Dodge Posted March 25, 2021 Share Posted March 25, 2021 Just tested this with the latest KSP 1.11.2. It appears that the parts have been tracked fine for KCT (with reduced construction time after recovered), but the UI for each part in VAB showing "previously used" is now gone. Anyone else can verify? Quote Link to comment Share on other sites More sharing options...
Aksijaha Posted April 6, 2021 Share Posted April 6, 2021 (edited) On 11/19/2020 at 2:54 PM, roxik0 said: Btwhttps://drive.google.com/file/d/1fuajLQXotCePUqAsVwKSNrjqSUZMpoy4/view?usp=sharing New ScrapYard fix candidate :P Previously still there was some problems this time there is temporary more logs just for my debugging but it should work better. If anybody have time please test it. I also trying to test it as much as I can in my daily save :) This gets rid of the flowgraph errors for me but causes issues with part duplication. On 3/25/2021 at 6:46 PM, Dodge said: Just tested this with the latest KSP 1.11.2. It appears that the parts have been tracked fine for KCT (with reduced construction time after recovered), but the UI for each part in VAB showing "previously used" is now gone. Anyone else can verify? I think I had these errors when I forgot to install MagiCore, have you installed it? Not having this or any other issue except flowgraph and Delta V errors on my 1.11.2 install. If anyone has Delta V errors bare in mind the correct Delta V shows on the launch pad, and Kerbal Engineer shows the correct Delta V in the editor. Not getting any lag on my machine despite flowgraph errors, so if you don't mind flowgraph spam in the console and have Kerbal Engineer, this mod is perfectly useable up to 1.11.2. Edited April 6, 2021 by Aksijaha Redundant text. Quote Link to comment Share on other sites More sharing options...
JebIsDeadBaby Posted April 26, 2021 Share Posted April 26, 2021 (edited) On 3/25/2021 at 7:46 PM, Dodge said: Just tested this with the latest KSP 1.11.2. It appears that the parts have been tracked fine for KCT (with reduced construction time after recovered), but the UI for each part in VAB showing "previously used" is now gone. Anyone else can verify? Well, I have a similar problem. I see time being reduced but all parts are described as new. Time reduction is smaller than it used to be. For a vessel recovered from the launch pad, it used to be down to about 1 day. Now I have a vessel that takes about 4 days to build and this time gets reduced to about 3 days. I can see all used parts in the Inventory but they don't get applied automatically (I have this option checked). When I use Apply button to do it manually I can see a correct result in the part's right click menu (it's used, tested and has reliability of 9 or 10), but the number of used parts of this type in the Inventory stays the same. If I close and reopen the part's menu, the part is again described as new. I get some GraphFlow errors during this process as well. Also in case of some parts, if I open the part's menu, apply a used part manually and then right click another part without closing the previous menu, I get NRE spam and can't right click any other part. KSP 1.11.2.3077, ScrapYard 2.1.0.0. Edited April 26, 2021 by JebIsDeadBaby Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 26, 2021 Share Posted April 26, 2021 Unfortunately, @zer0Kerbaltotally disappeared from the Internet last summer, no one has heard a peep from him. And I'm not planning on adopting this at this time, sorry Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 6, 2021 Share Posted May 6, 2021 Not working OK in 1.11? Quote Link to comment Share on other sites More sharing options...
Probus Posted May 6, 2021 Share Posted May 6, 2021 (edited) Seems to be working for me, but I just started using it yesterday. And let me clarify, I'm not using Construction Time. I also have it installed on an instance of RO/RSS, but it's too soon to tell (and 1.10). Edited May 6, 2021 by Probus Quote Link to comment Share on other sites More sharing options...
reducing Posted May 27, 2021 Share Posted May 27, 2021 (edited) On 5/6/2021 at 2:45 PM, dlrk said: Not working OK in 1.11? I've tested it quite a bit and it has the problems JebIsDeadBaby mentioned. The KCT upgrades are fast enough that you don't need an inventory and if you have stagerecovery you can get the funds back. Edited May 27, 2021 by reducing Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 29, 2021 Author Share Posted May 29, 2021 (edited) On 4/26/2021 at 10:26 AM, linuxgurugamer said: Unfortunately, @zer0Kerbaltotally disappeared from the Internet last summer, no one has heard a peep from him. And I'm not planning on adopting this at this time, sorry just went camping. away in the wild, without internet. was so peaceful. Most of this mod is well beyond my current abilities, and as such I will only be doing recompiles (when I get fully switched over to a new machine - which will take weeks) until either my full backlog of >45 mods are updated, and the ones in queue are out the door & I take more classes; or someone competent takes them over. I don't play with either of these two mods, but do love them. Too many other obligations that I do play with that come first. Sadly, cannot give this or Oh!Scrap the attention they deserve. Edited May 29, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 2, 2021 Author Share Posted June 2, 2021 new beta available @curseforge https://www.curseforge.com/kerbal/ksp-mods/scrapyard/files Quote Link to comment Share on other sites More sharing options...
dlrk Posted June 21, 2021 Share Posted June 21, 2021 On 6/1/2021 at 9:59 PM, zer0Kerbal said: new beta available @curseforge https://www.curseforge.com/kerbal/ksp-mods/scrapyard/files Very appreciated! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted July 20, 2021 Author Share Posted July 20, 2021 (edited) Version 2.2.0.0-prerelease final countdown... zer0Kerbal released this 2 minutes ago Version 2.2.0.0 - final countdown... DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL download from Curseforge usual spring cleaning and automation update folder structure update to modern back-end automation resolves issue #6 Update recompile for KSP 1.12.x to .NET 4.7.2 to C# 9.0 to Version.tt [v2.0.0.0] correct changelog thank you to 7ranceaddic7 resolves #2 Update Patches to use :NEEDS:[ScrapYard]:FOR[ScrapYard] See Full Changelog for full details of changes See Known Issues for known issues red box below is a link to forum post on how to get support Kerbal Space Program 1.12.1 Unity 2019.2.2f1 .NET Framework 4.7.2 C# 9.0 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Edited July 20, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 27, 2021 Author Share Posted August 27, 2021 On 7/15/2020 at 11:42 AM, baldamundo said: Anyone have any idea what the error's about or what "FlowGraph" even is? When I googled the error I couldn't really find anything. On 7/15/2020 at 4:37 PM, HansAcker said: There's a FlowGraph class in KSP that is associated with fuel flow, I think. A vessel's flowGraph member refers to this: https://kerbalspaceprogram.com/api/class_r_u_i_1_1_algorithms_1_1_stack_flow_graph.html The error sounds to me as if there's some circular path in the vessel's part tree, traversing the probe core multiple times. Does it happen only to a specific craft? On 7/15/2020 at 4:44 PM, baldamundo said: Haven't tested extensively, but it didn't seem to happen to rovers - which would fit with what you've said, since they don't have any fuel. Trying to think what mods I have installed that could possibly affect fuel flow. 3 minutes ago, zer0Kerbal said: thank you @baldamundo an attempt to correct this (should) in ScrapYard is currently being prepared for prerelease. Kindly try it and tell me (back in main thread) if it resolves this issue. I missed this thread - hopefully it resolves this issue. I will be releasing 2.2.0.0 to SpaceDock (sans .dll's - which can be downloaded from Curseforge) and the pre-release 2.2.1.0 will be released to Curseforge for pre-release testing. Quote Link to comment Share on other sites More sharing options...
dlrk Posted September 4, 2021 Share Posted September 4, 2021 What's the status for full release/2.2.1.0? Mod tracker link is dead Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 5, 2021 Author Share Posted September 5, 2021 (edited) 3 hours ago, dlrk said: Mod tracker link is dead thank you. fixed. +1 also @Dirk, tagging gets my attention faster. 3 hours ago, dlrk said: What's the status for full release/2.2.1.0? soon™ Edited September 5, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Dodge Posted September 6, 2021 Share Posted September 6, 2021 Anybody else ran into the RealChute recovery? Using a fresh 1.12 KSP, and only put in RealChute, KCT, and scrapyard (with their dependencies). Error: [LOG 19:35:25.481] ------------------- initializing editor mode... ------------------ [LOG 19:35:25.481] editor started [LOG 19:35:25.486] GetSubclassesOfParentClass: Using cached results for AlarmTypeBase [LOG 19:35:25.487] Loading Depletion Nodes [LOG 19:35:25.487] DepNodeCount: 0 [LOG 19:35:25.487] Loading Biome Nodes [LOG 19:35:25.487] BiomeNodeCount: 0 [LOG 19:35:25.487] Loading Planet Nodes [LOG 19:35:25.487] PlanetNodeCount: 0 [LOG 19:35:25.490] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 19:35:25.490] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [WRN 19:35:25.560] UIList: RemoveItem didn't find any item to remove. [LOG 19:35:25.570] Untitled Space Craft loaded! [LOG 19:35:25.579] 9/5/2021 7:35:25 PM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [ERR 19:35:25.586] Module ProceduralChute threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at RealChute.ProceduralChute.OnStart (PartModule+StartState state) [0x005b0] in <aa2d15a844824520a0c77b7f968d6700>:0 at Part.ModulesOnStart () [0x00120] in <cd473063d3a2482f8d93d388d0c95035>:0 Here is how to reproduce the error: Start a new game Any part with a parachute (realchute) Fly and Recover to VAB using KCT Use KCT to edit the same ship just recovered I did asked for help in realchute side, but after testing this, this is quite not exclusive to realchute issue. So I come here for some help. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 16, 2021 Author Share Posted September 16, 2021 on deck: Scrapyard - track progress here; issues and requests here; and discuss here. Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted September 17, 2021 Share Posted September 17, 2021 Hey, what's up with ScrapYard_ContractConfigurator.dll and ScrapYard_ContractConfigurator.version? Is this mod now bundling ContractConfigurator? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 18, 2021 Author Share Posted September 18, 2021 9 hours ago, HebaruSan said: Hey, what's up with ScrapYard_ContractConfigurator.dll and ScrapYard_ContractConfigurator.version? Is this mod now bundling ContractConfigurator? @HebaruSan - as far as I can remember, SYD has always come with both .dll's - I just thought that the second one should also have a .version - since it is compiled separately. It doesn't bundle CC afaik, rather just code to be compatible with? @severedsolo might be able to shed some light on this. I will also be delving further into the code this week(ish) Quote Link to comment Share on other sites More sharing options...
severedsolo Posted September 18, 2021 Share Posted September 18, 2021 @HebaruSan@zer0Kerbal - ScrapYard_ContractConfigurator is an extension class. It adds a few PARAMETERS to Contract Configurator that can in theory be used if ScrapYard is installed. It doesn't actually do anything without CC installed, and AFAIK nobody is using them anyway (probably because they are undocumented) Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 18, 2021 Author Share Posted September 18, 2021 1 hour ago, severedsolo said: undocumented thank you @severedsolo. Since I am knee deep in SYD/OHS code right now - and am already adding the xml code documentation, I will see what I can do to document them. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted September 25, 2021 Author Share Posted September 25, 2021 zer0Kerbal released this 23 Sep 2021 Version 2.2.1.0-prerelease - t-minus...the final countdown 23 September 2021 Release for Kerbal Space Program [KSP 1.12.2] recompile for KSP 1.12.2 using KSP 1.12.2 assemblies (instead of 1.12.0) DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL Does not contain .dll's - download from Curseforge Finally proper credit given to original Author @`Magico13' @`Zelda' for ideas and support. The legend is real! eightiesboi for ideas, support and testing! Spoiler Changed [Expat-MIT.txt] rename from MIT.txt to Expat-MIT.txt to properly reference license type update to include 2021 include contact information for zer0Kerbal (email address) NETKan file updated Updated [_release.json] to 1.0.2.0 schema [Changelog.cfg] to most recent standard [readme.me] to most recent standard Added [us-en.cfg] initial code Localization #9 Patch linting and file maintenance usual spring cleaning and automation update folder structure update to modern back-end automation Status Bug closed #4 - logspam updated #9 us-en.cfg should be complete ScrapYard compatibility with RealChute - thank you genehwung (closes #11) *** Possible future changes *** the future : Clean the ScrapYard #12 Flowgraph Logspam #4 Used chutes fitted to ship are already deployed #3 add a wiki (user driven) See Full Changelog for full details of changes See Known Issues for known issues Localization English [ ] See the README in the Localization folder for instructions for adding or improving translations for languages other than English. GitHub push is the best way to contribute. How to support this and other great mods by zer0Kerbal *red box below is a link to forum post on how to get support* Kerbal Space Program 1.12.2 — Unity 2019.2.2f1 — .NET Framework 4.7.2 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Quote Link to comment Share on other sites More sharing options...
Stuffed_Muffin Posted October 5, 2021 Share Posted October 5, 2021 (edited) Hi @zer0Kerbal. I seem to be running into an issue with the FlowGraph log spam causing significant lag when placing objects in the VAB. If it was only the spam I could just ignore it, but the lag starts kicking in and glitching me out when trying to place things. I thought it was specific to the ship I was working on and started a new one. That seemed to work for a bit but eventually it started happening again. After some digging I found the thread talking about: "The error sounds to me as if there's some circular path in the vessel's part tree, traversing the probe core multiple times. Does it happen only to a specific craft?" that was referenced above. When they mentioned the rovers without fuel working I tried the crazy idea of removing TAC Fuel balancer in case it was interacting in a weird way with no luck. I'm not sure what would be causing the loop if that was what was happening. Just in case I checked the fuel flow overlay and everything looked normal, no odd links. I assume the ScrapYard inventory is contained in my main save file as I did find a section that looked like it was it, however I couldn't find any of the ID's the log referenced when I searched for it there (example output below). I thought I did something to corrupt the inventory and figured removing it manually might fix it. [FlowGraph]: Graph already contains item! Part solarPanels5 with id 4285078806 If you happen to have any ideas on why it's causing the performance drop when placing items it would be greatly appreciated. I could live with the spam, just the janky unresponsive behavior when placing objects is driving me nuts. I have tried the current version and the pre-release (with DLL's) with the same result as well I do have a bit of a mod list installed so hopefully it's not caused by something critical in the build I want to do, I've attached a link to logs, mod list, screenshot of the fuel overlay just in case that helps and the save game in question. https://drive.google.com/file/d/1bo-bUsh4LZbcj4vkA5tvJihJHk7q1EyO/view?usp=sharing And a slight segue, is there any easy way to view your full inventory I overlooked? And by chance does it have any bonus applied if you can recover a failed part? Seemed it would make sense that the engineers would have more luck figuring things out if they had their hands on the failed part opposed to it's fiery destruction. Edited October 5, 2021 by Stuffed_Muffin Forgot a detail Quote Link to comment Share on other sites More sharing options...
Stuffed_Muffin Posted October 6, 2021 Share Posted October 6, 2021 I... might be ok actually. I ended up wiping out the .cfg files in my root KSP folder trying to fix an issue I was having with Hanger Grid and I haven't been able to replicate the FlowGraph flood since. I cant think of anything else I did. If it rears it head again giving me lag I'll let you know. Thanks for keeping this one alive. Quote Link to comment Share on other sites More sharing options...
ruiluth Posted November 6, 2021 Share Posted November 6, 2021 I'm having an issue with the inventory dialog. As you can see, it's showing that I have 0 in inventory, when I know I have at least a few. It seems to be tracking correctly though, since when i use the last one the option to apply goes away. Also, quick apply and automatic quick apply are not working. It's not breaking but it is rather tedious to manually apply to 24 parachutes at a time. I looked through my logs but the vast bulk of the 85 MB file is over a million lines of this in reference to various parts, so I'm not sure how helpful (or possible) it would be to sift through. [ERR 02:33:29.938] [FlowGraph]: Graph already contains item! Part parachuteRadial with id 4291269002 [ERR 02:33:29.938] [FlowGraph]: Graph already contains item! Part parachuteRadial with id 4291269002 [ERR 02:33:29.938] [FlowGraph]: Graph already contains item! Part parachuteRadial with id 4291268892 [ERR 02:33:29.938] [FlowGraph]: Graph already contains item! Part parachuteRadial with id 4291268892 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 13, 2021 Share Posted November 13, 2021 (edited) I also got the 'FlowGraph' issue now. It happened in flight mode, with an Aerobee that was built using the KCT Build Plan functionality. @linuxgurugamer The log of the complete session:https://www.dropbox.com/s/68tlbfs8mv3rggi/KSP logs 2021-11-13-01.7z?dl=1 Edited November 13, 2021 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.