Tiron Posted August 20, 2019 Share Posted August 20, 2019 (edited) 11 hours ago, linuxgurugamer said: New releaes, 1.9.1.2 Thanks to forum user @aerospike for this: Fix issue with stock engine plates being in wrong stage Immediately after updating to 1.9.1.2, I'm getting a game hang trying to load a rocket I was working on... that used a stock engine plate. Uninstalling or reverting to 1.9.1.1 both fix it. Gonna fiddle around with it some more, will report back. Update 1: Removing plate didn't fix it. Only other craft I had which used a (different) plate no problems. Going through stage-by-stage to try to isolate the problem. Update 2: Problem traced to merged-in lander containing artifact EP-18 (Forgot to remove it after opting to only use one engine). Original lander file loaded no problem. After Re-merging a new, plateless lander, loads perfectly. Other craft with EP-18 had zero problems loading, so I'm confused as heck. Edited August 20, 2019 by Tiron Update: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 20, 2019 Author Share Posted August 20, 2019 1 hour ago, Tiron said: Immediately after updating to 1.9.1.2, I'm getting a game hang trying to load a rocket I was working on... that used a stock engine plate. Uninstalling or reverting to 1.9.1.1 both fix it. Gonna fiddle around with it some more, will report back. Update 1: Removing plate didn't fix it. Only other craft I had which used a (different) plate no problems. Going through stage-by-stage to try to isolate the problem. Update 2: Problem traced to merged-in lander containing artifact EP-18 (Forgot to remove it after opting to only use one engine). Original lander file loaded no problem. After Re-merging a new, plateless lander, loads perfectly. Other craft with EP-18 had zero problems loading, so I'm confused as heck. that lander, was it in the game or a seperate craft file? Quote Link to comment Share on other sites More sharing options...
Tiron Posted August 21, 2019 Share Posted August 21, 2019 19 hours ago, linuxgurugamer said: that lander, was it in the game or a seperate craft file? Separate Craft File. Which didn't have any problems loading. I'd combined it with the rocket via the 'merge' function on the loading tool, and the combined craft had loading problems. Fixed now. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 21, 2019 Author Share Posted August 21, 2019 2 hours ago, Tiron said: Separate Craft File. Which didn't have any problems loading. I'd combined it with the rocket via the 'merge' function on the loading tool, and the combined craft had loading problems. Fixed now. If you still have it, and have the rocket, could you send them to me? Quote Link to comment Share on other sites More sharing options...
Tiron Posted August 21, 2019 Share Posted August 21, 2019 (edited) 3 hours ago, linuxgurugamer said: If you still have it, and have the rocket, could you send them to me? Unfortunately, I don't have the broken version anymore... but I may have figured out another aspect of the problem just now. The root part for the lander was the engine attached to the plate, because it had to be to attach it to the rocket properly. I just re-added the plate to the lander for bottom cover purposes, and when trying to re-root it to the engine on the plate it's freezing up. Doing further experimentation now. Update: Yep, that's it. It's throwing a hang reliably with the EP-18 and EP-25 (haven't gotten to the others, as it's a slow process to test) if the plate's parent is attached to any but the 'top' node. Even just attaching it that way *without* a re-root causes an instant hang. Loading a craft set up that way, hang. Re-root it that way, hang. Edited August 21, 2019 by Tiron Update Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2019 Author Share Posted August 24, 2019 On 8/21/2019 at 11:59 AM, Tiron said: Unfortunately, I don't have the broken version anymore... but I may have figured out another aspect of the problem just now. The root part for the lander was the engine attached to the plate, because it had to be to attach it to the rocket properly. I just re-added the plate to the lander for bottom cover purposes, and when trying to re-root it to the engine on the plate it's freezing up. Doing further experimentation now. Update: Yep, that's it. It's throwing a hang reliably with the EP-18 and EP-25 (haven't gotten to the others, as it's a slow process to test) if the plate's parent is attached to any but the 'top' node. Even just attaching it that way *without* a re-root causes an instant hang. Loading a craft set up that way, hang. Re-root it that way, hang. Ah, so it’s a KSP bug. Quote Link to comment Share on other sites More sharing options...
Tiron Posted August 25, 2019 Share Posted August 25, 2019 23 hours ago, linuxgurugamer said: Ah, so it’s a KSP bug. Not sure but I don't think so? It only does it with Stagerecovery 1.9.1.2 installed. with 1.9.1.1 it doesn't seem to care *where* the parent part is. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25, 2019 Author Share Posted August 25, 2019 2 hours ago, Tiron said: Not sure but I don't think so? It only does it with Stagerecovery 1.9.1.2 installed. with 1.9.1.1 it doesn't seem to care *where* the parent part is. Oh! I didn't realize that. So it's related to a fix for the stock engine plates being in the wrong stage. I'll have to look at it later Quote Link to comment Share on other sites More sharing options...
Tiron Posted August 26, 2019 Share Posted August 26, 2019 On 8/25/2019 at 1:30 PM, linuxgurugamer said: Oh! I didn't realize that. So it's related to a fix for the stock engine plates being in the wrong stage. I'll have to look at it later The way it acts I'm about half tempted to think it's getting stuck in a loop trying to parse the staging, but obviously I can't be sure. The game hangs, there's a bit of an increase in memory usage. Not exactly 'explosive leak' level, but enough to indicate it's *trying* to do something and apparently spinning its wheels. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2019 Author Share Posted August 26, 2019 25 minutes ago, Tiron said: The way it acts I'm about half tempted to think it's getting stuck in a loop trying to parse the staging, but obviously I can't be sure. The game hangs, there's a bit of an increase in memory usage. Not exactly 'explosive leak' level, but enough to indicate it's *trying* to do something and apparently spinning its wheels. I've found the problem, am working on a fix now Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2019 Author Share Posted August 27, 2019 New release, 1.9.1.3 Rewrite engine plate code due to an infinite loop which was happening when the top node of an engineplate was attached before the bottom node was Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 27, 2019 Share Posted August 27, 2019 (edited) With new SR a lot of exceptions appear in the log just after loading a vessel into VAB - a lot more than I was used to. It seems that all these exceptions are because of ModuleDecouplerBase. The log and stuff:https://www.dropbox.com/s/jmn8ku45sa5g3o3/output_log.txt and stuff 2019-08-27-01.zip?dl=1 Edited August 27, 2019 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2019 Author Share Posted August 27, 2019 10 hours ago, Gordon Dry said: With new SR a lot of exceptions appear in the log just after loading a vessel into VAB - a lot more than I was used to. It seems that all these exceptions are because of ModuleDecouplerBase. The log and stuff:https://www.dropbox.com/s/jmn8ku45sa5g3o3/output_log.txt and stuff 2019-08-27-01.zip?dl=1 Any vessel? or a specific one? If specific, please get me a craft file Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2019 Author Share Posted August 27, 2019 (edited) 10 hours ago, Gordon Dry said: With new SR a lot of exceptions appear in the log just after loading a vessel into VAB - a lot more than I was used to. It seems that all these exceptions are because of ModuleDecouplerBase. The log and stuff:https://www.dropbox.com/s/jmn8ku45sa5g3o3/output_log.txt and stuff 2019-08-27-01.zip?dl=1 It's because you don't have Making History installed. I'll see if I can get an update out this evening for it Sorry. It's because you are running 1.6.1. ModuleDecouplerBase is from 1.7 That being said, I'll see if I can have a fix out this evening Edited August 27, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 28, 2019 Author Share Posted August 28, 2019 New release, 1.9.1.4 Reorganized code to avoid segfaults on pre-1.7 games due to the new ModuleDecouplerBase being added in 1.7 Note that the only reason I released this was because I hadn't updated the version file to reflect 1.7.0 and newer. Future versions will be locked to 1.7.0 and newer due to this code change Quote Link to comment Share on other sites More sharing options...
Tallinu Posted August 28, 2019 Share Posted August 28, 2019 I'm on KSP 1.7.3 with SR 1.9.1.3 and RecoveryController 0.0.3.8 and I have a couple of questions. 1: I don't know if this is actually a feature that Stage Recovery is supposed to have or if I'm remembering wrong. I thought that in the past I had been able to drop an upper stage or payload from orbit back onto a suborbital trajectory and have the mod recover it for me while I do other things (assuming it met the parachute, heat shield, and/or propulsive landing criteria of course), but recent attempts haven't even resulted in a "stage destroyed" message, as if the mod just isn't handling the event. It works fine for stages jettisoned as I launch a new vehicle, but it seems like once something has achieved orbit it stops paying attention (or at least doesn't generate the expected messages). 2: It was also tricky to figure out just how many parachute modules I needed to attach via docking ports to successfully bring down an older "space bus" craft for recovery (which was replaced by a larger model with better crew capacity and more delta-V). When attaching the parachute-laden probes to the old design in the editor, SR treated each of them as separate stages (even though no staging was enabled on the docking ports), and stubbornly kept telling me that the main craft was 0% recoverable. I had to replace the docking ports with structural connections and/or move the parachutes onto the main craft in order to figure out how many were actually needed. At first I thought that the parachutes all being on these docked probes might be responsible for SR not recovering the craft after I dropped it out of orbit, but then I realized that it still should have generated a "stage destroyed" message if that was the case, so it's probably just a separate usability issue. It's easy to find out if something like a docked escape pod ("MOOSE" etc) has enough parachutes to land safely by simply detaching it from everything else, after all, and I just keep coming back to that after trying to think up any use case that would require the current treatment of docking ports. I understand that it might not be easy to do anything about, but it would be a "very nice to have" feature/tweak/whatever if there was a way to make it treat unstaged docking ports in the editor as being one stage instead of separate stages and base its diagnostic report on the combined unit. Thanks for keeping this mod going, and all the others you maintain -- I use quite a few of them! Quote Link to comment Share on other sites More sharing options...
Sandriell Posted August 29, 2019 Share Posted August 29, 2019 On 8/27/2019 at 11:08 PM, Tallinu said: I'm on KSP 1.7.3 with SR 1.9.1.3 and RecoveryController 0.0.3.8 and I have a couple of questions. 1: I don't know if this is actually a feature that Stage Recovery is supposed to have or if I'm remembering wrong. I thought that in the past I had been able to drop an upper stage or payload from orbit back onto a suborbital trajectory and have the mod recover it for me while I do other things (assuming it met the parachute, heat shield, and/or propulsive landing criteria of course), but recent attempts haven't even resulted in a "stage destroyed" message, as if the mod just isn't handling the event. It works fine for stages jettisoned as I launch a new vehicle, but it seems like once something has achieved orbit it stops paying attention (or at least doesn't generate the expected messages). 2: It was also tricky to figure out just how many parachute modules I needed to attach via docking ports to successfully bring down an older "space bus" craft for recovery (which was replaced by a larger model with better crew capacity and more delta-V). When attaching the parachute-laden probes to the old design in the editor, SR treated each of them as separate stages (even though no staging was enabled on the docking ports), and stubbornly kept telling me that the main craft was 0% recoverable. I had to replace the docking ports with structural connections and/or move the parachutes onto the main craft in order to figure out how many were actually needed. At first I thought that the parachutes all being on these docked probes might be responsible for SR not recovering the craft after I dropped it out of orbit, but then I realized that it still should have generated a "stage destroyed" message if that was the case, so it's probably just a separate usability issue. It's easy to find out if something like a docked escape pod ("MOOSE" etc) has enough parachutes to land safely by simply detaching it from everything else, after all, and I just keep coming back to that after trying to think up any use case that would require the current treatment of docking ports. I understand that it might not be easy to do anything about, but it would be a "very nice to have" feature/tweak/whatever if there was a way to make it treat unstaged docking ports in the editor as being one stage instead of separate stages and base its diagnostic report on the combined unit. Thanks for keeping this mod going, and all the others you maintain -- I use quite a few of them! What mode are you playing in? In my experience at least, the mod only works in Career Mode. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 29, 2019 Share Posted August 29, 2019 Which is the last suggested version to be used with KSP 1.6.1 now? 1.9.1.4 does only recover one of several radially attached boosters for example - if ever. And this without any exceptions in the log... Quote Link to comment Share on other sites More sharing options...
DStaal Posted August 29, 2019 Share Posted August 29, 2019 1.9.1.4 works fine for me. (Admittedly I'm using it in Science mode, but it's letting me know it's recovering boosters.) Quote Link to comment Share on other sites More sharing options...
Tallinu Posted August 30, 2019 Share Posted August 30, 2019 On 8/29/2019 at 2:34 AM, Sandriell said: What mode are you playing in? In my experience at least, the mod only works in Career Mode. I am indeed playing Career, although I would expect the recovery of science and/or Kerbals (where applicable) to function in the other modes. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 30, 2019 Share Posted August 30, 2019 I will retest 1.9.1.4 in a new session. Perhaps the boosters themselves were the culprit so I test it with different ones. Quote Link to comment Share on other sites More sharing options...
Aerospike Posted September 3, 2019 Share Posted September 3, 2019 So I have finally been able to try the versions that came up after my little contribution to the whole engine plate issue: * 1.9.1.4: engines are not considered as a part of the same stage as the engine plate and if I remember correctly, now it seems that "ConsolidateStages" is broken, because every one of the 7 engines on my plate is considered as a separate stage. Unfortunately I don't have a screenshot, and now it seems I have trashed the config somehow (see below) * 1.9.1.3: engines are in 1 stage together, but still in a different stage than the engine plate. Engines attached to the plate get no highlight at all (neither red nor green). * 1.9.1.2: can't test it because somewhere in the process of starting and shutting down KSP multiple times and switching out SR versions in between I must have corrupted something, because now the UI for SR doesn't show up no matter which version I use. (button on toolbar is visible). Is there some method that SR uses to remember window positions? So that I can reset it? I can't find any obvious file for this. Quote Link to comment Share on other sites More sharing options...
geeawf Posted September 4, 2019 Share Posted September 4, 2019 (edited) Hey im trying to download this mod but I can't connect to spacedock for some reason. Is it down? If so, is there another way to download the mod? I don't know how github works so looking at the source code link didn't help me. The zip I got didn't have anything but a few pngs in the game data folder so I'm confused Edited September 4, 2019 by geeawf Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted September 4, 2019 Share Posted September 4, 2019 (edited) 51 minutes ago, geeawf said: Hey im trying to download this mod but I can't connect to spacedock for some reason. Is it down? If so, is there another way to download the mod? I don't know how github works so looking at the source code link didn't help me. The zip I got didn't have anything but a few pngs in the game data folder so I'm confused Welcome to the forum Yeah, Spacedock seem to have some issues right now. To download a mod from github, you need to navigate to the release section of the repository: https://github.com/linuxgurugamer/StageRecovery/releases It contains a list of mod versions, the latest one is on top of it (also labels as "latest release"), together with a download link. I've described this procedure in my tutorial as well ("Download the correct mod version"): Don't forget to download and install the dependencies (linked in the OP) as well Edited September 4, 2019 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 4, 2019 Share Posted September 4, 2019 4 hours ago, 4x4cheesecake said: Yeah, Spacedock seem to have some issues right now. Seems to be up now, at least for me. Quote Link to comment Share on other sites More sharing options...
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