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


TriggerAu

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Sorry for the lack of responses, been plugging away at another project for this week.

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.

At the moment theres no display for it, but its a good idea - I'll add it to the work list to see if I can get it in the display somewhere

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

I think 64-bit KSP on Windows is gonna be a bit like the Linux one and take some time to get right. Glad its working

...Upon exiting the highest warp and switching to another vessel, the Kraken strikes.

I've tried "Exit Warp" and "Pause Game" with the same results...

Using X32 version.

Not good to hear tg626 - If you can provide some more info like the stuff Master Tao mentioned we can see whats going on

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Whenever I open KAC or the plug-in is being loaded, I am getting quite a bit of the following error:

[LOG 00:18:44.216] 8/18/2014 12:18:44 AM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue
[LOG 00:18:44.219] 8/18/2014 12:18:44 AM,KerbalAlarmClock,Starting Version Check-stored date is not today
[LOG 00:18:44.239] StnSciScenario started
[LOG 00:18:44.240] [TST]: Starting Tarsier Progress Tracking
[LOG 00:18:44.242] [TST]: CollectScience
[LOG 00:18:44.243] [TST]: ExploreBody
[LOG 00:18:44.245] [TST]: GrandTour
[LOG 00:18:44.246] [TST]: PartTest
[LOG 00:18:44.247] [TST]: PlantFlag
[LOG 00:18:44.248] [TST]: RescueKerbal
[LOG 00:18:44.250] [TST]: AltitudeRecord
[LOG 00:18:44.251] [TST]: FirstLaunch
[LOG 00:18:44.252] [TST]: OrbitKerbin
[LOG 00:18:44.253] [TST]: ReachSpace
[LOG 00:18:44.255] [TST]: DMCollectContract
[LOG 00:18:44.256] [TST]: DMBioSurveyContract
[LOG 00:18:44.257] [TST]: DMMagneticSurveyContract
[LOG 00:18:44.259] [TST]: DMGroundSurveyContract
[LOG 00:18:44.260] [TST]: DMAnomalyContract
[LOG 00:18:44.261] [TST]: DMOrbitalSurveyContract
[LOG 00:18:44.262] [TST]: DMAsteroidSurveyContract
[LOG 00:18:44.264] [TST]: StnSciContract
[LOG 00:18:44.265] [TST]: TSTChemCamContract
[LOG 00:18:44.266] [TST]: TSTTelescopeContract
[EXC 00:18:44.376] ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index

The ArgumentOutOfRangeException keeps being thrown (80% of my logfile consists of those).

I'm not sure it is KAC that's throwing the errors, but there's also the following:

[LOG 00:23:02.088] dT is NaN! tA: 0.788579225540161, E: 0, M: 0, T: NaN
[LOG 00:23:02.089] dT is NaN! tA: 1.32087218761444, E: 0, M: 0, T: NaN
[LOG 00:23:02.091] dT is NaN! tA: 5.61889410018921, E: 0, M: 0, T: NaN
[LOG 00:23:02.093] dT is NaN! tA: 5.12823569774628, E: 0, M: 0, T: NaN
[LOG 00:23:02.094] dT is NaN! tA: 0.213372945785522, E: 0, M: 0, T: NaN
[LOG 00:23:02.096] dT is NaN! tA: 6.12461304664612, E: 0, M: 0, T: NaN
[LOG 00:23:02.097] dT is NaN! tA: 6.12790966033936, E: 0, M: 0, T: NaN

Which seems to indicate it is KAC (since those are probably my set alarms).

Any idea what it might be?

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Wosser1,

Welcome to the forums!

I'm also not sure that's KAC causing the problem, but there is some information you could provide that might help narrow down the cause. First, do you get this error if you remove KAC or if you install KAC without other mods?

This is important information to include in any bug report:

  • Your KSP version
  • Your mods and versions (if any)
  • 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

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Thank you for answering and sorry for not providing my information right away. I was tracking down other exceptions and forgot to elaborate on this one.

I'm using KSP 0.24.2 64-bit on a Windows 7 64-bit with 8 Gb of RAM

Modlist: http://pastebin.com/raw.php?i=F6pJ3MJ6

/*(As stated in my previous post, the exceptions get thrown when displaying/hiding KAC through the toolbar, minimizing/maximizing my alarms and on scene change.

If it is KAC, it would indicate that it keeps asking for alarms on indices bigger (or negative) than the list contents.)*/

Edit: After gradually adding more mods the issue didn't persist.

It turns out the vessel I was testing it with, had invalid modules loaded on it that caused the exceptions.

More specifically, the James Kerman Space Telescope Mod doesn't seem compatible with 0.24.2

Apart from loading the telescope (and initialising the Kethane maps) there are no other exceptions, so it wasn't KAC after all.

Thanks anyway.

Edited by Wosser1
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More specifically, the James Kerman Space Telescope Mod doesn't seem compatible with 0.24.2

Glad you were able to track it down – that's a good skill to have when you have a ton of mods installed.

I suggest Cacteye Telescope instead. Rubber Ducky is too busy to continue working on it, but it's working for KSP 0.24.

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Cacteye Telescope seems quite extensive in functionality, maybe I'll try it later. For now I also have Tarsier Space Technology.

I used the James Kerman Space Telescope as a replica for the James Webb Space Telescope when I wanted to duplicate its upcoming mission,

launching the telescope to the 2nd Lagrange point, but since KSP only has one SOI I gave up on that.

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It so great to see people helping each other out in the forums, and going through the steps to narrow down the scope of issues. It really helps modders to avoid distraction if things are not related to their mod, and every extra bit of info helps when it is something that needs investigation and fixing.

My Thanks to you both - and everyone who goes the extra mile in helping to solve a problem. Its really appreciated

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Does this work for 64bit?

I'm in the process of upgrading my RSS Install and it keeps crashing when i load a game


Unity Player [version: Unity 4.5.2f1_9abb1b59b47c]

Unknown caused an Access Violation (0xc0000005)
in module Unknown at 0033:03b70000.

Error occurred at 2014-08-19_203136.
E:\Games\Kerbal Space Program\KSP_0.24.2.R\KSP_x64.exe, run by Grim187.
95% memory in use.
16303 MB physical memory [750 MB free].
17484 MB paging file [1790 MB free].
8388608 MB user address space [8380708 MB free].
Write to location 03b70000 caused an access violation.

Context:
RDI: 0x0a7f6850 RSI: 0x3d566640 RAX: 0x6c73b800
RBX: 0x443f1880 RCX: 0x3d566640 RDX: 0x00000000
RIP: 0x03b70000 RBP: 0x0016f160 SegCs: 0x00000033
EFlags: 0x00010202 RSP: 0x0016f110 SegSs: 0x0000002b
R8: 0x00000800 R9: 0x90570420 R10: 0x0000001d
R11: 0x905705be R12: 0x0016f550 R13: 0x006a4d48
R14: 0x00000000 R15: 0x00000000

Bytes at CS:EIP:
8e 51 14 d0 49 31 97 94 ae 73 0c 63 ab 02 fd f5 Module 1
C:\Windows\system32\xinput1_3.dll
Image Base: 0x00400000 Image Size: 0x0001e000
File Size: 107368 File Time: 2007-04-04_195422
Version:
Company: Microsoft Corporation
Product: Microsoft® DirectX for Windows®
FileDesc: Microsoft Common Controller API
FileVer: 9.18.944.0
ProdVer: 9.18.944.0

Module 2
C:\Windows\system32\ksuser.dll
Image Base: 0x6e8b0000 Image Size: 0x00006000
File Size: 5120 File Time: 2009-07-13_184114
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows® Operating System
FileDesc: User CSA Library
FileVer: 6.1.7600.16385
ProdVer: 6.1.7600.16385

Module 3
C:\Windows\system32\sfc.dll
Image Base: 0x72200000 Image Size: 0x00003000
File Size: 3072 File Time: 2009-07-13_183308
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows® Operating System
FileDesc: Windows File Protection
FileVer: 6.1.7600.16385
ProdVer: 6.1.7600.16385

Module 4
C:\Program Files\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL
Image Base: 0x72f90000 Image Size: 0x0002e000
File Size: 168304 File Time: 2009-08-18_124802
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows Live ID
FileDesc: Microsoft® Windows Live ID Namespace Provider
FileVer: 6.500.3165.0
ProdVer: 6.500.3165.0

Module 5
C:\Windows\system32\USER32.dll
Image Base: 0x77410000 Image Size: 0x000fa000
File Size: 1008128 File Time: 2010-11-20_202410
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows® Operating System
FileDesc: Multi-User Windows USER API Client DLL
FileVer: 6.1.7601.17514
ProdVer: 6.1.7601.17514

Module 6
C:\Windows\system32\kernel32.dll
Image Base: 0x77510000 Image Size: 0x0011f000
File Size: 1163264 File Time: 2014-03-04_024402
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows® Operating System
FileDesc: Windows NT BASE API Client DLL
FileVer: 6.1.7601.18409
ProdVer: 6.1.7601.18409

Module 7
C:\Windows\SYSTEM32\ntdll.dll
Image Base: 0x77630000 Image Size: 0x001a9000
File Size: 1732032 File Time: 2013-08-28_191636
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows® Operating System
FileDesc: NT Layer DLL
FileVer: 6.1.7601.18247
ProdVer: 6.1.7601.18247

Module 8
C:\Windows\system32\PSAPI.DLL
Image Base: 0x777f0000 Image Size: 0x00007000
File Size: 9216 File Time: 2009-07-13_184154
Version:
Company: Microsoft Corporation
Product: Microsoft® Windows® Operating System
FileDesc: Process Status Helper
FileVer: 6.1.7600.16385
ProdVer: 6.1.7600.16385


== [end of error.log] ==

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Post your complete output log. That will say exactly what caused the error. Odds are it's KSP Windows x64 just being itself.

Windows x64 is extremely crash-prone and the stack trace will lie at times.* Your best bet is linux x64, or Windows 32bit.

*i.e. it will claim that a kerbal in the VAB crew caused an exception which caused a CTD, which is obviously bogus.

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Post your complete output log. That will say exactly what caused the error. Odds are it's KSP Windows x64 just being itself.

Windows x64 is extremely crash-prone and the stack trace will lie at times.* Your best bet is linux x64, or Windows 32bit.

*i.e. it will claim that a kerbal in the VAB crew caused an exception which caused a CTD, which is obviously bogus.

"The text that you have entered is too long (3515338 characters)"

(its 3.5mb)

Edit:

It was a fluke, I reinstalled and it works.

Edited by Grim187
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If I have KER 1.0.5 and KAC 2.7.8.2 installed I get a 100% crash after startup when I try and load to space center

[Offending output_log + 2nd output_log]

Looking through the log it looks pretty typical of the 64bit windows crashes that occur when you have a bunch of Mods, and it doesnt seem tied to a specific mod. Do you have the same problem if you run 32 bit?

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Looking through the log it looks pretty typical of the 64bit windows crashes that occur when you have a bunch of Mods, and it doesnt seem tied to a specific mod. Do you have the same problem if you run 32 bit?

I haven't tried it with x86/32bit, I don't get the crash with KER 1.0.4 though (only with 1.0.5), so I cross-posted here and the KER thread in case the logs could be of some use (and because they referenced KAC activity right before the crash). Sorry if it's nothing to do with KAC

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I haven't tried it with x86/32bit, I don't get the crash with KER 1.0.4 though (only with 1.0.5), so I cross-posted here and the KER thread in case the logs could be of some use (and because they referenced KAC activity right before the crash). Sorry if it's nothing to do with KAC

No need to apologise at all - sorry if it came across that way :)

From painful experience the best test you can do for modders if you have a 64bit windows issue is try it in 32 bit - if its not mucking up there then its not a fundamental coding mistake (which we all do make at times), but likely something in this joyous version. A few of the logs I have seen have KAC logging just before a crash, but it may just be because T (for Triggertech) is alphabetically near the end of the mods and its a capacity issue - which is my personal theory from looking at it a few times.

I've used KAC and KER together and been fine and also seen people who've reinstalled exactly the same mod list as a broken setup on 64bit and then it works. Tis rather frustrating TBH, but never frustrated at people using the Mods :)

Always happy to hear how people are having a good or bad time using my mods so I can help improve them for all, sorry again

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Feature request:

Is it possible to, when one of the text fields in KAC is selected, not send the keyboard input to any other KSP systems? I like to name my alarms, but I end up turning on RCS and spinning around because I happened to hit "r" then some of the movement keys. Worse, if I forget to switch to map view before setting an alarm, I might accidentally stage my rocket or, when changing one of the time fields, fire off an action group.

Stuff that's built into the game like the rename vessel dialog and flag text boxes is keyboard modal, so something somewhere can do it. I haven't looked at the modding API, but someone's got to know if it's there.

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Feature request:

Is it possible to, when one of the text fields in KAC is selected, not send the keyboard input to any other KSP systems? I like to name my alarms, but I end up turning on RCS and spinning around because I happened to hit "r" then some of the movement keys. Worse, if I forget to switch to map view before setting an alarm, I might accidentally stage my rocket or, when changing one of the time fields, fire off an action group.

Stuff that's built into the game like the rename vessel dialog and flag text boxes is keyboard modal, so something somewhere can do it. I haven't looked at the modding API, but someone's got to know if it's there.

Tis definitely a good idea, I'll look at what control locks are possible it when I get back on to KAC dev soonish I hope. Really does depend on whats exposed via tha API

Thanks

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man ive encounted a weird problem. been playing with 64x with alarmclock and alternate resouce panel for a while. now all sudden i cant use them together. if i use together when i load a vessel game freezes no crash thou. if i use just one or the other they work fine. there no error in the log so im stumped on it. later gonna test again by putting them in a game togehter alone and see if maybe its another mod cuasing a conflict between the 2.

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man ive encounted a weird problem. been playing with 64x with alarmclock and alternate resouce panel for a while. now all sudden i cant use them together. if i use together when i load a vessel game freezes no crash thou. if i use just one or the other they work fine. there no error in the log so im stumped on it. later gonna test again by putting them in a game togehter alone and see if maybe its another mod cuasing a conflict between the 2.

Tis indeed weird, but sadly 64bit on windows seems to be quite the challenge. I know from my sepcific testing that the two mods do work in 64-bit (as you were seeing), but there appears to be some general issue with the Mod loading/management in game. Many people are having these crashes, but very few are running the same mod list. The one common thing I have seen is that most people with this kind of crash see it on scene change/load and they usually have quite a number of mods.

Sadly 64-bit is still very raw on Windows and there's not a lot I can do about it currently, but I hope squad do find some time to improve this in the near future

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Tis indeed weird, but sadly 64bit on windows seems to be quite the challenge. I know from my sepcific testing that the two mods do work in 64-bit (as you were seeing), but there appears to be some general issue with the Mod loading/management in game. Many people are having these crashes, but very few are running the same mod list. The one common thing I have seen is that most people with this kind of crash see it on scene change/load and they usually have quite a number of mods.

Sadly 64-bit is still very raw on Windows and there's not a lot I can do about it currently, but I hope squad do find some time to improve this in the near future

That's so strange. 64-bit has been working just fine on Linux for as long as I've been playing. Is there something special about the 64-bit Windows version that makes it buggier? I would expect any issues to be with Unity's build, not KSP or mods (at least, not with mods I've been using).

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