Lisias Posted September 19, 2021 Author Share Posted September 19, 2021 11 hours ago, Krazy1 said: Well, I've got a fine mess in the VAB. I've seen a few craft that have indexing warnings in the logs indexing warnings are normal business. KSP is rebuilding its internal data structures for a craft that is missing a Module or something. 11 hours ago, Krazy1 said: Well, I've got a fine mess in the VAB. I've seen a few craft that have indexing warnings in the logs but now I have one that won't load without NRE and then I can't exit the VAB until I load a new blank craft. This log below is just loading a craft that has a bunch of indexing errors but no NRE or other apparent problem, then I loaded another ship "E" that also has indexing errors and then the NRE. KSP log E craft Found something suspicious on loading KSP: [ERR 22:31:36.127] [ScienceSubject] - Error in converting Situation InSpaceHigh_System.ArgumentException: Requested value 'InSpaceHigh_' was not found. at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <9577ac7a62ef43 179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id, System.Boolean skipAsteroidsComets) [0x0019e] in <cd473063d3a2482f8d93d388d0c95035>:0 [ERR 22:31:36.127] [ScienceSubject] - Error in converting Situation InSpaceHigh_System.ArgumentException: Requested value 'InSpaceHigh_' was not found. at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <9577ac7a62ef43179789031239ba8798>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id, System.Boolean skipAsteroidsComets) [0x0019e] in <cd473063d3a2482f8d93d388d0c95035>:0 On a pretty wild guess, you have a localization file missing somewhere perhaps? I don't know what InSpaceHigh_ is. neither if ScienceUtil is something from KSP or from a 3rd party, but it's good clues about where to find the problem once you find more information about these things. 11 hours ago, Krazy1 said: EDIT: removed CraftManager... same behavior. KSP log KATLIB is innocent on this one, as it's only a man-in-the-middle being caught on the sheet-storm : [LOG 23:50:04.138] E loaded! [EXC 23:50:04.155] NullReferenceException: Object reference not set to an instance of an object ShipConstruct.SaveShip () (at <cd473063d3a2482f8d93d388d0c95035>:0) ShipConstruction.CreateBackup (ShipConstruct ship) (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.SetBackup () (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.StartEditor (System.Boolean isRestart) (at <cd473063d3a2482f8d93d388d0c95035>:0) EditorLogic.ShipToLoadSelected (ConfigNode node, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (ConfigNode n, KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog+<>c__DisplayClass153_0.<pipeSelectedItem>b__0 (ConfigNode n) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.ConfirmLoadCraft () (at <cd473063d3a2482f8d93d388d0c95035>:0) KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.E xecuteEvents+EventFunction`1[T1] functor) (at <aa3a227ee8664797a8194ab8e2ed2249>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() What's interesting is that the Craft is being loaded fine. It's on saving the craft that things blows up, what suggests a problem on some infrastructure add'on, not on a PartModule. Since the word "Science" is involved, I suggest to inspect any Science add'ons you have installed. If none, check your KSP's integrity... Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted September 19, 2021 Share Posted September 19, 2021 Thanks for looking! 2 minutes ago, Lisias said: I don't know what InSpaceHigh_ is. neither if ScienceUtil is something from KSP This error started with KSP 1.12. It happens in stock install with every scene change. I'll double check on my Steam install, but I've been ignoring this one. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 19, 2021 Author Share Posted September 19, 2021 (edited) 1 hour ago, Krazy1 said: Thanks for looking! This error started with KSP 1.12. It happens in stock install with every scene change. I'll double check on my Steam install, but I've been ignoring this one. Humm… It happens on Vanilla? I will give it another look... — — POST EDIT — — LANGUAGE PACKS! What language are you using on KSP? Edited September 19, 2021 by Lisias POST EDIT Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted September 19, 2021 Share Posted September 19, 2021 (edited) 36 minutes ago, Lisias said: Humm… It happens on Vanilla? I will give it another look... GAAAA! hold on. It's NOT happening on vanilla. I just verified my Steam install - had 28 errors... played, no science errors... exited... verified files in Steam again: 31 errors. What's going on?! Well, I did some beta testing of [x] Science on it a while back. Looks like it's time to start nuking my installs Edit: I played sandbox... no science there. I'll try career. Edit 2: Career is still clean. I'm playing with English (USA) Edited September 19, 2021 by Krazy1 Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 19, 2021 Author Share Posted September 19, 2021 8 minutes ago, Krazy1 said: GAAAA! hold on. It's NOT happening on vanilla. I just verified my Steam install - had 28 errors... played, no science errors... exited... verified files in Steam again: 31 errors. What's going on?! Well, I did some beta testing of [x] Science on it a while back. Unfortunately, I think that some 3rd party is editing/mangling directly the Stock artefacts. Really, a really bad move - terrible decision making. Once you manage to detect the culprit, file a bug report. Assuming, of course, that your hard-drive is not dying?? Check the SMART status, just in case…. (I'm still traumatized by what Apple did to me recently…) Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted September 19, 2021 Share Posted September 19, 2021 (edited) Okay... SMART is OK. And it's not exclusively a borked install because new or older career saves do not give that [ScienceSubject] error. Something happened between July and Aug in my save file that is causing that error. I was still on KSP 1.11 for both of those saves so it's not the upgrade pipeline. "In Space High" is a situation like In Space Low, Landed, etc. Maybe it's a piece of science data? I never fixed all the Refunding = Visible entries in my save file... looks like I'll be spending some time with Notepad++ and KML. But I'm still not sure what that would have to do with the NRE on that particular ship. Seems unrelated? It's just an ERR not EXC. Update: I just put the 2 files in Diffchecker online tool... July file is 547k lines, August file is 680k lines. Let's see if the sever crashes Update 2: Diffchecker finished LOL... -165991 Removals +298714 Additions Not really helpful. But I figured it out anyway. It's from asteroid science. I got asteroid samples when I was outside Minmus SOI then pushed that asteroid to Minmus... because I had a contract to do that! Is seems Squad didn't handle this case properly. Yeah so that's not a real problem I think. I'll just try rebuilding that ship and hope for the best. Spoiler SCENARIO { name = ResearchAndDevelopment SNIP *********** Science { id = asteroidSample@SunInSpaceHigh_PotatoRoid658638797 title = Asteroid Sample from Ast. FHM-513 <Minmus> while in space high over The Sun dsc = 1 scv = 0.639999986 sbv = 1 sci = 25.2000008 asc = True cap = 70 } Science { id = asteroidSample@KerbinInSpaceHigh_PotatoRoid107093222 title = Asteroid Sample from Ast. YRJ-552 <Minmus> while in space high over Kerbin dsc = 1 scv = 0.639999986 sbv = 1 sci = 25.2000008 asc = True cap = 70 } Edited September 20, 2021 by Krazy1 Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 20, 2021 Author Share Posted September 20, 2021 4 hours ago, Krazy1 said: Okay... SMART is OK. And it's not exclusively a borked install because new or older career saves do not give that [ScienceSubject] error. Something happened between July and Aug in my save file that is causing that error. I was still on KSP 1.11 for both of those saves so it's not the upgrade pipeline. I agree. The upgrade pipeline acts while loading things, not on saving. Your problem is on saving - from the results of your (excellent!!!) research, I'm concluding that something that was present once in the game is missing or mangled on the current one, and it's something that it's only checked while saving (or slightly before saving, perhaps some code that would consolidate the score - reputation, etc?).The original exception is System.ArgumentException: Requested value 'InSpaceHigh_' was not found So, and I' guessing now, what perhaps may be happening is that by parsing the ID id = asteroidSample@SunInSpaceHigh_PotatoRoid658638797, where the InSpaceHigh_ thingy is, we have 3 datums: asteroidSample, Sun and Potatoroid658638797 . And, obviously, the marker InSpaceHigh_. This would bring us a data structure like this (again, I'm pulling it out of my SAS, it may or may not be accurate): InSpaceHigh_ { scienceType = asteroidSample where = Sun source = Potatoroid658638797 } The message says that the InSpaceHigh_ thingy is missing, but Exceptions may be deceptive - sometimes we, programmers, just use the default message of the Exception instead of creating a more accurate one, and end up creating a misleading message. So there's a chance that the missing data could be any of the internal data from the structure. It's unlikely that the Sun is missing, otherwise the whole game would be bonks. So perhaps something get rid or renamed the asteroidSample science? Alternatively, perhaps something removed Potatoroid658638797 from the savegame, and then whatever were computing something before the save (perhaps the reputation) was caught with its pants down. Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted September 20, 2021 Share Posted September 20, 2021 Ok... not sure what happened with the asteroids. Interesting ideas but I've been seeing those errors for many weeks/ sessions so I doubt it's the culprit. Unless somehow I was lucky all this time. However, I did just start using Scatterer and I put it back in just now, and it seems it has it's pants down and I caught it this time. It's throwing an NRE when I try to open the load menu in the VAB. Maybe because that borked ship is still trying to load, but it's not exactly "loading" when I just open the load menu, I guess. It's a texture issue, so maybe a thumbnail? [EXC 21:06:44.783] NullReferenceException: Object reference not set to an instance of an object scatterer.ShadowMapCopy.get_RenderTexture () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ShadowMapCopier.CreateTextureCopyCB () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ShadowMapCopier+<DelayedRecreateForSceneChange>d__0.MoveNext () (at <36bf44bca099450cb9f22f4b65b82426>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I can try removing Scatterer and/or deleting that ship. I'll continue over on that thread. Thanks for your help - it seems to have noting to do with your mods. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 20, 2021 Author Share Posted September 20, 2021 (edited) 46 minutes ago, Krazy1 said: Ok... not sure what happened with the asteroids. Interesting ideas but I've been seeing those errors for many weeks/ sessions so I doubt it's the culprit. Unless somehow I was lucky all this time. That's the thingy… I'm puzzled and curious about this issue, and decided to at least to load your sample craft on my test bed to see what happens. Guess what? Spoiler [EXC 02:32:54.445] NullReferenceException: Object reference not set to an instance of an object ShipConstruct.SaveShip () (at <8861f4ca916d41ddac4d879a32ad34b2>:0) ShipConstruction.CreateBackup (ShipConstruct ship) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) EditorLogic.SetBackup () (at <8861f4ca916d41ddac4d879a32ad34b2>:0) EditorLogic.StartEditor (System.Boolean isRestart) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) EditorLogic.ShipToLoadSelected (ConfigNode node, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (ConfigNode n, KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) KSP.UI.Screens.CraftBrowserDialog+<>c__DisplayClass153_0.<pipeSelectedItem>b__0 (ConfigNode n) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) (at <8861f4ca916d41ddac4d879a32ad34b2>:0) KSP.UI.Screens.CraftBrowserDialog.ConfirmLoadCraft () (at <8861f4ca916d41ddac4d879a32ad34b2>:0) DialogGUIButton.OptionSelected () (at <8861f4ca916d41ddac4d879a32ad34b2>:0) DialogGUIButton.<Create>b__23_1 () (at <8861f4ca916d41ddac4d879a32ad34b2>:0) UnityEngine.Events.InvokableCall.Invoke () (at <ef038509c5b948af8d6049dcab97ad3f>:0) UnityEngine.Events.UnityEvent.Invoke () (at <ef038509c5b948af8d6049dcab97ad3f>:0) UnityEngine.UI.Button.Press () (at <a98c9605fa9041c690cd9672acc5c0ec>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <a98c9605fa9041c690cd9672acc5c0ec>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <a98c9605fa9041c690cd9672acc5c0ec>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+Ev entFunction`1[T1] functor) (at <a98c9605fa9041c690cd9672acc5c0ec>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) KSPe.Util.Log.UnityLogDecorator:UnityEngine.ILogHandler.LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() So whatever you are looking for, it's some on the past when it created the craft. You will not find it anymore on a sane installment. So I'm prone to believe it's not Scatterer neither - as I'm not using it on the test bed. 46 minutes ago, Krazy1 said: I can try removing Scatterer and/or deleting that ship. I'll continue over on that thread. Thanks for your help - it seems to have noting to do with your mods. It's what I think too, but I'm puzzled. Since loading the E.craft crashes the Save feature the same, I will start to remove things selectively from the file to see if I pinpoint the trouble maker on this file at least. — — POST EDIT — — HA!! Found it!!! It's something on one of the parts, RadialDrill_4292763876 !!! I started to remove parts from the craft one by one, from the bottom to up (form the file point of view) and as I removed the second to last part (this one), the craft started to load fine!! So I restore the file, removed only the RadialDrill_4292763876 and got the problem again. So I removed too the last part, RadialDrill_4292763876. Now the craft loads fine again! So both parts, RadialDrill_4292763876 and RadialDrill_4292763876 has something bad on it! Now I'm checking these parts guts to see what I find! Edited September 20, 2021 by Lisias POST EDIT Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted September 20, 2021 Share Posted September 20, 2021 13 minutes ago, Lisias said: So whatever you are looking for, it's some on the past when it created the craft. That's just wonderful. That helps rule out my KSP install at least. Maybe it's from sunspots? Kerbol-spots? Well, with a new save, Scatterer's throwing another NRE as soon as it goes from main menu to KSC and still has the NRE in the editor, even with zero craft in the new save. So I'll go report about those issues. 23 minutes ago, Lisias said: I will start to remove things selectively from the file I think the last thing I was messing with when it died was the M-beams and attached ISRU drills, or maybe the resource converters. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 20, 2021 Author Share Posted September 20, 2021 2 minutes ago, Krazy1 said: That's just wonderful. That helps rule out my KSP install at least. Maybe it's from sunspots? Kerbol-spots? Nope. Probably a new bug on KSP itself. 3 minutes ago, Krazy1 said: Well, with a new save, Scatterer's throwing another NRE as soon as it goes from main menu to KSC and still has the NRE in the editor, even with zero craft in the new save. So I'll go report about those issues. They are unrelated to this problem. You is being bitten by multiple bugs, as it appears. Your KSP has a tick problem! 4 minutes ago, Krazy1 said: I think the last thing I was messing with when it died was the M-beams and attached ISRU drills, or maybe the resource converters. Yep, it makes sense! I managed to fix the craft!!! I managed to fix the E.craft by removing parts and I got lucky, as the first 2 I removed solved the issue. Inspecting the parts themselves, I managed to fix the craft doing: From RadialDrill_4292763876, I removed lines 12633 and 12634: sym = RadialDrill_4292763416 sym = RadialDrill_4292778732 From RadialDrill_4292778732, I removed lines 12373 and 12374: sym = RadialDrill_4292763876 sym = RadialDrill_4292763416 (remove the lines from bottom to top, to keep the numbering consistent as you remove them) And now the craft loads! Was you using any Editor Add'On as Editor Extension Redux or similar? Otherwise, I think we found a (new) bug on KSP itself, it's messing up the symmetries somehow…. Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted September 20, 2021 Share Posted September 20, 2021 19 minutes ago, Lisias said: Your KSP has a tick problem! 8 minutes ago, Lisias said: Editor Add'On as Editor Extension Redux I do have EEX. I'll try to fix the craft and recreate what I did in stock if I get time - it's bedtime. You can probably see why it's called "E"... to push class E asteroids. And when I do, I'll get more #$%&#@* log errors! Thanks! Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 25, 2021 Author Share Posted September 25, 2021 ANNOUNCE Release 2.4.5.9 is available for downloading, with the following changes: Adds (missing) patches for 3 parts that I left behind: LV-T30 Reliant V2 LV-T45 Swivel V2 Ground Anchor (in Experimental yet) Ongoing savegames still using the ‘V1’ parts didn’t noticed the bork, because these parts still exists on the game (they are only hidden) and are being scaled normally. Only new crafts and savegames were being hindered by the absence of these two patches. See OP for the links. — — — — — This Release will be published using the following Schedule: GitHub. Right Now. CurseForge. Right Now. SpaceDock. Right Now. Being a maintenance release, all Distribution Channels were updated at once. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted October 3, 2021 Share Posted October 3, 2021 An old bug(?) has resurfaced. I don't recall how i've dealt with it the last time. When I resize a fuel tank it works just fine. However, when I copy the alredy resized tank using Alt-click, it looks big, but the fuel contained in it is the original amount, not the resized amount. Log: https://files.fm/u/kzugqcx2m Quote Link to comment Share on other sites More sharing options...
Krazy1 Posted October 3, 2021 Share Posted October 3, 2021 42 minutes ago, Nicky21 said: fuel contained in it is the original amount, not the resized amount. All tanks? I guess it's a fuel switch. Looks like you have Interstellar Fuel Switch and B9PartSwitch. Not sure - I'm not using those. With Simple Fuel Switch I need to switch fuel type first and then scale it or it gives stock quantity. This may be a clue: [WRN 10:41:57.786] [Part]: PartModule ModuleSwitchableTank at fuelTank, index 6: index exceeds module count as defined in cfg. Looking for ModuleSwitchableTank in other indices... [WRN 10:41:57.786] ...no ModuleSwitchableTank module found on part definition. Skipping... [LOG 10:41:57.787] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.807] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.827] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.846] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.868] [TweakScale] WARNING: No valid member found for diameter in Part for <unk> [LOG 10:41:57.891] Luna I loaded! Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted October 3, 2021 Share Posted October 3, 2021 I think i found the culprit. Configurable Containers does not play well with tweakscale. I uninstalled both B9 and interstellar but that made no difference. Thanks you, Krazy1 for the help! Quote Link to comment Share on other sites More sharing options...
Lisias Posted October 3, 2021 Author Share Posted October 3, 2021 1 hour ago, Nicky21 said: I think i found the culprit. Configurable Containers does not play well with tweakscale. I uninstalled both B9 and interstellar but that made no difference. Fuel Switches are something that I need to address soon. From the multiple Fuel Switches available, only FS (using TSCo-FS) and B9PS are supported (and this one is still problematic). There's also ModularFuelSwitches that I want to support too (it's my favourite fuel switch! ). I want to believe that I will tackle down these ones in the near future - As long as I manage to kick TS 2.4.6.0 through the door (with an important update on a library that will be used on the Companions), I will have time to work on the Fuel Switches Companion. Cheers! Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted October 3, 2021 Share Posted October 3, 2021 (edited) In 1.12 all parts from Stock or any Mods have strange rescale multiplier such as 0.938m instead of 1.00m, this only happens in between 0.9m~1.25m, other ranges are fine. here's the gif: https://imgur.com/a/jFDnyCY Edited October 3, 2021 by DuckDuckCute Quote Link to comment Share on other sites More sharing options...
Lisias Posted October 3, 2021 Author Share Posted October 3, 2021 (edited) 3 hours ago, DuckDuckCute said: In 1.12 all parts from Stock or any Mods have strange rescale multiplier such as 0.938m instead of 1.00m, this only happens in between 0.9m~1.25m, other ranges are fine. here's the gif: https://imgur.com/a/jFDnyCY "By design". There's some "default" BulkHead Profiles on Stock (size00, size0, size0p5, etc) that are that small: 0.3125, 0.626, 0.9375 etc. Since these are common used bulkheads, TweakScale "snaps" into them by using the side arrows of the control. So, the "sub" scales between the profiles (that you select using the bar) ends up being calculated in a way that the increments and decrements "starts" and "ends" with these bulkhead profiles and that you can click on the UI using the pixels available to you - so this ends being limited also by yours current graphic resolution (moar pixels, moar increments). But that would incur in another problem - people using higher resolutions would be able to "subscale" things in way that people with lower resolutions would not, and so you would not be able to precisely "match" the parts manually if you change resolutions (besides the recently resurrected "Auto-Scale" feature would rescue you on this). So TweakScale sets also a "hard" increment on these values too to prevent this situation. And the after math is these scalings you have now. In your example, you are getting the increments available between 0.935 (size0p5) and 1.25 (size1), and this gives you a pretty narrow range os scales (just 0.315 meters wide), and so TweakScale ends up adding these minuscules "subsnap points" you see. In time… From what add'on is that marvellous propeller engine you are using? Edited October 3, 2021 by Lisias Hit 'save" too soon. Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted October 4, 2021 Share Posted October 4, 2021 (edited) 9 hours ago, Lisias said: “按设计”。 Stock 上有一些“默认”的 BulkHead 配置文件(size00、size0、size0p5等),它们很小:0.3125、0.626、0.9375 等。由于这些是常用的隔板,因此 TweakScale 使用控制。 因此,配置文件之间的“子”比例(您使用条形选择)最终以一种方式计算增量和减量“开始”和“结束”这些隔板配置文件 , 并且您可以单击用户界面使用您可用的像素 - 因此这也受到您当前图形分辨率(摩尔像素,摩尔增量)的限制。 但这会导致另一个问题 - 使用更高分辨率的人将能够以较低分辨率的人无法做到的方式“细分”事物,因此如果您更改分辨率,您将无法手动精确地“匹配”零件(除了最近复活的“自动缩放”功能会在这方面拯救你)。因此,TweakScale 也对这些值设置了“硬”增量,以防止出现这种情况。之后的数学就是你现在拥有的这些缩放比例。 在你的榜样,你得到0.935(之间的可用增量size0p5)和1.25(尺寸1),这给你一个非常狭窄的范围OS尺度(宽度仅为0.315米)等TweakScale最终将这些minuscules“subsnap点”你看。 及时……您正在使用的奇妙螺旋桨发动机来自什么附加组件? I've made a mistake about thinking the size0p5 is 0.935, but now I know that it's for 0.9375, so I understand that 0.938 make sense now. But the problem bothering me is actually the 1.00m diameter, because when I try to match it to my other 1.00m diameter part, it only has 1.013, I know it's an approch to 1.0125, but it's just too far away from 1.00m, and maybe the only thing I can do is to duplicate a new part and edit it's .xml file's size multipier. And the Piston engine part is the "8A "Spud" Engine" form the [1.4.x-1.8.x] Airplane Plus - R26.4 Edited October 4, 2021 by DuckDuckCute Quote Link to comment Share on other sites More sharing options...
Lisias Posted October 4, 2021 Author Share Posted October 4, 2021 (edited) 9 hours ago, DuckDuckCute said: But the problem bothering me is actually the 1.00m diameter, because when I try to match it to my other 1.00m diameter part, it only has 1.013, I know it's an approch to 1.0125, but it's just too far away from 1.00m, and maybe the only thing I can do is to duplicate a new part and edit it's .xml file's size multipier. Yep, now I see what you mean. TweakScale is optimised (perhaps too much?) to cope with the default BulkHead Profiles - as these are the standard diameters for parts in the Game - and since not all parts ends up making sense when scaled (as crewed parts, because the game engine throws an Exception on me if I try to increase the number of crew on a part - but I can reduce it…), most of people don't care for exact measures like you want to do - of if they care, don't bothered telling me, you are the second that talks about in all these years. All my attempts to rework the TweakScale's tweakables ended up in disasters. I didn't even committed the stunts, because the result was just terrible in usability - the current UI is terribly practical if you want to cope with the default BuldHeads, I didn't coped with anything else. And if me, he one that did he stunt, didn't liked to use the stunt, what to say about anybody else? So, by now, and after sleeping on the problem, I'm considering that perhaps a better alternative would be a Dialog with the scaling options for a part on the Editor. Some magical click, and a Pop Up appers where you can be picky about the scaling you want. And since now we the the AutoScaling (a feature that when active automatically scales the attaching part to match the parent one - most of the time, at least ! ), this can be a good solution for this borderline use case? Alternatively… And this may be a viable workaround for you - you are playing Reality Overhaul, RSS or something else? You know, you can rework the default scaling points by editing 010_ScaleTypes.cfg . If the default bulkhead of the mod you are using are different from Stock, then this is the best solution available to you: customise the Scale Factos (that snap points I talked about) to the bulkhead used on your game. Edited October 4, 2021 by Lisias Moar Tyops! Quote Link to comment Share on other sites More sharing options...
DuckDuckCute Posted October 4, 2021 Share Posted October 4, 2021 (edited) 48 minutes ago, Lisias said: Yep, now I see what you mean. TweakScale is optimised (perhaps too much?) to cope with the default BulkHead Profiles - as these are the standard diameters for parts in the Game - and since not all parts ends up making sense when scaled (as crewed parts, because the game engine throws an Exception on me if I try to increase the number of crew on a part - but I can reduce it…), most of people don't care for exact measures like you want to do - of if they care, don't bothered telling me, you are the second that talks about in all these years. All my attempts to rework the TweakScale's tweakables ended up in disasters. I didn't even committed the stunts, because the result was just terrible in usability - the current UI is terribly practical if you want to cope with the default BuldHeads, I didn't coped with anything else. And if me, he one that did he stunt, didn't liked to use the stunt, what to say about anybody else? So, by now, and after sleeping on the problem, I'm considering that perhaps a better alternative would be a Dialog with the scaling options for a part on the Editor. Some magical click, and a Pop Up appers where you can be picky about the scaling you want. And since now we the the AutoScaling (a feature that when active automatically scales the attaching part to match the parent one - most of the time, at least ! ), this can be a good solution for this borderline use case? Alternatively… And this may be a viable workaround for you - you are playing Reality Overhaul, RSS or something else? You know, you can rework the default scaling points by editing 010_ScaleTypes.cfg . If the default bulkhead of the mod you are using are different from Stock, then this is the best solution available to you: customise the Scale Factos (that snap points I talked about) to the bulkhead used on your game. By editing ScaleTypes.cfg, I did get a perfect scale of 0.95~1.00 meters, this solves my problem and save my day~ and also Thank you for making those attempts under the game's troublesome mechanisms! Edited October 4, 2021 by DuckDuckCute Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted October 7, 2021 Share Posted October 7, 2021 I'm not exactly sure this is a bug or not, but it does seem like odd behaviour so i'll report it anyway. I'm using a heat shield 1.25 scaled up to 2.65 m (slightly bigger than a hitchichker), enough to cover everything . My craft keeps exploding on reentry. A partial solution is to manualy translate-move the heat shield a few centimeters further down but that still fails to protect the craft at high speeds. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 7, 2021 Share Posted October 7, 2021 On 10/5/2021 at 1:34 AM, Lisias said: (as crewed parts, because the game engine throws an Exception on me if I try to increase the number of crew on a part - but I can reduce it…) Well that is straightforward enough. In the 3d mesh there a objects you place (a little 3 dimensional dot) that represent a seat, that is a Kerbal sitting at a certain height and at a certain orientation. Each seat is individually named and has an individual config in the config file. To be able to add seating positions in game would mean turning the game into a 3d mesh editor, which it is not. It is simple to say in the Config, reduce crew capacity, which just means not using some pre-existing seats but you can't add seating positions that don't already exist in the mesh. You can force more than one Kerbal to sit in the same seat but the results are disturbing. Quote Link to comment Share on other sites More sharing options...
Lisias Posted October 7, 2021 Author Share Posted October 7, 2021 55 minutes ago, ColdJ said: Well that is straightforward enough. In the 3d mesh there a objects you place (a little 3 dimensional dot) that represent a seat, that is a Kerbal sitting at a certain height and at a certain orientation. Each seat is individually named and has an individual config in the config file. To be able to add seating positions in game would mean turning the game into a 3d mesh editor, which it is not. It is simple to say in the Config, reduce crew capacity, which just means not using some pre-existing seats but you can't add seating positions that don't already exist in the mesh. You can force more than one Kerbal to sit in the same seat but the results are disturbing. I disagree. I can shove how many crew I want on the part config, the game engine let it pass. It only throws the exception when the current crew size is bigger than the prefab, not when there're more Kerbals than seats. And I can even mangle the prefab at runtime to overcome this less than happy decision, the only criteria is the current crew size being larger than on prefab - mangling the prefab kinda work around this BS, but by doing that I would screwup everybody because is known to squash the data on the living part config using the prefab when loading a savegame. I want to build a bus, Kerbals would travel on their feet! There's a lot of 3rd-parties add'ons without enough seats on the used (stock) IVA, and there're some add'ons that just don't provide a IVA at all (as the bus parts I built for me). If the game engine would be counting available seats, I would (reluctantly) agree - but I can type 100 Kerbals on a MK1 capsule's config if I want, things will work fine the same. So there's no real reason to disallow doing that programatically. If the KSP engine can accept a config with more crew than seats, why not from a PartModule? This sounds arbitrary and targeting. 4 hours ago, Nicky21 said: I'm not exactly sure this is a bug or not, but it does seem like odd behaviour so i'll report it anyway. I'm using a heat shield 1.25 scaled up to 2.65 m (slightly bigger than a hitchichker), enough to cover everything . My craft keeps exploding on reentry. A partial solution is to manualy translate-move the heat shield a few centimeters further down but that still fails to protect the craft at high speeds. I will give this a peek tomorrow in the morning. It can by anything, but at least I can try to rule out TweakScale before escalating it "upstairs". Quote Link to comment Share on other sites More sharing options...
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