Zwa Posted September 16, 2014 Share Posted September 16, 2014 Complete log from my minimal mod replication.https://drive.google.com/file/d/0B9Xltv6-yXY_Ty1laGVfUVlrUm8/edit?usp=sharingAdded and removed some KW Rocketry fuel tanks a few times with both names on and off before quitting. Link to comment Share on other sites More sharing options...
Lumaan Posted September 16, 2014 Share Posted September 16, 2014 Any chance of you doing this?KSP Log https://www.dropbox.com/s/0mc5ed1t8vljhud/KSP_log.zip?dl=0Output_log https://www.dropbox.com/s/7zqp781y780ir95/output_log.zip?dl=0 Link to comment Share on other sites More sharing options...
Paul Kingtiger Posted September 16, 2014 Share Posted September 16, 2014 (edited) Version 1.0.9 is now available! - Current Stage DeltaVFantastic! Thank you Edited September 16, 2014 by Paul Kingtiger typo Link to comment Share on other sites More sharing options...
Nori Posted September 16, 2014 Share Posted September 16, 2014 I don't have my logs, but wanted to add that I ran across the same issue with the scaling as the other people here. KW parts all of a sudden got really weird. Deleted Kerbal Engineer and they are fine. Add it back, broke. Downgrade back to 1.0.8.1 and fixed.If the logs provided aren't enough I can recreate the issue tonight and post my logs. Link to comment Share on other sites More sharing options...
WeatherMAN Posted September 16, 2014 Share Posted September 16, 2014 Quick question that I searched for and couldn't find:Where are the custom selections saved? Every time I install a new version the custom selections get removed and I create quite a few, so I'd kinda like to keep them. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 16, 2014 Share Posted September 16, 2014 Quick question that I searched for and couldn't find:Where are the custom selections saved? Every time I install a new version the custom selections get removed and I create quite a few, so I'd kinda like to keep them.Gamedata/KerbalEngineer/Settings/SectionLibrary.xml(You can also hide the stock displays in that file if you don't use them with <IsVisible>false</IsVisible> if I understand it correctly.) Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 16, 2014 Share Posted September 16, 2014 (edited) I can confirm that KER is still informational only and doesn't try to modify anything.Might not try to, but it is, nonetheless. Swear down bruv, its KER doing this. NAME ONLY appears to be the toggle. Behold some pictures!Javascript is disabled. View full albumAnd my output log from this!And as a bonus - a video! Coming soonI couldn't replicate it with just stock, it must be an interaction with one of these mods. I'm guessing either FAR or Tweakscale. I do also have Stock Part Revamp and Stock Part Rebalance as well as other textures for stock parts, but those shouldn't (or don't) interfere with scale or attach nodes (I checked).. yeah, I dunno. Definately something to with KER though, that was the only that changed in those screenshots and the video. Edited September 16, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Padishar Posted September 16, 2014 Share Posted September 16, 2014 Complete log from my minimal mod replication.https://drive.google.com/file/d/0B9Xltv6-yXY_Ty1laGVfUVlrUm8/edit?usp=sharingAdded and removed some KW Rocketry fuel tanks a few times with both names on and off before quitting.KSP Log https://www.dropbox.com/s/0mc5ed1t8vljhud/KSP_log.zip?dl=0Output_log https://www.dropbox.com/s/7zqp781y780ir95/output_log.zip?dl=0Swear down bruv, its KER doing this. NAME ONLY appears to be the toggle. Behold some pictures!http://imgur.com/a/uCBg9And my output log from this!And as a bonus - a video! Coming soonI could replicate it with just stock, it must be an interaction with one of these mods. I'm guessing either FAR or Tweakscale. I do also have Stock Part Revamp as well as other textures for stock parts, but yeah.. I dunno.It looks to me like the only mod in common to all 3 of you is TweakScale but I have no idea yet why the "Name Only" toggle in KER should be conflicting...Nori: do you have TweakScale installed too?Looks like I'll have to give it a go though I might have better luck looking at the code for typos or similar... Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 16, 2014 Share Posted September 16, 2014 (edited) It looks to me like the only mod in common to all 3 of you is TweakScale but I have no idea yet why the "Name Only" toggle in KER should be conflicting...That's what I'm thinking, but previous versions of KER didn't have this. I think I was on 1.0.7 or something before this upgrade.Don't know if it's relevant, but I found this in the KerbalEngineer.log (timestamps appear to match the video* which has a timestamp of 21:23:02 i.e. only 1m30s before this error)[Exception 21:24:29.2122071]: Object reference not set to an instance of an object[]: at KerbalEngineer.Editor.BuildOverlayPartInfo.SetEngineInfo () [0x00000] in <filename unknown>:0 at KerbalEngineer.Editor.BuildOverlayPartInfo.Update () [0x00000] in <filename unknown>:0 *gawwwwd, still an hour left to upload. I hate my life and my internet. I'm not sure if it's even worth it, it's basically the album above, but at 30 FPS Edited September 16, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Nori Posted September 16, 2014 Share Posted September 16, 2014 Indeed I do.I wonder if I delete the KW tweakscale cfg (thus removing the module from KW parts) if that would fix it. I wonder why (for me at least) it is only affecting KW parts? I couldn't replicate it using other parts (with the tweakscale module). Link to comment Share on other sites More sharing options...
Lumaan Posted September 16, 2014 Share Posted September 16, 2014 (edited) Just tried it without Tweakscale and no size problems : I have 4 cfg's for Tweakscale - They are on my Dropbox https://www.dropbox.com/s/hy3etz5rutztbr6/TweakScale.zip?dl=0For me it's with stock parts Edited September 16, 2014 by Lumaan Link to comment Share on other sites More sharing options...
Nori Posted September 16, 2014 Share Posted September 16, 2014 BTW, the overlay in 1.0.9 is beautiful and insanely helpful! I love seeing the amount of a certain resource that I have. It is something I've wanted to have forever. So thank you very much for adding this in. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 16, 2014 Share Posted September 16, 2014 Aaaaaaand here's the videoTold you it wasn't worth it. Link to comment Share on other sites More sharing options...
SirJodelstein Posted September 16, 2014 Share Posted September 16, 2014 Such a great plugin, and it keeps getting better and better :-)Feature request: Could we get a "Monoprop delta-V" readout? Link to comment Share on other sites More sharing options...
TTTA Posted September 17, 2014 Share Posted September 17, 2014 Came here to report the same problem with the nodes being in the same place. Confirmed that the "name only" button toggles the problem.I don't know if it's related at all since I also just updated the community resource pack at the same time as KER, but the KA-100 Detection Array is giving me INCREDIBLE lag. Like, 0.5 fps. I'm gonna try to dig out all the community resource pack files and see if that makes a difference. Link to comment Share on other sites More sharing options...
somnambulist Posted September 17, 2014 Share Posted September 17, 2014 It looks to me like the only mod in common to all 3 of you is TweakScale but I have no idea yet why the "Name Only" toggle in KER should be conflicting...At work still so no testing, but I also have TweakScale installed. Link to comment Share on other sites More sharing options...
cybutek Posted September 17, 2014 Author Share Posted September 17, 2014 I can replicate the problem, but it'll take some time to fix. As it's not chucking out any errors, it's going to be a manual task of uncommenting stuff until the bug shows its self to find the problem. So a fair portion of my day tomorrow will be looking at the KSP loading screen as each test requires restarting the game.Such a strange bug because I know that KER isn't changing anything, all it does is look at the data. The only time looking at something should change it is in Quantum Theory. So my guess right now is that one of the getters within the KSP API is more than likely causing the problem. By doing a stealthy reset of the part and is having problems using the data modified by TweakScale. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 17, 2014 Share Posted September 17, 2014 So a fair portion of my day tomorrow will be looking at the KSP loading screen as each test requires restarting the game.Just checking - you got sirkuts Dev Helper? Will shave some precious seconds off the restart. I'm glad you've managed to replicate the problem and that I wasn't going crazy but yeah, looks like it'll be a bugger to fix. I suppose it's not game breaking because as long as the Name Only toggle is set right, things attach correctly. Good luck! Link to comment Share on other sites More sharing options...
Zwa Posted September 17, 2014 Share Posted September 17, 2014 I tried having a look at the code myself and I think I narrowed the issue down to this block of code in PartExtensions.cs /// <summary> /// Gets the cost of the part excluding resources. /// </summary> public static double GetCostDry(this Part part) { return part.partInfo.cost - GetResourceCostMax(part) + part.GetModuleCosts(); } /// <summary> /// Gets the cost of the part including maximum resources. /// </summary> public static double GetCostMax(this Part part) { return part.partInfo.cost + part.GetModuleCosts(); } /// <summary> /// Gets the cost of the part including resources. /// </summary> public static double GetCostWet(this Part part) { return part.partInfo.cost - GetResourceCostInverted(part) + part.GetModuleCosts(); }Specifically the call to part.GetModuleCosts() seems to be triggering the bug. Removing that call fixes the issue with the sizing but breaks the cost calculations for parts that have their size changed with TweakScale. So it seems you were right that it was the KSP API doing something weird.The name toggle seems to fix the bug because these functions are called when generating the tooltip, which presumably isn't done when name only is selected. Interestingly the call GetCostWet() in PartSim doesn't cause the problem, nor does turning names only off and generating the tooltip after the part is spawned. It may be possible just to avoid calling this function at part creation.Anyway hopefully you see this before you get to stuck into it and I've saved you some time. Link to comment Share on other sites More sharing options...
cybutek Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) Anyway hopefully you see this before you get to stuck into it and I've saved you some time.Seen and you've definitely helped. Thanks Edit: I have localised the problem down to the implementation of GetModuleCost() within the TweakScale part module. It is trying to call the Setup() method for some reason. This initialisation logic should be done within the Update() method, and the GetModuleCost() function should just return the default cost of the part or even zero at a lazy stretch if the part is still to be initialised. Edited September 17, 2014 by cybutek Link to comment Share on other sites More sharing options...
cybutek Posted September 17, 2014 Author Share Posted September 17, 2014 Version 1.0.9.1 is now available!Download on CurseForge! Fixed: Part size bug caused by TweakScale's cost calculator. Link to comment Share on other sites More sharing options...
Lumaan Posted September 17, 2014 Share Posted September 17, 2014 Just did a quick test, and yep no more size problems with my stock parts. Thanks for the quick fix. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 17, 2014 Share Posted September 17, 2014 Version 1.0.9.1 is now available!Download on CurseForge! Fixed: Part size bug caused by TweakScale's cost calculator.Woo, thanks! I wonder why it changed the size of the part though, all it appeared to be doing is fetching the resource amounts and their cost Link to comment Share on other sites More sharing options...
Nori Posted September 17, 2014 Share Posted September 17, 2014 Version 1.0.9.1 is now available!Download on CurseForge! Fixed: Part size bug caused by TweakScale's cost calculator.Thanks! Such a odd issue. This has got to be one of those that leaves you scratching your head eh? Link to comment Share on other sites More sharing options...
cybutek Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) Woo, thanks! I wonder why it changed the size of the part though, all it appeared to be doing is fetching the resource amounts and their cost I've not looked in-depth into what exactly TweakScale was doing to cause the resize. But KER was calling GetModuleCosts() which TweakScale has an implementation of. The implementation of GetModuleCost() in TweakScale calls to initialise its self if it's not already done so for some silly reason. So the TweakScale part initialisation was being done prematurely and using some default scale values such as 1.0 instead of 1.25, instead of what it should be using from the .cfg files. The fix is basically to wait a frame so that any parts that use TweakScale can do their thing first. Not much of a fix because it shouldn't have been a problem to begin with. I have basically hacked around a bug in TweakScale. Which will happen again with any other mods that try to get the costs for TweakScale parts at creation time. Edited September 17, 2014 by cybutek Link to comment Share on other sites More sharing options...
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