game. this unfortunately broke it even more https://ibb.co/cLQxTg1 Thanks for the log. Based on it I see the following issues: You have MM 4.1.0 installed, but that's for KSP 1.8 I think you have the 1.8 version of SmokeScreen installed The engine ignitor plugin is not loading (maybe same issue?) The Editor Extensions plugin is not loading CommunityResourcePack seems to be missing some stuff (not sure why). Maybe try reinstalling it? Quote Link to comment Share on other sites More sharing options...
cameronisher3 Posted November 1, 2019 Share Posted November 1, 2019 (edited) 24 minutes ago, blowfish said: Thanks for the log. Based on it I see the following issues: You have MM 4.1.0 installed, but that's for KSP 1.8 I think you have the 1.8 version of SmokeScreen installed The engine ignitor plugin is not loading (maybe same issue?) The Editor Extensions plugin is not loading CommunityResourcePack seems to be missing some stuff (not sure why). Maybe try reinstalling it? will do, thank you! fixed it! thanks for the help Edited November 1, 2019 by cameronisher3 Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 1, 2019 Author Share Posted November 1, 2019 Okay, so update on the 1.8 front: I determined the following: The resources not showing up together is a stock KSP issue It is caused by the variant switcher moving itself to the end of the part action window list It is not fixed in KSP 1.8.1 So given this, I see 3 options: Leave everything as is. The stock variant switcher and B9PartSwitch both move their switching UI to the end of the PAW. Any part that has the stock variant switcher or B9PartSwitch and more than resource (regardless of whether they are switched) will have the resources not shown together. Using B9PartSwitch will also be somewhat annoying as the widget may move when you click it (if the number of resources changes). Leave the stock variant switcher at the bottom but have B9PartSwitch not move itself to the bottom. Any part with the stock switcher and more than one resource will show the resources not together (again, regardless of resource switching) Disable the stock functionality that moves the switcher to the end of the window. All resources appear together. Any opinions there? Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 1, 2019 Share Posted November 1, 2019 I dislike the idea of changing stock behavior when it's not the actual goal of the mod - it's always possible that they could put a fix in 1.8.2 (or some future version) and the fix would then break the override. So for me, I lean heavily towards the first two. Of the two, #2 is likely less annoying in use, though I wouldn't mind #1. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted November 1, 2019 Share Posted November 1, 2019 Too bad that SQUAD didn't fixed this issue while they were already working on PAW UI. But, complaining would not help much. From given options, from user perspective, I think that option #3 will cause least amount of confusion. Might not be easiest way from coding perspective, but it will be much easier to check parts when building craft in VAB/SPH. Quote Link to comment Share on other sites More sharing options...
jpkerman Posted November 1, 2019 Share Posted November 1, 2019 Could having the stock variant switcher move itself to the beginning of the part action window list solve anything? Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 2, 2019 Author Share Posted November 2, 2019 9 hours ago, jpkerman said: Could having the stock variant switcher move itself to the beginning of the part action window list solve anything? I think it would screw with other things. As far as I can tell it's not just the fact that it's at the end but the fact that it moves things out of their initial order. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 2, 2019 Author Share Posted November 2, 2019 11 hours ago, kcs123 said: Might not be easiest way from coding perspective, but it will be much easier to check parts when building craft in VAB/SPH. Based on the work I did to modify it to work with B9PartSwitch it should be very doable. I just have to create a subclass and override one method to do nothing, then replace what ends up in the prefab with my subclass. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted November 2, 2019 Share Posted November 2, 2019 1 hour ago, blowfish said: Based on the work I did to modify it to work with B9PartSwitch it should be very doable. I just have to create a subclass and override one method to do nothing, then replace what ends up in the prefab with my subclass. I was writting in the rush, so I didn't explain everything what was on my mind with "easiest way from coding perspective". Not only is it doable to code, but also interaction with stock and other mods in the future. Basicaly, what @DStaal wrote just in few seconds before I wrote my post: Quote it's always possible that they could put a fix in 1.8.2 (or some future version) and the fix would then break the override. And not only that, have to think about firespitter switcher too. Many of other mods use it and along with mods that prefer B9PS. And, yes, if SQUAD ever deceide to fix stock issue it may make this override piece of code obsolete, but again, noone knows if they will ever fix that issue or how long it will take to fix it. And one other concern is, what option will be easier to maintain in the future ? In my opinion, if option #3 is done properly, you will have little to change whatever path SQUAD take in regards with PAW UI. All of those are valid concerns, but if that can be solved in meaningful way, from user perspective it will be better option #3, to have all resources listed toghether. In the long run humans are prone to "automatization", meaning we are not actualy reading everything on UI, just looking on specific spot on UI, looking on analog size of slidebar, rather than reading exact numbers. Having resources toghether and if drawing of those resources on UI is always in same way, regardless of part type and resource type, would help a lot to not make mistake when build craft. Just my opinion, you will have to weight out all of pros/cons before making final decision, you are the one that will have to do all hard work and maintain it later on. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 4, 2019 Author Share Posted November 4, 2019 B9PartSwitch v2.12.0 for KSP 1.8.0 Recompile against KSP 1.8.0 Stop moving the switcher to the end of the part action window Remove bottomOfWindow paramter Listening for feedback about the position of the switcher in the PAW and the resources showing up separated if you have the stock variant module. Will deal with 1.8.1 shortly however I do not anticipate any incompatibilities. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 4, 2019 Author Share Posted November 4, 2019 B9PartSwitch v2.12.1 for KSP 1.8.1 Recompile against KSP 1.8.1 Didn't take that long I guess Quote Link to comment Share on other sites More sharing options...
Problemless Mods Wanter Posted November 4, 2019 Share Posted November 4, 2019 Hello, Thank you so much for the updates. Just want to make a simple note that, I am still receiving a FATAL error from KSP AVC regarding B9 Part Switch. You can find the message, quoted at the end of my comment in the link below. I would also appreciate, if you would be kind enough to take a look at my sentences about some confirmation from your side, again at the very end of this comment; Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 4, 2019 Author Share Posted November 4, 2019 9 minutes ago, Problemless Mods Wanter said: Hello, Thank you so much for the updates. Just want to make a simple note that, I am still receiving a FATAL error from KSP AVC regarding B9 Part Switch. You can find the message, quoted at the end of my comment in the link below. I would also appreciate, if you would be kind enough to take a look at my sentences about some confirmation from your side, again at the very end of this comment Nothing to do with AVC That should be a warning, not a fatal error, and shouldn't force you to close the game I highly doubt B9PartSwitch is the source of your issues, but I'll take a look in that thread Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted November 6, 2019 Share Posted November 6, 2019 There was an update with the near future tech parts that seemingly borked B9 part switch. After updating the mods on CKAN, and then reinstalling them, as well as B9 just to double check I still get a fatal error. What logs do you need, so I can send them? It's likely that it's not B9, but I figured you might wish to see it with your own eyes. lol Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 6, 2019 Share Posted November 6, 2019 Not B9PS's fault, my fault. Quote Link to comment Share on other sites More sharing options...
Twinki Posted November 7, 2019 Share Posted November 7, 2019 (edited) Is B9PS supposed to add tank types to default 'vanilla' engine tanks? Like LFO/LF/Ox. I only have B9PS, ModuleManager, and Community Resource Pack installed, and all updated to the latest versions for 1.8.1Player.logKSP.log Edited November 7, 2019 by Twinki Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 7, 2019 Author Share Posted November 7, 2019 6 hours ago, Twinki said: Is B9PS supposed to add tank types to default 'vanilla' engine tanks? Like LFO/LF/Ox. I only have B9PS, ModuleManager, and Community Resource Pack installed, and all updated to the latest versions for 1.8.1Player.logKSP.log It does nothing by default. Its main purpose is for modders to be able to add switching to their mods. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 7, 2019 Share Posted November 7, 2019 I'm not exactly sure where to post this, Bluedog_DB thread or here. I decided here @CobaltWolf So, when or how can I switch the part config? Or is it "later" with some tech tree unlock? If yes, why is this information not provided? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted November 7, 2019 Share Posted November 7, 2019 55 minutes ago, Gordon Dry said: So, when or how can I switch the part config? Looks to me that you have button below "Realibility" title where you can switch between standard and high quality engine option. After switching if B9PS is configured properly you should get different engine name and diferent properties for the engine. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 7, 2019 Share Posted November 7, 2019 (edited) @kcs123 I will check that. This "way of doing it" does confuse me because I was used to the RO/RP-1/TestFlight way of doing it. @kcs123 nope, so you did not know it, you just assumed it This means, my question ist not answered. Edited November 7, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 8, 2019 Author Share Posted November 8, 2019 @Gordon Dry are you in career? If so, the upgrade required for the other engine config probably hasn’t been purchased. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2019 Share Posted November 8, 2019 @blowfish I just missed any hint that makes me believe the mod/config is allright. Some info like in R&D it says when the unlock will be available. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 8, 2019 Author Share Posted November 8, 2019 5 hours ago, Gordon Dry said: @blowfish I just missed any hint that makes me believe the mod/config is allright. Some info like in R&D it says when the unlock will be available. Yes, I'd definitely like to add visibility here. And there are some possibilities I've been thinking about, but they all take research and a significant amount of development work. So nothing is happening yet but I'm aware of the deficiency. 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.