Fraktal Posted September 29, 2018 Share Posted September 29, 2018 On 9/21/2018 at 4:28 PM, Fraktal said: Problem disappeared after verifying integrity of game cache in Steam. Don't know what caused it, but it wasn't the mod itself. Redacted. problem is back. When I start the game, the button is not yet in the main menu - but after I load up a savegame and subsequently exit back to the main menu, it's now there and clicking it throws a nullref exception. Found this in KSP.log: [ERR 01:24:08.250] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: RCSBuildAid_NS, RCS Build Aid, button may not be registered properly And the nullref caused by clicking on the button in the main menu: [EXC 02:54:05.696] NullReferenceException RCSBuildAid.RCSBuildAid.SetActive (Boolean value) RCSBuildAid.AppLauncher.onFalse () ToolbarControl_NS.ToolbarControl.SetButtonInactive () ToolbarControl_NS.ToolbarControl.doOnFalse () KSP.UI.Screens.ApplicationLauncherButton.OnFalse (UnityEngine.EventSystems.PointerEventData data, CallType callType) UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData args0, CallType args1) UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() However. The problem might actually be caused by Ship Sections, as I found this at every single scene change: [ERR 02:46:53.309] Exception handling event onGUIApplicationLauncherReady in class SectionNameUI:System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:get_gameObject () at JKorTech.ShipSections.SectionNameUI.OnAppLauncherReady () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 02:46:53.310] NullReferenceException JKorTech.ShipSections.SectionNameUI.OnAppLauncherReady () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.ApplicationLauncher:StartupSequence() KSP.UI.Screens.ApplicationLauncher:OnSceneLoadedGUIReady(GameScenes) EventData`1:Fire(GameScenes) <FireLoadedEventGUIReady>c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 02:46:53.310] Exception handling event onGUIApplicationLauncherReady in class SectionNameUI:System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:get_gameObject () at JKorTech.ShipSections.SectionNameUI.OnAppLauncherReady () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 02:46:53.311] NullReferenceException JKorTech.ShipSections.SectionNameUI.OnAppLauncherReady () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.ApplicationLauncher:StartupSequence() KSP.UI.Screens.ApplicationLauncher:OnSceneLoadedGUIReady(GameScenes) EventData`1:Fire(GameScenes) <FireLoadedEventGUIReady>c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 02:46:53.311] Exception handling event onGUIApplicationLauncherReady in class SectionNameUI:System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:get_gameObject () at JKorTech.ShipSections.SectionNameUI.OnAppLauncherReady () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 [EXC 02:46:53.312] NullReferenceException JKorTech.ShipSections.SectionNameUI.OnAppLauncherReady () EventVoid.Fire () UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.ApplicationLauncher:StartupSequence() KSP.UI.Screens.ApplicationLauncher:OnSceneLoadedGUIReady(GameScenes) EventData`1:Fire(GameScenes) <FireLoadedEventGUIReady>c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) My guess is that whatever UI function handles toolbar button registering/deregistering calls Ship Sections before RCS Build Aid, Ship Sections throws an exception that isn't caught and goes up the stack, which breaks out of the UI function before RCS Build Aid gets its turn, causing RCS Build Aid's button to not be properly deregistered/disposed. Mind you, I don't know how Unity works internally, I'm just guessing here as a fellow software dev who works with C# on a daily basis. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 29, 2018 Author Share Posted September 29, 2018 Two things. First, an extract fro the log is interesting, but usually useless without the rest of the log. Second, if you suspect another mod, then remove it and test. In this case, ShipSections is part of the Extensive Engineer Report, uninstall that mod and try again. Link to comment Share on other sites More sharing options...
Fraktal Posted September 29, 2018 Share Posted September 29, 2018 Did so, problem didn't go away. Start game without EER, enter main menu, no button. Load any savegame, button is now present in every single screen with the stock toolbar and clicking it anywhere other than the VAB/SPH throws a nullref in the console. If I switch the button from the stock toolbar to Blizzy, the button is now properly displayed only in the VAB/SPH and nowhere else, so the problem is specific to the stock toolbar. I'd post the entire output_log here but the forum threw up an internal error when I tried. Link to comment Share on other sites More sharing options...
strudo76 Posted September 30, 2018 Share Posted September 30, 2018 16 hours ago, Fraktal said: I'd post the entire output_log here but the forum threw up an internal error when I tried. Either upload the file somewhere and share the link, or post it to something like pastebin and provide that link Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 30, 2018 Author Share Posted September 30, 2018 And make sure that the ToolbarController is uptodate Link to comment Share on other sites More sharing options...
BlackHat Posted October 20, 2018 Share Posted October 20, 2018 One thing I have noticed for a long time, (Have not checked it in 1.5.0+) Is that the RCS Build Aid Icon is visible in the Space Center View. (But has no function) Why is it displayed? Also when I exit the game to return to Main Menu, the Icon is Visible too. (Only item displayed in the Stock tool Bar) Why is it displayed? Link to comment Share on other sites More sharing options...
Fraktal Posted October 20, 2018 Share Posted October 20, 2018 (edited) Bug. The button doesn't seem to properly deregister when exiting the VAB/SPH or something. linuxgurugamer has known about it for months (because I've been bothering him about it) but seeing that he's got a helluva lot of mods to update for 1.5, I don't think this'll be high-priority for him for a while. It's specific to the stock toolbar; if you switch to Blizzy, it only appears when it should be appearing. Edited October 20, 2018 by Fraktal Link to comment Share on other sites More sharing options...
DerekL1963 Posted October 20, 2018 Share Posted October 20, 2018 Your link to Blizzy's Toolbar in the first post appears to be broken. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 20, 2018 Author Share Posted October 20, 2018 1 hour ago, DerekL1963 said: Your link to Blizzy's Toolbar in the first post appears to be broken. Thanks, just fixed it Link to comment Share on other sites More sharing options...
Xurkitree Posted November 4, 2018 Share Posted November 4, 2018 Where can I find the 1.4.5 versions of this? 1.5.1 isnt compatible. Link to comment Share on other sites More sharing options...
overkill13 Posted November 4, 2018 Share Posted November 4, 2018 2 minutes ago, Xurkitree said: Where can I find the 1.4.5 versions of this? 1.5.1 isnt compatible. Click "Download" in the OP, then "Changelog" on the Spacedock page (bottom middle), then find a version that shows compatible with 1.4.5. Ver 0.9.7.2 from the looks of it. Link to comment Share on other sites More sharing options...
IronMaiden Posted November 7, 2018 Share Posted November 7, 2018 I'm having trouble getting this to work. I downloaded from the link provided, moved the RCSBuildAid folder into the KSP GameData folder like I have with KER and KAC (which both work fine), but when I go into the VAB or SPH nothing from the mod shows up. When I first loaded the game after installing it asked me if I want to keep RCSbuildaid updated automatically so I assume everything is in the right place, I've got 1.5.1.2335 and making history 1.5.1. I tried both the most recent version 0.9.7.3 and version 0.9.7.2. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) Do you have the dependencies installed? The latest ToolbarController and ClickThroughBlocker? Edited November 7, 2018 by linuxgurugamer Link to comment Share on other sites More sharing options...
IronMaiden Posted November 7, 2018 Share Posted November 7, 2018 22 minutes ago, linuxgurugamer said: Do you have the dependencies installed? The latest ToolbarController and ClickThroughBlocker? Ok, I'm dumb, I read that as those mods were dependent on this one for some reason I installed both of those and it's working perfectly, thanks! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Author Share Posted November 7, 2018 12 minutes ago, IronMaiden said: Ok, I'm dumb, I read that as those mods were dependent on this one for some reason I installed both of those and it's working perfectly, thanks! And now you know! Glad that's all it was Link to comment Share on other sites More sharing options...
Starwaster Posted November 8, 2018 Share Posted November 8, 2018 20 hours ago, linuxgurugamer said: And now you know! Glad that's all it was And knowing is half the battle! Link to comment Share on other sites More sharing options...
MaverickSawyer Posted November 8, 2018 Share Posted November 8, 2018 2 hours ago, Starwaster said: And knowing is half the battle! I know I'm going to date myself here, buuuuuut... "DID YOU KNOW THAT??!?" *insert science fact* "NOW YOU KNOW!" Link to comment Share on other sites More sharing options...
Starwaster Posted November 9, 2018 Share Posted November 9, 2018 17 hours ago, MaverickSawyer said: I know I'm going to date myself here, buuuuuut... "DID YOU KNOW THAT??!?" *insert science fact* "NOW YOU KNOW!" Well, I was thinking more along the lines of a certain show with a certain antagonist with a costume with a snake emblem and a mirror helmet..... but that works too I guess. Link to comment Share on other sites More sharing options...
Tibrogargan Posted November 10, 2018 Share Posted November 10, 2018 Just started using this mod, it's really useful. Is there any way to exclude engines (or sets of engines) from the calculation? I sometimes build landers that have a set of "landing" engines and a set of "main" engines and as far as I can see so far the plugin doesn't let you distinguish between them - so it's still usually back to the VAB/gravity hack cycle for balancing them. Link to comment Share on other sites More sharing options...
4x4cheesecake Posted November 10, 2018 Share Posted November 10, 2018 4 minutes ago, Tibrogargan said: Is there any way to exclude engines (or sets of engines) from the calculation? Just put them in different stages. RCS BuildAid will always use the first stage Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 25, 2018 Share Posted November 25, 2018 noticed this in my log: "[WRN 02:14:12.339] RCSBuildAid's parachute mode disabled since incompatible mods were detected". Not sure what mods it would be referring to tho full log Link to comment Share on other sites More sharing options...
4x4cheesecake Posted November 25, 2018 Share Posted November 25, 2018 (edited) 4 hours ago, Drew Kerman said: noticed this in my log: "[WRN 02:14:12.339] RCSBuildAid's parachute mode disabled since incompatible mods were detected". Not sure what mods it would be referring to tho full log Well, you got RealChute (and FAR) installed and the README tells us: Quote Known Issues ------------ [...] * Parachute mode only works with stock aerodynamics and parachutes, will not work with mods such as `FerramAerospaceResearch` and `RealChute`. Edited November 25, 2018 by 4x4cheesecake Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 25, 2018 Share Posted November 25, 2018 oh. ReadMes. Yea, those things are useful Link to comment Share on other sites More sharing options...
Starwaster Posted November 25, 2018 Share Posted November 25, 2018 29 minutes ago, Drew Kerman said: oh. ReadMes. Yea, those things are useful Some people just aren't sure what to DO... with the readme..... Link to comment Share on other sites More sharing options...
Schizer Posted November 28, 2018 Share Posted November 28, 2018 linuxgurugamer, you are one of the coolest people alive. Thanks for helping out the little guys. Link to comment Share on other sites More sharing options...
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