Friznit Posted March 14, 2019 Share Posted March 14, 2019 I'm trying to diagnose what I suspect is a mod conflict. When I first enter VAB/SPH, none of the tags are loaded. Exiting and reloading VAB fixes the issue. I've not gone through the logs in any detail but before I start a round of brute force testing I wondered if anyone else had experienced the issue and could help narrow down the root cause. Quote Link to comment Share on other sites More sharing options...
Friznit Posted March 17, 2019 Share Posted March 17, 2019 Quote IndexOutOfRangeException: Array index is out of range. at CraftManager.Tags.load_tag_state_info () [0x00000] in <filename unknown>:0 at CraftManager.Tags..ctor () [0x00000] in <filename unknown>:0 at CraftManager.Tags.load (System.String save_name) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.Start () [0x00000] in <filename unknown>:0 Does anyone have an idea of what could be causing this? I think it could be the cause of the symptoms I described above. Could it be an illegal character in the tag file or a craft name? Tag file for info, in case it's relevant: Spoiler TAGS { TAG { tag_name = Crew Modules craft = VAB_Kane CSM Blk II US2 craft = VAB_Kane CSM Blk III+ craft = VAB_Kane CSM Blk V craft = VAB_Leo Botticelli craft = VAB_Leo Vinci craft = VAB_Hermes craft = VAB_Venus Flyby LKO craft = VAB_BDB LEM Gnat } TAG { tag_name = Upper Stages craft = VAB_Agena A craft = VAB_Agena B craft = VAB_Alpha craft = VAB_Alphastar craft = VAB_JPL 6K craft = VAB_Metis craft = VAB_Agena D craft = VAB_Delta-K craft = VAB_Inon II craft = VAB_Inon V (Common) craft = VAB_Inon-D craft = VAB_Inon-D1(A/T) craft = VAB_Inon-G craft = VAB_Vega } TAG { tag_name = Payloads craft = VAB_CA-Landvermesser Orbiter craft = VAB_CA-Landvermesser craft = VAB_Diapason craft = VAB_Explorer II craft = VAB_Explorer craft = VAB_Pioneer 5 craft = VAB_Pioneer craft = VAB_Lunar Orbiter craft = VAB_Ranger II craft = VAB_Vicenza } TAG { tag_name = Early Rockets craft = VAB_Etoh craft = VAB_Viklun craft = VAB_Rousette } TAG { tag_name = Chryslus (Juno) craft = VAB_Chryslus II (Vicenza Probe) } TAG { tag_name = Muo (Atlas) craft = VAB_Muo I craft = VAB_Muo II craft = VAB_Muo IIIB craft = VAB_Muo LV3-C Vega craft = VAB_Muo LV3 craft = VAB_Muo SLV3-A craft = VAB_Muo SLV3-D craft = VAB_Muo V 551 } TAG { tag_name = Prometheus (Titan) craft = VAB_Prometheus II craft = VAB_Prometheus III craft = VAB_Prometheus IV craft = VAB_Prometheus I } TAG { tag_name = Sarnus (Saturn) craft = VAB_S-IV craft = VAB_S-IVB craft = VAB_S-IVC craft = VAB_Sina MEM TAC craft = VAB_Sarnus S1-C Flyby craft = VAB_Sarnus SI-C craft = VAB_Sarnus V SI-C First Stage craft = VAB_Saturn 1 MilkStool craft = VAB_Sina MEM craft = VAB_Sarnus SI-B craft = VAB_Sarnus I } TAG { tag_name = Fenris (Thor), Daleth (Delta) craft = VAB_Daleth II craft = VAB_Daleth III craft = VAB_Daleth-1000 craft = VAB_Fenris } TAG { tag_name = Minotaur, MX, Athena craft = VAB_Minerva II craft = VAB_Minotaur craft = VAB_Peacekeeper MX } TAG { tag_name = ORVs craft = VAB_Kanaloa AARDV craft = VAB_Rhea ORV craft = VAB_Augustus ORV craft = VAB_Belle AORV } TAG { tag_name = Stations craft = VAB_Skylab OWS craft = VAB_Skylab WWS craft = VAB_MOS } TAG { tag_name = Mission Craft craft = VAB_GSS New Horizons craft = VAB_ComSAT BDB RA2 } } Quote Link to comment Share on other sites More sharing options...
SpaceFace545 Posted April 21, 2019 Share Posted April 21, 2019 this mod is working fine in 1.7 but, now craft manager isn't showing any craft but, the default craft loading page shows that they are there. My VAB and SPH files have craft in them but craft manager isn't able to switch to KerbalX mode or show the craft. It says there are zero craft. Quote Link to comment Share on other sites More sharing options...
mdailey403 Posted May 31, 2019 Share Posted May 31, 2019 When I click download link, I get an error page. It gives me no option to download. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 31, 2019 Share Posted May 31, 2019 6 hours ago, mdailey403 said: When I click download link, I get an error page. It gives me no option to download. The big one on the OP that takes you to KerbalX (https://kerbalx.com/CraftManager#download)?? It works for me. Quote Link to comment Share on other sites More sharing options...
mdailey403 Posted June 1, 2019 Share Posted June 1, 2019 3 hours ago, Brigadier said: The big one on the OP that takes you to KerbalX (https://kerbalx.com/CraftManager#download)?? It works for me. That one takes me to a page that is an error page with a 500 on the right side. I am assuming it is a connection error of some sort. Quote Link to comment Share on other sites More sharing options...
katateochi Posted June 1, 2019 Author Share Posted June 1, 2019 2 hours ago, mdailey403 said: That one takes me to a page that is an error page with a 500 on the right side. I am assuming it is a connection error of some sort. Are you able to go to just https://kerbalx.com/CraftManager (without the #download)? And are you able to reach the site's main front page normally? If not can you give me some info about your browser and OS. Quote Link to comment Share on other sites More sharing options...
mdailey403 Posted June 1, 2019 Share Posted June 1, 2019 34 minutes ago, katateochi said: Are you able to go to just https://kerbalx.com/CraftManager (without the #download)? And are you able to reach the site's main front page normally? If not can you give me some info about your browser and OS. Yes, I can access that page. I am using Chrome and Windows 7 Pro Quote Link to comment Share on other sites More sharing options...
katateochi Posted June 1, 2019 Author Share Posted June 1, 2019 8 hours ago, mdailey403 said: Yes, I can access that page. I am using Chrome and Windows 7 Pro and are you able to click the download link on that page? or does that give you the error again? Quote Link to comment Share on other sites More sharing options...
mdailey403 Posted June 1, 2019 Share Posted June 1, 2019 10 hours ago, katateochi said: and are you able to click the download link on that page? or does that give you the error again? When I click the link, the window pops up, then it goes to the error page. Quote Link to comment Share on other sites More sharing options...
Corax Posted June 1, 2019 Share Posted June 1, 2019 40 minutes ago, mdailey403 said: When I click the link, the window pops up, then it goes to the error page. It looks like the download page requires JavaScript. If you have a script blocker, try disabling it for kerbalx.com. Quote Link to comment Share on other sites More sharing options...
Trollsama Posted June 12, 2019 Share Posted June 12, 2019 (edited) out of curiosity, are suggestions/ideas welcomed and if so where would one ideally leave them. There is 1 (minor i would think) thing i feel would really complete this save system overhaul but i dont want to be "that guy" that just kicks down the door shouting how he expects this new feature by yesterday Edited June 12, 2019 by Trollsama Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 12, 2019 Share Posted June 12, 2019 32 minutes ago, Trollsama said: out of curiosity, are suggestions/ideas welcomed and if so where would one ideally leave them. There is 1 (minor i would think) thing i feel would really complete this save system overhaul but i dont want to be "that guy" that just kicks down the door shouting how he expects this new feature by yesterday I'm sure genuine ideas are always welcome! Quote Link to comment Share on other sites More sharing options...
katateochi Posted June 12, 2019 Author Share Posted June 12, 2019 (edited) 6 hours ago, Trollsama said: out of curiosity, are suggestions/ideas welcomed and if so where would one ideally leave them. There is 1 (minor i would think) thing i feel would really complete this save system overhaul but i dont want to be "that guy" that just kicks down the door shouting how he expects this new feature by yesterday suggestions are very welcome, I can't promise that I'll be able do implement them but if it's a good idea I'll sure try! Here is the best place to suggest so other people can way-in on the idea too. Edited June 12, 2019 by katateochi Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 12, 2019 Share Posted June 12, 2019 the only feature I can think of right now is a boolean checkbox to filter 'unbuildable' or 'unavailable do to...' Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 14, 2019 Share Posted June 14, 2019 On 6/12/2019 at 12:03 AM, zer0Kerbal said: the only feature I can think of right now is a boolean checkbox to filter 'unbuildable' or 'unavailable do to...' It does show when there are unavailable parts -- or do you mean whether its due to a missing mod, or just currently-locked parts? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 14, 2019 Share Posted June 14, 2019 (edited) 2 minutes ago, Beetlecat said: It does show when there are unavailable parts -- or do you mean whether its due to a missing mod, or just currently-locked parts? well, all three FILTER: (all, locked, missing) - would help to find things faster if only showing .crafts that can be built at this moment. Edited June 14, 2019 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted June 14, 2019 Share Posted June 14, 2019 2 minutes ago, zer0Kerbal said: well, all three FILTER: (all, locked, missing) - would help to find things faster if only showing .crafts that can be built at this moment. Oh! for a filter. Yes-- that sounds great. My personal use-case for that is when I start up new careers, but want to port over some favorite craft that I know I won't be able to build for a while. Being able to filter out the 'future tech" would avoid having them sit there, taunting me... Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 14, 2019 Share Posted June 14, 2019 3 minutes ago, Beetlecat said: Oh! for a filter. Yes-- that sounds great. My personal use-case for that is when I start up new careers, but want to port over some favorite craft that I know I won't be able to build for a while. Being able to filter out the 'future tech" would avoid having them sit there, taunting me... yep - that's the point. Quote Link to comment Share on other sites More sharing options...
Friznit Posted June 14, 2019 Share Posted June 14, 2019 Agreed that would be useful. Another nice to have would be multiple auto tag rules - for example "auto tag craft with name that includes Delta Or Thor". Quote Link to comment Share on other sites More sharing options...
Acvila Posted July 5, 2019 Share Posted July 5, 2019 Can we hide unavailable crafts due to unresearched parts or missing parts? Quote Link to comment Share on other sites More sharing options...
Friznit Posted July 5, 2019 Share Posted July 5, 2019 (edited) 1 hour ago, Acvila said: Can we hide unavailable crafts due to unresearched parts or missing parts? The answer is in the two or three posts above yours Edited July 5, 2019 by Friznit Quote Link to comment Share on other sites More sharing options...
Frostiken Posted July 5, 2019 Share Posted July 5, 2019 (edited) On 6/14/2019 at 2:01 PM, Beetlecat said: Oh! for a filter. Yes-- that sounds great. My personal use-case for that is when I start up new careers, but want to port over some favorite craft that I know I won't be able to build for a while. Being able to filter out the 'future tech" would avoid having them sit there, taunting me... The problem with this, and I'm not sure exactly what the problem is, is I always have this weird bug where many, if not all, of my crafts say "This craft has locked parts", but they're 100% buildable without issues. Like, even basic rockets made on the second tier of the tech tree are saying this. EDIT: On the topic of features, could I recommend a 'quick-exclude' function? Like holding shift or ctrl while clicking a tag will exclude it? Edited July 5, 2019 by Frostiken Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 8, 2019 Share Posted July 8, 2019 (edited) This doesn't appear to be breaking my game currently but I was keeping an eye on the output log and spotted the error below after loading a craft with the craft manager: Spoiler ArgumentException: GUILayout: Mismatched LayoutGroup.MouseDrag at UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.section (KatLib.ContentNoArgs content) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.draw_right_hand_section_group_select (Single scroll_width) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.<draw_right_hand_section>m__15 (Single scroll_width) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.scroll (Vector2 scroll_pos, UnityEngine.GUIStyle scroll_style, Single scroll_width, Single scroll_height, KatLib.Content content) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.<draw_right_hand_section>m__5 (Single inner_width) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.v_section (Single section_width, KatLib.Content content) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.draw_right_hand_section (Single section_width) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.<WindowContent>m__10 (Single inner_width) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.section (Single section_width, KatLib.Content content) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.<WindowContent>m__0 () [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.v_section (KatLib.ContentNoArgs content) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.WindowContent (Int32 win_id) [0x00000] in <filename unknown>:0 at CraftManager.CMUI.DrawWindow (Int32 window_id) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) Not sure what this means but it does concern Craft Manager. I can provide the complete log file if required. Other than that issue popping up, I love this mod. A much cleaner and better way to manage all of my craft! Update: Since updating to 1.7.3 CraftManager won't display any of my craft. I have reinstalled it and reloaded the game and it's still not working properly. The craft files are all in the default viewer. The ctrl+S save shortcut works but it still doesn't show. This is the one of the errors I can see in the log file: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) NullReferenceException: Object reference not set to an instance of an object at CraftManager.Translate.this_string (System.String look_up) [0x00000] in <filename unknown>:0 at CraftManager.CraftData.read_craft_info_from_file () [0x00000] in <filename unknown>:0 at CraftManager.CraftData.initialize (System.String full_path, Boolean stock) [0x00000] in <filename unknown>:0 at CraftManager.CraftData..ctor (System.String full_path, Boolean stock) [0x00000] in <filename unknown>:0 at CraftManager.CraftData.load_craft_from_files (System.String save_dir) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowserBase.refresh () [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.on_show () [0x00000] in <filename unknown>:0 at KatLib.DryUI.show () [0x00000] in <filename unknown>:0 at KatLib.DryUI.toggle () [0x00000] in <filename unknown>:0 at CraftManager.CraftManager.toggle_main_ui () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData args0, CallType args1) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) If I change the tag mode to OR then my tags show the number of craft next to them but don't actually display any craft. In AND mode I see no numbers next to the tags and also no craft. Spoiler NullReferenceException: Object reference not set to an instance of an object at CraftManager.Translate.this_string (System.String look_up) [0x00000] in <filename unknown>:0 at CraftManager.CraftData.read_craft_info_from_file () [0x00000] in <filename unknown>:0 at CraftManager.CraftData.initialize (System.String full_path, Boolean stock) [0x00000] in <filename unknown>:0 at CraftManager.CraftData..ctor (System.String full_path, Boolean stock) [0x00000] in <filename unknown>:0 at CraftManager.CraftData.load_craft_from_files (System.String save_dir) [0x00000] in <filename unknown>:0 at CraftManager.CMBrowserBase.refresh () [0x00000] in <filename unknown>:0 at CraftManager.CMBrowser.on_show () [0x00000] in <filename unknown>:0 at KatLib.DryUI.show () [0x00000] in <filename unknown>:0 at KatLib.DryUI.toggle () [0x00000] in <filename unknown>:0 at CraftManager.CraftManager.toggle_main_ui () [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) Callback:invoke_void__this__ () at KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData args0, CallType args1) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) [0x00000] in <filename unknown>:0 at KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1) InvalidOperationException: out of sync at System.Collections.Generic.Dictionary`2+Enumerator[System.String,System.String].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+Enumerator[System.String,System.String].MoveNext () [0x00000] in <filename unknown>:0 at KatLib.Dropdown.<OnGUI>m__2 (Single w) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.v_section (Single section_width, KatLib.Content content) [0x00000] in <filename unknown>:0 at KatLib.Dropdown.<OnGUI>m__1 (Single scroll_inner_width) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.scroll (Vector2 scroll_pos, UnityEngine.GUIStyle scroll_style, Single scroll_width, Single scroll_height, KatLib.Content content) [0x00000] in <filename unknown>:0 at KatLib.Dropdown.<OnGUI>m__0 () [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.begin_group (Rect container, UnityEngine.GUIStyle group_style, KatLib.ContentNoArgs content) [0x00000] in <filename unknown>:0 at KatLib.Dropdown.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) InvalidOperationException: out of sync at System.Collections.Generic.Dictionary`2+Enumerator[System.String,System.String].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary`2+Enumerator[System.String,System.String].MoveNext () [0x00000] in <filename unknown>:0 at KatLib.Dropdown.<OnGUI>m__2 (Single w) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.v_section (Single section_width, KatLib.Content content) [0x00000] in <filename unknown>:0 at KatLib.Dropdown.<OnGUI>m__1 (Single scroll_inner_width) [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.scroll (Vector2 scroll_pos, UnityEngine.GUIStyle scroll_style, Single scroll_width, Single scroll_height, KatLib.Content content) [0x00000] in <filename unknown>:0 at KatLib.Dropdown.<OnGUI>m__0 () [0x00000] in <filename unknown>:0 at KatLib.DryUIBase.begin_group (Rect container, UnityEngine.GUIStyle group_style, KatLib.ContentNoArgs content) [0x00000] in <filename unknown>:0 at KatLib.Dropdown.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Swapping to KerbalX to download a craft and then swapping back shows my craft but I cannot load any of them. Update: Tested on a clean directory with only ReStock and ReStock Plus and it works properly so it's a mod causing the problem. I will need to work through them slowly. I'm away for two weeks so have less time to play anyway so it may turn out that the mod that's causing the issue is updated by the time I get to play the big install. Only got my laptop when I'm away so less mods. Probably a good thing! Edited July 13, 2019 by madindehead Seems it's a mod issue. Will sort it later. Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 13, 2019 Share Posted July 13, 2019 (edited) Posting a full log: https://drive.google.com/file/d/1qxHEnyQSq8f02wsFkD6XoCDDfmiIl90u/view?usp=sharing I've been trying to track down the mod that's causing the problem so far. I know that it works fine with the following mods: BetterLoadSaveGame CTTP CustomBarnKit DistantObject EVE KerbalImprovedSaveSystem KittopiaTech Kopernicus ModularFlightIntegrator OPM PlanetShine scatterer SVE SVT Hope the log can help someone track down the issue! UPDATE 14-07-19: I seem to have resolved the issue for now. It seems like some of my craft files were messing it up. I removed all of them and added some select files and created some new files in a new save on the modded installation. It seems to be OK for now. Really not sure which craft file is the culprit! Also not sure why it happens. Any insight would be great Edited July 14, 2019 by madindehead Maybe fixed. Quote Link to comment Share on other sites More sharing options...
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