sarbian Posted June 5, 2015 Author Share Posted June 5, 2015 If it show up only when MM is present it just mean that the module that generate it is not added by MM when MM is not here... Quote Link to comment Share on other sites More sharing options...
smjjames Posted June 5, 2015 Share Posted June 5, 2015 If it show up only when MM is present it just mean that the module that generate it is not added by MM when MM is not here...Except it shows up when there is just MM and stock, or did anyway.Maybe it really is a stock error, i have no idea. Was hoping that someone had also run into the same exception. Quote Link to comment Share on other sites More sharing options...
skips Posted June 5, 2015 Share Posted June 5, 2015 Except it shows up when there is just MM and stock, or did anyway.Maybe it really is a stock error, i have no idea. Was hoping that someone had also run into the same exception.An alternative explanation is that the configuration changes that the configuration files are requesting MM to make are exposing the race condition in stock. I would suggest that you take a long and careful look at the changes that the configuration files are making.skips Quote Link to comment Share on other sites More sharing options...
smjjames Posted June 5, 2015 Share Posted June 5, 2015 An alternative explanation is that the configuration changes that the configuration files are requesting MM to make are exposing the race condition in stock. I would suggest that you take a long and careful look at the changes that the configuration files are making.skipsI wouldn't know where to begin or what to look for though.Has anybody ever encountered that exception though? I was mostly hoping that someone else had or has seen that exception and would provide some sort of lead somewhere. Quote Link to comment Share on other sites More sharing options...
Twinkee Posted June 5, 2015 Share Posted June 5, 2015 I'm trying to do some 'cobweb cleaning' of modules that I'm not using, but exist in the cfg of some parts I'm using. This code -@PART[*]:HAS[@MODULE[FARBasicDragModel]]:NEEDS[!FAR]:FINAL{ -MODULE[FARBasicDragModel] {} }is throwing errors... While this code -@PART[*]:HAS[@MODULE[TweakScale]]:NEEDS[!TweakScale]:FINAL { -MODULE[TweakScale] {} } works fine?! What am I doing wrong? Please help. Quote Link to comment Share on other sites More sharing options...
bsooner77 Posted June 5, 2015 Share Posted June 5, 2015 I would have use looking for crew @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:Final and do you also have the EXPERIMENT_DEFINITION in the CFG ? If so did you change them ether way, I would have them as there own CFG.Thanks for the advice! I put each experiment in its own .cfg file without the definitions. works perfect. Quote Link to comment Share on other sites More sharing options...
DBowman Posted June 5, 2015 Share Posted June 5, 2015 can anyone tell me if something like this is possible?TAC Life Support has a .cfg file GameData\ThunderAerospace\TacLifeSupport\PluginData\TacLifeSupport\LifeSupport.cfg containing...GlobalSettings {...WasteProductionRate = X...}...is there a way I can address X from a .cfg file? to do something like:My.cfg:PART {...MODULE {..somevalue = ThunderAerospace.TacLifeSupport.PluginData.TacLifeSupport.LifeSupport.WasteProductionRate ...}...} Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 6, 2015 Share Posted June 6, 2015 can anyone tell me if something like this is possible?TAC Life Support has a .cfg file GameData\ThunderAerospace\TacLifeSupport\PluginData\TacLifeSupport\LifeSupport.cfg containing...GlobalSettings {...WasteProductionRate = X...}...is there a way I can address X from a .cfg file? to do something like:My.cfg:PART {...MODULE {..somevalue = ThunderAerospace.TacLifeSupport.PluginData.TacLifeSupport.LifeSupport.WasteProductionRate ...}...}@PART[partNameHere]{ //grab and store the value for WasteProductionRate in X X = #$@GlobalSettings/WasteProductionRate$ // module doesn't exist yet MODULE { name = moduleName // somevalue doesn't exist somevalue = #$/X$ }}@PART[partNameHere]{ // module already exists MODULE[moduleName] { // somevalue already exists @somevalue = #$/X$ // somevalue might or might not already exist %somevalue = #$/X$ }} Quote Link to comment Share on other sites More sharing options...
DBowman Posted June 6, 2015 Share Posted June 6, 2015 thanks v much starwaster - I'll give that a shotIs the syntax explained somewhere? I didn't see it on the wiki. #$$ is the 'this is variable magic' signifier? @ is value of 'remote' variable? / is 'value of 'local' variable? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 6, 2015 Share Posted June 6, 2015 thanks v much starwaster - I'll give that a shotIs the syntax explained somewhere? I didn't see it on the wiki. #$$ is the 'this is variable magic' signifier? @ is value of 'remote' variable? / is 'value of 'local' variable?http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-3-5-%28Sept-14%29-Loading-Speed-Fix?p=1416253&viewfull=1#post1416253That post explains all variable usage Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 6, 2015 Share Posted June 6, 2015 Nothing inside a PluginData folder is read by the game automatically. So no, cfg files under PluginData will not be parsed by GameDatabase or (therefore) referenceable by MM. Quote Link to comment Share on other sites More sharing options...
DBowman Posted June 6, 2015 Share Posted June 6, 2015 ohhmm if TACLS placed that data somewhere else then other MM .cfgs could access it? but if it did that then would TAC still be able to use it to config the plugin? Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted June 6, 2015 Share Posted June 6, 2015 No, TACLS would have to access that file by path so it wouldn't be able to find it if it was moved Quote Link to comment Share on other sites More sharing options...
DBowman Posted June 6, 2015 Share Posted June 6, 2015 I was more trying to say 'could TAC choose to place a file where both they and other modders could access it?' Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 6, 2015 Share Posted June 6, 2015 Yes. But you'll have to ask TaranisElsu (in his thread) to do that. Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted June 6, 2015 Share Posted June 6, 2015 I get a message ModuleManager:2497 patches applied, and watching ti scroll trhu on the loading screen it gets stuck here after doing LEGACY...Here is from the "outputlog.txt" before I kill the process...DragCubeSystem: Creating drag cubes for part 'largeSolarPanel'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)PartLoader: Compiling Part 'Squad/Parts/Electrical/radialFlatSolarPanel/radialFlatSolarPanel/solarPanels5'(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)NullReferenceException: Object reference not set to an instance of an object at (wrapper stelemref) object:stelemref (object,intptr,object) at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)NullReferenceException: Object reference not set to an instance of an object at PartLoader.GetDatabaseConfig (.Part p) [0x00000] in <filename unknown>:0 at PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) [0x00000] in <filename unknown>:0 at DragCubeSystem.LoadDragCubes (.Part p) [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1)And here is the last part of the log from ksp.log[LOG 00:56:43.419] PartLoader: Part 'Squad/Parts/Electrical/1x6ShroudSolarPanels/1x6ShroudSolarPanels/solarPanels2' has no database record. Creating.[LOG 00:56:43.424] DragCubeSystem: Creating drag cubes for part 'solarPanels2'My game will not load with modulmanager enabled - and most of my addons require modulemanager, so I cannot play without it.The last time it happened, I simply deleted the ModuleManager.ConfigCache, and that fixed it, but it did not work this time. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted June 6, 2015 Share Posted June 6, 2015 That's not an MM error, that's an error that that part can't compile. What mods of yours change the Gigantor? Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted June 6, 2015 Share Posted June 6, 2015 (edited) None of my mods do to the best of my knowledge. I only have a few that are explicitly .cfg that I picked up from the message boards that has a string like...PART[*]:HAS[@MODULE[ModuleCommand]]{ %MODULE[sequencerStorage] { }}I removed a a couple scripts to see (including the one above), and the place where it locks up changes. So its a mm config that's affecting things somehow. This is during the FINAL stage. I have 108 addons. But I have 32GB RAM. 32 bit client, so it cant use it all.- - - Updated - - -I removed another .cfg and the place/part changed again. And its on a docking port in a addon mod now, instead of Squad - a part Im not changing to the best of my knowledgeThe only one I havent rmoved is one that add MechJeb to all my command modules. ... Ill drop that one next. (I hate having that ugly box stuck to the side.)- - - Updated - - -That only changed where the error happens - still get that null. IM betting I have a messed up addon someplace thats causing mm to loop maybe? Uninstalling all addons, then reinstalling with CKAN. I wish modulemanager had a log file, like KSPs output log, and log each patch file its using, that way I could see what the last one that ran was, before the lockup.- - - Updated - - -That seemed to fix it. Strange bug. It only happened with MM (and the apps that needed it) installed, but a wipe and reinstall fixed it, with all the same apps and extra mm configs as before. Runs fine now. SMH. Hate non-deterministic behavior from code that shouldn't produce such behavior. Edited June 6, 2015 by Murdabenne Quote Link to comment Share on other sites More sharing options...
Blacks Posted June 6, 2015 Share Posted June 6, 2015 HelloIs any way to make game log what are generated by game or MM or any other mod to be created / write in real time & not only after game it close ?KSP.log & output_log.txt data are fill in ONLY after game is fully closeSame what happen with MM & interaction between mod's when some use / request same module but it have different version, to be more precise i will give a example:KSPAPIExtensions.dll <<< it came with all this mod's, each have it individual in they'r pack & directory structureTweakScale, TweakableEverything, SmartParts, ProceduralParts, ProceduralFairings, ModularFuelTanks, MagicSmokeIndustriessoo what happen if KSPAPIExtensions.dll version it will be different ? who will work? it will run latest version or bouth?? & same that it will not create a conflict?KSPAPIExtensions.dll < this was a example, there are other case to & mod what i say are just partialthx Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted June 6, 2015 Share Posted June 6, 2015 KSPAPIExtensions.dllDecides it's own versioning between all present .dll'sAll MM essentially does is add information to a text file, what happens after that is in the hands of the various mods and/or KSP itself Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 6, 2015 Author Share Posted June 6, 2015 output_log.txt is generated in real time, but is a annoying to read with all the line it adds. KSP.log is not, it buffers a bit / lot. I may add a special log to MM to have a detailed log but with the cache it is easy to see the end result.I don't understand what you mean with the version stuff. MM works fine with multiple version but I suggest you only keep the last one. KSPAPIExtensions uses a special mechanism to works with multiple version loaded but this has nothing to do with MM. Quote Link to comment Share on other sites More sharing options...
Blacks Posted June 6, 2015 Share Posted June 6, 2015 (edited) Decides it's own versioning between all present .dll'sk then Who decide what *.dll it will be use ? or what version ? & soo on ?reedit for not generate new post sarbian KSPAPIExtensions.dll it came how i say with all that mod what i say in my previous post & it can be found in this location:GameData\MagicSmokeIndustries\PluginsGameData\ModularFuelTanks\PluginsGameData\ProceduralFairingsGameData\ProceduralParts\PluginsGameData\SmartParts\PluginsGameData\TweakScale\pluginsGameData\TweakableEverything\Me i was ask: what happen if KSPAPIExtensions.dll version it will be different ? aka SmartParts have 0.1 & TweakScale have 0.2 (version number is not real i just use simple number to be more easy)who will work? aka it will work version 0.1 or 0.2 or it will run bouth ?if it will work bouth next logic question is they will not get in conflict ?You say: "suggest you only keep the last one." < well is not in my real power to keep last one if it came with diferite mod i know i know is moder job to keep it updated, but me i just ask / rise a question coz i want to understand that all KSPAPIExtensions.dll is one exemple it one more if u want Scale_Redist.dllfor me is not annoying read line coz i can use filter (key word) to see only what i want sadly not in real time but application what i use for parsing it can access log when want Edited June 6, 2015 by Blacks Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 6, 2015 Author Share Posted June 6, 2015 The coders who use it. The mod are linked to a specif version. As a user you don't have to care about that. Quote Link to comment Share on other sites More sharing options...
mark7 Posted June 6, 2015 Share Posted June 6, 2015 well,I have a little problemwhat should I do if I want to use MM to overwrite an engine‘s ISP ?I type the code like this:@PART[enduranceEngine]{ @MODULE[ModuleEngines] { !PROPELLANT[Oxidizer] @maxThrust = 1300 @atmosphereCurve { @key = 0 8200 @key = 1 1500 } }} but when I open the game,both the ASL ISP and Vac ISP is 1500can someone tell me what should I do? Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 6, 2015 Author Share Posted June 6, 2015 @key,0 = 0 8200@key,1 = 1 1500 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.