Physical Copy Posted November 10, 2019 Share Posted November 10, 2019 (edited) On 11/10/2019 at 1:24 PM, linuxgurugamer said: You need to post a log file before I’ll look into this Here it is: https://ufile.io/dipsh9qx I'll also add that after clicking the "Deploy all" or "Deploy all but EVA" buttons, the EVA Report option doesn't show up when arriving in the new biome. Edited November 11, 2019 by Physical Copy Link to comment Share on other sites More sharing options...
Idleness Posted November 10, 2019 Share Posted November 10, 2019 I'll need to get you a log too. I'll do it soon, I uninstalled SAReA because early in my career game, I saw this behaviour with inline goo and science Jr. Link to comment Share on other sites More sharing options...
Idleness Posted November 14, 2019 Share Posted November 14, 2019 @linuxgurugamer so looking at it now, I've tried with just SAReA and its 2 dependencies and I see slightly different behaviour. I see the same type of errors in KSP.log I saw before but I was able to collect science from the parts for regular mystery goo and science jr. I'll have to add back some mods slowly to see where the break happens. In the meantime, here's some snippets of the log. [ERR 21:11:41.581] ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: ModuleScienceExperiment.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 [ERR 21:23:31.166] Exception handling event onVesselChange in class DraggableOptionsWindow:System.NullReferenceException: Object reference not set to an instance of an object at ScienceAlert.ProfileData.ScienceAlertProfileManager.get_ActiveProfile () [0x00019] in <5b63d426cefd489880dbed062d239ee8>:0 at ScienceAlert.Windows.DraggableOptionsWindow.OnProfileChanged () [0x00000] in <5b63d426cefd489880dbed062d239ee8>:0 at ScienceAlert.Windows.DraggableOptionsWindow.OnVisibilityChanged (System.Boolean tf) [0x00006] in <5b63d426cefd489880dbed062d239ee8>:0 at ScienceAlert.Windows.DraggableOptionsWindow.OnVesselChanged (Vessel vessel) [0x00007] in <5b63d426cefd489880dbed062d239ee8>:0 at EventData`1[T].Fire (T data) [0x000b0] in <9d71e4043e394d78a6cf9193ad011698>:0 [EXC 21:23:31.167] NullReferenceException: Object reference not set to an instance of an object ScienceAlert.ProfileData.ScienceAlertProfileManager.get_ActiveProfile () (at <5b63d426cefd489880dbed062d239ee8>:0) ScienceAlert.Windows.DraggableOptionsWindow.OnProfileChanged () (at <5b63d426cefd489880dbed062d239ee8>:0) ScienceAlert.Windows.DraggableOptionsWindow.OnVisibilityChanged (System.Boolean tf) (at <5b63d426cefd489880dbed062d239ee8>:0) ScienceAlert.Windows.DraggableOptionsWindow.OnVesselChanged (Vessel vessel) (at <5b63d426cefd489880dbed062d239ee8>:0) EventData`1[T].Fire (T data) (at <9d71e4043e394d78a6cf9193ad011698>:0) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) FlightGlobals:setActiveVessel(Vessel, Boolean) FlightGlobals:SetActiveVessel(Vessel) ShipConstruction:AssembleForLaunch(ShipConstruct, String, String, String, Game, VesselCrewManifest, Boolean, Boolean, Boolean, Boolean, Orbit, Boolean, Boolean) ShipConstruction:AssembleForLaunch(ShipConstruct, String, String, String, Game, VesselCrewManifest) FlightDriver:setStartupNewVessel() FlightDriver:Start() [ERR 21:23:34.860] ScienceAlert: ExperimentManager.RebuildObserverList: No ScanInterface component found Link to comment Share on other sites More sharing options...
Idleness Posted November 14, 2019 Share Posted November 14, 2019 (edited) Sorry @linuxgurugamer, after poking around I don't know for sure if this is a problem with SAReA, or one of the dependencies. From the Player.log I can only see ScienceAlert errors. The bad interaction doesn't seem to happen until after I install DMagic Module Science Animate. When this is installed I can interact with the science parts fine on a ship load. However, if I click on the Deploy All button in SAReA interface then the Goo and Sci Jr parts fail to respond or animate. Here's the log... Edit to add ksp.log ERRs, though I know that log is not always considered useful. [ERR 23:05:57.993] ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: ModuleScienceExperiment.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 [LOG 23:05:57.994] [Experiments]: Setting FX Modules to 1... [LOG 23:05:57.994] [Experiments]: FX Modules set: 1 [LOG 23:06:07.582] Added 1.999999 (2) reputation: 'Progression'. [ERR 23:06:08.873] ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: DMModuleScienceAnimateGeneric.DMModuleScienceAnimateGeneric.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 [LOG 23:06:08.873] [Experiments]: Setting FX Modules to 1... [LOG 23:06:08.873] [Experiments]: FX Modules set: 1 [ERR 23:06:08.873] ScienceAlert: Failed to invoke "DeployExperiment" using GetType(), falling back to base type after encountering exception System.MissingMethodException: DMModuleScienceAnimateGeneric.DMModuleScienceAnimateGeneric.DeployExperiment Due to: Attempted to access a missing member. at System.RuntimeType.InvokeMember (System.String name, System.Reflection.BindingFlags bindingFlags, System.Reflection.Binder binder, System.Object target, System.Object[] providedArgs, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParams) [0x0070c] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Type.InvokeMember (System.String name, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceAlert.Experiments.ExperimentObserver.Deploy () [0x00055] in <5b63d426cefd489880dbed062d239ee8>:0 Edited November 14, 2019 by Idleness Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 9, 2019 Share Posted December 9, 2019 I can confirm that the DMagic Orbital Science goodies cannot be run directly from ScienceAlert, though they can be run from their own menus. Something I've noticed ... the DMagic experiments that do not work automatically have a sort of two-step process. Meaning, they have a "toggle" option where the experiment becomes active, and then an option for actually running the experiment. Using the experiment's PAW you can skip the "toggle" step by just clicking the run experiment button, but I'm wondering if this sort of two-step animation thing prevents SA from being able to trigger the experiment. This is my W.A.G. based only on the fact that it works fine on other experiments (e.g. stock, Kraken science) and DMagic is the only one I've used that has this two-step-ish feature. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 10, 2019 Author Share Posted December 10, 2019 21 hours ago, OrbitalManeuvers said: I can confirm that the DMagic Orbital Science goodies cannot be run directly from ScienceAlert, though they can be run from their own menus. Something I've noticed ... the DMagic experiments that do not work automatically have a sort of two-step process. Meaning, they have a "toggle" option where the experiment becomes active, and then an option for actually running the experiment. Using the experiment's PAW you can skip the "toggle" step by just clicking the run experiment button, but I'm wondering if this sort of two-step animation thing prevents SA from being able to trigger the experiment. This is my W.A.G. based only on the fact that it works fine on other experiments (e.g. stock, Kraken science) and DMagic is the only one I've used that has this two-step-ish feature. DMagic Orbital Science has it's own science modules to do science which are not compatible with the stock science modules. I would have to do some special coding to support it, and would have to do that for every mod which has its own science modules. Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted December 10, 2019 Share Posted December 10, 2019 56 minutes ago, linuxgurugamer said: DMagic Orbital Science has it's own science modules... Roger that. Action groups to the rescue! Link to comment Share on other sites More sharing options...
Huttwin Posted December 11, 2019 Share Posted December 11, 2019 Just wanted to add that the DMagic OS experiments worked fine with SA in 1.7, just started with 1.8 to not toggle. Thought it might be a "wait for the next update" issue. I've also noticed the disappearing EVA button. Thanks for this great mod, one of my must haves. Link to comment Share on other sites More sharing options...
vardicd Posted December 12, 2019 Share Posted December 12, 2019 Has anyone ever seen a kerbal disappear using this mod? Just got my first kerbal into orbit in my current game, and as i was orbiting, got notified that there was an eva report available, clicked the button on the notification panel, kerbal eva'd, was visible just long enough to see her on the ladder outside the pod, then vanished. Game doesn't show her as dead, she's completely gone from the game. persistant file shows she exited the vehicle, then flew by the sun, and is now missing. Link to comment Share on other sites More sharing options...
avalancha Posted December 12, 2019 Share Posted December 12, 2019 Jup I can confirm that one. Love your investigation into the save file! I always just quick loaded and did the EVA manually, then continued on my marry way Link to comment Share on other sites More sharing options...
vardicd Posted December 12, 2019 Share Posted December 12, 2019 9 minutes ago, avalancha said: Jup I can confirm that one. Love your investigation into the save file! I always just quick loaded and did the EVA manually, then continued on my marry way I hadn't quick saved in a long time, so that wasn't an option. save file editing was the only way to restore my missing pilot. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 12, 2019 Author Share Posted December 12, 2019 17 hours ago, Huttwin said: Just wanted to add that the DMagic OS experiments worked fine with SA in 1.7, just started with 1.8 to not toggle. Thought it might be a "wait for the next update" issue. I've also noticed the disappearing EVA button. Thanks for this great mod, one of my must haves. I'll look into it On 11/13/2019 at 10:31 PM, Idleness said: Sorry @linuxgurugamer, after poking around I don't know for sure if this is a problem with SAReA, or one of the dependencies. From the Player.log I can only see ScienceAlert errors. The bad interaction doesn't seem to happen until after I install DMagic Module Science Animate. When this is installed I can interact with the science parts fine on a ship load. However, if I click on the Deploy All button in SAReA interface then the Goo and Sci Jr parts fail to respond or animate. When you install the Dmagic Science Animate, did you also install the dmagic experiments? Link to comment Share on other sites More sharing options...
rmaine Posted December 13, 2019 Share Posted December 13, 2019 I'm probably missing something obvious, and this question is also more about Toolbar Controller than about ScienceAlert Realerted, but then ScienceAlert Realerted is the biggest reason I have Toolbar Controller installed (KEI is the other) and I see that linuxgurugamer is the support point for all three.... I don't have the Blitzy toolbar installed, so the Toolbar Controller UI is sort of pointless, but I see no way to get rid of the pointless Toolbar Controller iCon that seems to be a permanent feature of the stock toolbar as long as the controller is installed at all. Takes up valuable space on the toolbar, causing other more useful icons to be shoved down where I need to scroll to get to them (possibly related to my using UI scale, but that seems beside the basic point). There's an option to show it only on the Blitzy toolbar, but it says that option is ignored unless the Blitzy toolbar is installed. Link to comment Share on other sites More sharing options...
Idleness Posted December 13, 2019 Share Posted December 13, 2019 19 hours ago, linuxgurugamer said: When you install the Dmagic Science Animate, did you also install the dmagic experiments? Yes. I believe that the science animate was installed via CKAN as a suggestion (I don't think it is a dependency) when I installed the DMagic science mod itself. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2019 Author Share Posted December 21, 2019 New release, 1.9.8.5 Moved initialization of variables into Awake Link to comment Share on other sites More sharing options...
VoidSquid Posted December 22, 2019 Share Posted December 22, 2019 (edited) Sorry to bother you again, @linuxgurugamer, but the latest version seems to have some issues: 1. The experiment display window opens initially on the top left corner of the screen, very small. 2. More serious is that the settings dialog does nothing but a click sound. This is regardless if I use the mod via Blizzy's or the stock toolbar. KSP 1.8.1, all mods are current (Toolbar, MM, ...). After reverting back to 1.9.8.4, everything works fine. Edited December 22, 2019 by VoidSquid Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 22, 2019 Author Share Posted December 22, 2019 2 hours ago, VoidSquid said: Sorry to bother you again, @linuxgurugamer, but the latest version seems to have some issues: 1. The experiment display window opens initially on the top left corner of the screen, very small. 2. More serious is that the settings dialog does nothing but a click sound. This is regardless if I use the mod via Blizzy's or the stock toolbar. KSP 1.8.1, all mods are current (Toolbar, MM, ...). After reverting back to 1.9.8.4, everything works fine. I see the problem, and I see the issue. One of those silly mistakes which happens sometimes. Will get out an update soon Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 22, 2019 Author Share Posted December 22, 2019 New release, 1.9.8.6 Fixed initialization of variables in DraggableWindow (two Awake() methods were conflicting) Link to comment Share on other sites More sharing options...
VoidSquid Posted December 22, 2019 Share Posted December 22, 2019 Quick test, works again, thank you! Link to comment Share on other sites More sharing options...
AstroPawian Posted December 25, 2019 Share Posted December 25, 2019 Dont Work for me Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2019 Author Share Posted December 25, 2019 6 minutes ago, AstroPawian said: Dont Work for me Did you come for help, or just to complain? If for help, the you need to provide some information. See the link in my signature for what to provide and where to get it Link to comment Share on other sites More sharing options...
AstroPawian Posted December 25, 2019 Share Posted December 25, 2019 4 minutes ago, linuxgurugamer said: Did you come for help, or just to complain? If for help, the you need to provide some information. See the link in my signature for what to provide and where to get it Maybe I have too many mods Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 26, 2019 Author Share Posted December 26, 2019 18 hours ago, AstroPawian said: Maybe I have too many mods No info, no help. Last time I'll say this: Read the post below to learn what you need to provide to get help. Link to comment Share on other sites More sharing options...
AstroPawian Posted December 26, 2019 Share Posted December 26, 2019 2 hours ago, linuxgurugamer said: No info, no help. Last time I'll say this: Read the post below to learn what you need to provide to get help. Work thx Link to comment Share on other sites More sharing options...
Crixomix Posted February 6, 2020 Share Posted February 6, 2020 (edited) I'm experiencing something weird with science alert where it won't work on the DMagic science items (attempted with magnetometer boom and plasma wave one.) It tells me "can't be done right now" but I can just right click on the boom and make it run science. Log is provided: https://www.dropbox.com/s/o82t14e2vt0uyy6/KSP.log?dl=0 EDIT: Further, I noticed I didn't have the "dmagicanimategeneric" (or something like that, not at my KSP computer at the moment) mod installed, and I thought ooh maybe that's the issue. So I then installed said mod through CKAN, and then it didn't fix the issue. Edited February 6, 2020 by Crixomix Link to comment Share on other sites More sharing options...
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