Jump to content

[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)


TriggerAu

Recommended Posts

I'm having another issue - sending a few thing to Duna, switching back and forth and whatnot, all fine. Then, I realise a different transfer window alarm is wrong, so I go to change it and 'Something Weird Has Happened' with the window all messed up. Checking the output_log.txt, I see this:

ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index
at System.Collections.Generic.List`1[CelestialBody].get_Item (Int32 index) [0x00000] in <filename unknown>:0

at KerbalAlarmClock.KACWorker.SetupXFerTargets () [0x00000] in <filename unknown>:0

at KerbalAlarmClock.KACWorker.NewAddAlarm () [0x00000] in <filename unknown>:0

at KerbalAlarmClock.KACWorker.FillWindow (Int32 intWindowID) [0x00000] in <filename unknown>:0

at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0

at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0

(Filename: Line: -1)

8/5/2014 2:51:58 PM,KerbalAlarmClock,Toggle Changed:True

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

8/5/2014 2:51:58 PM,KerbalAlarmClock,Button List Changed:1 to 6

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

8/5/2014 2:51:58 PM,KerbalAlarmClock,Argument is out of range.

Parameter name: index

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

8/5/2014 2:51:58 PM,KerbalAlarmClock, at System.Collections.Generic.List`1[CelestialBody].get_Item (Int32 index) [0x00000] in <filename unknown>:0

at KerbalAlarmClock.KACWorker.WindowLayout_AddPane_Transfer () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

8/5/2014 2:51:58 PM,KerbalAlarmClock,Argument is out of range.

Full output log here, but I warn you, it's a big one (and I mean it. The errors occur right near the end though, if that's any help). This could be down to earlier errors, but I don't know. Seemed to be working fine then, only broke down now. Oh well, hope it's useful! :)

Link to comment
Share on other sites

Hmm.. the Stack Trace looks interesting..

Do you have any mods that change contracts or kerbalEVAs? Now that I think of it, it could be some problem with the fact new kerbalEVAs are spawned and your settings for KAC include something like attaching alarms to them? I don't know for sure though.

I do not, unless that is a part of a mod that I am not aware of.

@Amontadillo

So yes, looks like the crash occurs while loading contracts. Could you make a backup of your save, install KAC, and try regenerating the Contracts? (Debug Menu > Contracts > Tools > Regenerate Current Contracts). You'll lose some recent contracts, but you should at least keep your progress.

I can give this a try, yes. Will report back.

Edit: It does indeed seem to be working, now. Huh.

Thanks!

Edited by Amontadillo
Link to comment
Share on other sites

I'm having another issue...

Wowsers thats a lot of log :) Just looking through it in my lunch break and the error that has occured is that the Alarm Clock didnt load a the lists of planets when the scene started. There are lots of errors all through that log so its a bit hard to tell at what point it may have gone wrong specifically. I'll dig a bit deeper tonight too. Did it come good if you wnet back to the space center and back to the game, or was it broke from that point on?

Sorry for not getting back to you earlier about my issue, but I have been away on a festival for a week.

With the latest version of this mod I cannot reproduce the issue I was having. It seems to be fixed.

Good job :)

Thanks.

Good stuff, thanks

Link to comment
Share on other sites

Wowsers thats a lot of log :) Just looking through it in my lunch break and the error that has occured is that the Alarm Clock didnt load a the lists of planets when the scene started. There are lots of errors all through that log so its a bit hard to tell at what point it may have gone wrong specifically. I'll dig a bit deeper tonight too. Did it come good if you wnet back to the space center and back to the game, or was it broke from that point on?

I did warn you :P Nah, it was broke from then on - I tried a quicksave/load but it was still broken. Like I said, it may have been due to one of the earlier errors and not KACs fault at all, but I don't know.

Link to comment
Share on other sites

I did warn you :P Nah, it was broke from then on - I tried a quicksave/load but it was still broken. Like I said, it may have been due to one of the earlier errors and not KACs fault at all, but I don't know.

If it happens again take a copy of the save file, I could probably try and replicate it, but there are a lot of mods installed so will take me some time

Link to comment
Share on other sites

So I'm not only one having problems. Generally I wasn't able to load my career mode save, then I made new save in sandbox mode, loaded ok, but when I tried to launch rocket my game crashed. So I checked my logs, found some problems with KAC, removed it, now I can load my career mode save again. I hope this will help somehow.

Link to comment
Share on other sites

So I'm not only one having problems. Generally I wasn't able to load my career mode save, then I made new save in sandbox mode, loaded ok, but when I tried to launch rocket my game crashed. So I checked my logs, found some problems with KAC, removed it, now I can load my career mode save again. I hope this will help somehow.

Are you using the 32 bit or 64 bit version of KSP, and can you provide an output_log.txt file for a crash Borr?

Link to comment
Share on other sites

Just stopping by to give a quick 'thankyou' for this mod.

Played a new installation for about 10 minutes before confirming to myself just how absolutely essential it is.

Stick a donation button in the OP. Happy to send you a few beer tokens.

Link to comment
Share on other sites

64, I've sent you my logs

Had a bit of a read through and the only KAC thing I can see near that is perhaps turn off the daily update check - you can do this from the settings at the KSC scene and see what happens when you launch.

Your log looks sort of typical to a number of the 64-bit ones I have seen where there seems to be some sort of limit to the amount of mods that 64bit can still handle and it crashes on launch. Unfortunately all the investigation into the behaviour seems to indicate its not a specific mod, but related to the instability of the 64-bit player/version. Are you able to try the same game in 32-bit mode? I can see quite a lot of mods - and some errors when some load - so maybe its too big, but this will help us to know if its the mod or the game

Link to comment
Share on other sites

Just stopping by to give a quick 'thankyou' for this mod.

Played a new installation for about 10 minutes before confirming to myself just how absolutely essential it is.

Stick a donation button in the OP. Happy to send you a few beer tokens.

Glad you like it :)

Appreciate the offer, and if I ever make a real game myself then money might be involved. For KSP beer tokens you can use the Add reputation button in the forum and I'll pretend they are beers :P

Link to comment
Share on other sites

Had a bit of a read through and the only KAC thing I can see near that is perhaps turn off the daily update check - you can do this from the settings at the KSC scene and see what happens when you launch.

Your log looks sort of typical to a number of the 64-bit ones I have seen where there seems to be some sort of limit to the amount of mods that 64bit can still handle and it crashes on launch. Unfortunately all the investigation into the behaviour seems to indicate its not a specific mod, but related to the instability of the 64-bit player/version. Are you able to try the same game in 32-bit mode? I can see quite a lot of mods - and some errors when some load - so maybe its too big, but this will help us to know if its the mod or the game

I already disabled it and removed some mods. It's stable for now, but we'll see. Quite sad that Every time I go back to KSP I spending so much time adding/configuring mods before I play, but oh well, its more fun in the end ;)

Link to comment
Share on other sites

I already disabled it and removed some mods. It's stable for now, but we'll see. Quite sad that Every time I go back to KSP I spending so much time adding/configuring mods before I play, but oh well, its more fun in the end ;)

I here ya - I gave up on the 64 bit version as I cant stand having to mess with the flipping mouse all the time and the incessant crashes

This one looks like very similar to Borr's case - x64, lots of errors on mod loading and an almighty crash after a scene change.

I cant get KAC to crash alone on x64 and I cant see any simlar cases on 32 bit - I'm at a bit of a loss on how to help out with these ones as it seems related to something in the x64 version that I cant replicate. I'll keep digging, but all I can suggest is ensuring you update all your mods - check the loading log for things that fail - and tweak combinations. Of course if you dont actually need more than 3.6GB of RAM for KSP we can all relax and just play :)

Link to comment
Share on other sites

Hi, thanks for the mod! I have a small issue with it though, I know where it is supposed to be however the icon is missing, I can click there and open the mod up regardless, but the graphics are missing. Any thoughts?

Thanks :)

Link to comment
Share on other sites

I here ya - I gave up on the 64 bit version as I cant stand having to mess with the flipping mouse all the time and the incessant crashes

This one looks like very similar to Borr's case - x64, lots of errors on mod loading and an almighty crash after a scene change.

I cant get KAC to crash alone on x64 and I can't see any similar cases on 32 bit - I'm at a bit of a loss on how to help out with these ones as it seems related to something in the x64 version that I cant replicate. I'll keep digging, but all I can suggest is ensuring you update all your mods - check the loading log for things that fail - and tweak combinations. Of course if you dont actually need more than 3.6GB of RAM for KSP we can all relax and just play :)

Ah well. I can uninstall it until the issues get sorted out.

Link to comment
Share on other sites

Hi, thanks for the mod! I have a small issue with it though, I know where it is supposed to be however the icon is missing, I can click there and open the mod up regardless, but the graphics are missing. Any thoughts?

Thanks :)

Something similar happened to me in another version. I think you're not getting the right file in the KSP game data folder. After extracting the download, go into the folder (I thinks it's just called game data) and make sure you only add the Triggertech folder to KSP game data.

Hope this helps.

Link to comment
Share on other sites

Hello TriggerAu,

I think I have a similar problem like the others. Crashes on loading a save with lots of exceptions in the log. Have gone crazy searching for the culprit, until I left the debug log open all the time. The crash happened while loading a save, and the last debug note was from Alarm Clock, as it's running all those tests... Removed the mod and now I can reload the save without problems.

I don't necessarily blame it on your mod, more on x64 instability. I will see if the problem reproduces without Alarm Clock now.

Link to comment
Share on other sites

If someone has a save that as the crashing with KAC, not too many other Mods and doesnt mind sharing I can give it a go at reproduction here. One of the other ones I was working on the person found that they could remove a number of mods to get it "fixed" but when they went back to the full list it crashed so wasnt a specific mod in itself causing the issue.

Is really quite frustrating TBH.

Anyways keep sharing the debug love :) I'm sure at some point we will get an x64 that works well

Link to comment
Share on other sites

I'm extremely modded. My save probably won't be of use. I had a similar crash later on without your mod installed, although this time I was able to recover without uninstalling anything. I'm quite sure that it's x64 and it's quirks. I really don't blame Squad for not wanting to release x64...

Link to comment
Share on other sites

tg626,

Does that Hell Kraken appear with just KAC installed? If so, please provide all of the following to help track down the bug:

  • Your KSP version
  • Your KAC version
  • Your Operating System and version
  • Steps to cause the problem
  • Cause the problem, then quit KSP and find your output log:
    • Windows (32 bit): KSP_win\KSP_Data\output_log.txt
    • Windows (64 bit): KSP_win64\KSP_x64_DATA\output_log.txt
    • Mac OS X: Open Console, find Unity on the left side, and click on Player.log. It's also located at ~/Library/Logs/Unity/Player.log.
    • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

Link to comment
Share on other sites

So, I've been trying to set some alarms for my numerous probes, while going on a trip to minmus, and the alarms just wont save. I tried auto-adding them, and it makes no difference. Anybody know why this is?

I'm playing the 64-bit version, so this could be the cause.

Edit: Restarting KSP fixed the problem

Edited by Zakimas
Link to comment
Share on other sites

Hey guys,

Is there a way to display alarms in the "actual time" as opposed to "how much time from the present"? I'm trying to get a transfer window back from Jool to Kerbin, and I don't want to have to add years and days to the current date to figure out what day I am arriving at Jool.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...