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[1.12.x] Too Many Orbits


linuxgurugamer

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Already fixed.

 

1 hour ago, Gordon Dry said:

And again this [snip]

If you want me to get all my mods updated, there are going to be occasional errors.  I am one person doing this on my own time. Unpaid.

[snip]

 

Edited by Snark
Redacted by moderator
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Various content has been removed due to the thread getting completely derailed into arguing-about-arguing.  Let's try to keep it on topic, folks.

And while we're at it, please try to be reasonably polite to mod authors.  Modding is a time-consuming and thankless task, which modders do simply because it's fun (it's not as though they're getting paid for this).  So, anything you do that makes it less fun-- such as being rude to mod authors-- accomplishes nothing helpful.  All it does is discourage modders, which I don't think any of us wants.

Thank you for your understanding.

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  • 2 weeks later...

Github cannot open an issue.

Fresh issue, something I've not seen before. Could be a screaming victim.

I landed a lander on the Mun.

As soon as I enter the map view:

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Behaviour.set_enabled(UnityEngine.Behaviour,bool)
  at TooManyOrbits.TooManyOrbitsCoreModule.OnEnterMapView () [0x00000] in <3f0ef0ce3ae249f7b13424002fa286a3>:0 
  at (wrapper delegate-invoke) <Module>.invoke_void()
  at MapView.enterMapView () [0x0020a] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.EnterMapView () [0x00083] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.Update () [0x000e1] in <9d71e4043e394d78a6cf9193ad011698>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 
(Filename: <3f0ef0ce3ae249f7b13424002fa286a3> Line: 0)

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Behaviour.set_enabled(UnityEngine.Behaviour,bool)
  at TooManyOrbits.TooManyOrbitsCoreModule.OnEnterMapView () [0x00000] in <3f0ef0ce3ae249f7b13424002fa286a3>:0 
  at (wrapper delegate-invoke) <Module>.invoke_void()
  at MapView.enterMapView () [0x0020a] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.EnterMapView () [0x00083] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.Update () [0x000e1] in <9d71e4043e394d78a6cf9193ad011698>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 
(Filename: <3f0ef0ce3ae249f7b13424002fa286a3> Line: 0)

As soon as I leave the map view:

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Behaviour.set_enabled(UnityEngine.Behaviour,bool)
  at TooManyOrbits.TooManyOrbitsCoreModule.OnExitMapView () [0x00000] in <3f0ef0ce3ae249f7b13424002fa286a3>:0 
  at (wrapper delegate-invoke) <Module>.invoke_void()
  at MapView.exitMapView () [0x00218] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.ExitMapView () [0x00054] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.Update () [0x000e8] in <9d71e4043e394d78a6cf9193ad011698>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 
(Filename: <3f0ef0ce3ae249f7b13424002fa286a3> Line: 0)

NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Behaviour.set_enabled(UnityEngine.Behaviour,bool)
  at TooManyOrbits.TooManyOrbitsCoreModule.OnExitMapView () [0x00000] in <3f0ef0ce3ae249f7b13424002fa286a3>:0 
  at (wrapper delegate-invoke) <Module>.invoke_void()
  at MapView.exitMapView () [0x00218] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.ExitMapView () [0x00054] in <9d71e4043e394d78a6cf9193ad011698>:0 
  at MapView.Update () [0x000e8] in <9d71e4043e394d78a6cf9193ad011698>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
 
(Filename: <3f0ef0ce3ae249f7b13424002fa286a3> Line: 0)

Full log and stuff:
https://www.dropbox.com/s/amy4qbvj5ek6ip9/player.log and stuff 2019-11-25-01.zip?dl=1

 

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On 11/24/2019 at 7:36 PM, Gordon Dry said:

Github cannot open an issue.

Fixed

On 11/24/2019 at 7:36 PM, Gordon Dry said:

Fresh issue, something I've not seen before. Could be a screaming victim.

I landed a lander on the Mun.

As soon as I enter the map view:

"Screaming victim"???

It's very strange, it's an impossible error :-)

Somehow the mod disposed of a class, which only happens in the OnDestroy method.

I'll add some code to protect against this, somehow you did the impossible.

 

New release, 1.1.6.2

  • Added code to protect against an impossible (?) error, where it went into the tracking station code when  m_visibilityController was null
     
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Honestly I'm waiting for a bad comment of "that guy" about me born to create impossible issues.

Isn't it exactly that what playtesters are for?
And I only can be a playtester because not everything is finished.
As soon as everything* is finished I'm trusting the whole thing and start playing for real.
This means I dare to start a serious career.
I only can do that when I'm sure that the save will never be borked.

*Unity, KSP, all mods I use.

So, welcome to the "Club of always playtesting never for real playing a career dudes"

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  • 1 month later...
  • 5 weeks later...

Hi, would be nice to see there also hiding the CommNet lines of hidden vessels
I know, I could click few times, and choose Mode: None, but the purpose of the mod is hiding stuff with one button, right?

Edited by flart
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Just a thought - is it possible to add a toggle that will hide contract orbits? Map tends to get cluttered when you have lots of contracts planned. 
 

It has been done in the tracking station by ContractConfigurator, so the basics should be there I think. I believe this would be an great addition to an already amazing mod. 
 

edit: it might be best putting this in Contract Configurator tbh, it already has the artwork for a button

Edited by Tivec
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Hi and thanks for this mod, using it for quite a while.

But I am experiencing a lot of locked-controls lately (1.8+, 1.9 now) and KSP.log reads this:

[EXC 23:40:33.954] NullReferenceException
    TooManyOrbits.TooManyOrbitsCoreModule.OnEnterMapView () (at <bf6e6913721a41d29697f7b586444131>:0)
    MapView.enterMapView () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    MapView.EnterMapView () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    FlightUIModeController.OnMapPress () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    KSP.UI.UIButtonToggle.OnClick () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.EventSystems.EventSystem:Update()

I would not normally notice, but I usually cannot switch camera or control the ship. Once I was not even able to hit ESC (used our LiveRepl to clear the locks, would have to kill KSP otherwise).

So, I actually started by examining the locks using our repl:

unknown.png

Then I switched from flight to map and back and the issue was gone

unknown.png

"LiveRepl" is our mod I am using to even examine the locks. I don't think AmpYear is the source... so looked in the log and found the exception from TooManyOrbits.
Not really sure what is going on, anybody experiencing this? (some controls locked, randomly)

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5 hours ago, firda said:

Hi and thanks for this mod, using it for quite a while.

But I am experiencing a lot of locked-controls lately (1.8+, 1.9 now) and KSP.log reads this:


[EXC 23:40:33.954] NullReferenceException
    TooManyOrbits.TooManyOrbitsCoreModule.OnEnterMapView () (at <bf6e6913721a41d29697f7b586444131>:0)
    MapView.enterMapView () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    MapView.EnterMapView () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    FlightUIModeController.OnMapPress () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    KSP.UI.UIButtonToggle.OnClick () (at <3e135473f56a45478d738eb041ebd6cb>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <53d53ffdc5da4f96be45df36907419fd>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.EventSystems.EventSystem:Update()

I would not normally notice, but I usually cannot switch camera or control the ship. Once I was not even able to hit ESC (used our LiveRepl to clear the locks, would have to kill KSP otherwise).

So, I actually started by examining the locks using our repl:

unknown.png

Then I switched from flight to map and back and the issue was gone

unknown.png

"LiveRepl" is our mod I am using to even examine the locks. I don't think AmpYear is the source... so looked in the log and found the exception from TooManyOrbits.
Not really sure what is going on, anybody experiencing this? (some controls locked, randomly)

Yes, that is exactly what I'm experiencing when using this mod. I even deleted it, the input locks were so bad. They just engage randomly and lock the ability to change camera, turn on lights, god knows what else. And even that one old error that I was reporting earlier in this topic is still there. Too Many Orbits can just spontaneously break itself and not persist hidden orbits with NREs in the console every time you open and close the map. 

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50 minutes ago, dok_377 said:

@linuxgurugamer We need some thoughts on this. 

Well, let's see.  This is the first I've heard about it, and no one has bothered to post any logs.

I can't read minds, and I can't read everything on the forums.  No one pings me, I don't know about it.  No one posts logs, I can't do anything about it.

Sorry to be short, but I can't be a babysitter.  You need to give me some real information before I'll take a look.

 

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@linuxgurugamer Here, I got both of the log files after those NREs happened in 1.8.1. They are happening every time you open or close the map mode. I don't know what causes it in the first place though. 

KSP.log: https://drive.google.com/open?id=1FA2F61QwxGIveigg4bUMop3Mde_bVPuc
Player.log: https://drive.google.com/open?id=11P6UfHfDQMQlGmqXjCvO8POGTkkEP5wF

Considering the input locks, I think it has something to do with the map mode. After the main NRE starts to happen, each time you go into the map mode and then close it, it locks the controls with the MapView input lock. If you clear it, it will return as soon as you open and close the map again. And it also can't persist hidden orbits, they show every time you toggle the map mode. 

UOpFo6K.jpg

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12 hours ago, dok_377 said:

@linuxgurugamer Here, I got both of the log files after those NREs happened in 1.8.1. They are happening every time you open or close the map mode. I don't know what causes it in the first place though. 

KSP.log: https://drive.google.com/open?id=1FA2F61QwxGIveigg4bUMop3Mde_bVPuc
Player.log: https://drive.google.com/open?id=11P6UfHfDQMQlGmqXjCvO8POGTkkEP5wF

Considering the input locks, I think it has something to do with the map mode. After the main NRE starts to happen, each time you go into the map mode and then close it, it locks the controls with the MapView input lock. If you clear it, it will return as soon as you open and close the map again. And it also can't persist hidden orbits, they show every time you toggle the map mode. 

Ok.  Are you going into the Tracking station at all, or just Map view while in flight?

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Please try this, it should fix the problem.

It's an error which shouldn't be happening, so I changed the way it works

This is a beta, but if it fixes the problem, it will become a full release

https://github.com/linuxgurugamer/TooManyOrbits/releases/tag/1.1.6.3

 

@dok_377 @firda

Edited by linuxgurugamer
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9 hours ago, linuxgurugamer said:

Ok.  Are you going into the Tracking station at all, or just Map view while in flight?

I launched a rocket, created a maneuver node and executed it, then got into the tracking station, exited to the space center screen, entered the VAB, got a probe with a battery and launched it to the launchpad. After this I opened the map mode and it started the NREs. Then I switched back to the rocket and all of the above started to happen.

Edited by dok_377
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1 hour ago, dok_377 said:

I launched a rocket, created a maneuver node and executed it, then got into the tracking station, exited to the space center screen, entered the VAB, got a probe with a battery and launched it to the launchpad. After this I opened the map mode and it started the NREs. Then I switched back to the rocket and all of the above started to happen.

Ok, did you try it with the new beta I released?

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Just now, linuxgurugamer said:

Ok, did you try it with the new beta I released?

I'll get back to you on that one. Is there a specific version of the game I need to test this on, or is the latest one fine, considering firda's confirmation of this happening in 1.9 as well? 

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@linuxgurugamer The fix worked. Hidden orbits did persist through all scene changes and I didn't see any NREs in the console. The MapView input lock did find its way into the flight scene, but it clears itself one second after exiting the map mode, so all good here. The toolbar icon did show in the flight scene the first time I launched a craft, but after I toggled the map mode once, it disappeared. I don't think that's a big problem. Thank you. 

Edited by dok_377
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