CaelumEtAstra Posted January 17, 2019 Share Posted January 17, 2019 (edited) I updated my modded save to KSP 1.6.1 and every time I've loaded it up, It crashes when trying to load the part configs. I kept removing mods that it crashed while loading, but it kept crashing on a different one. I narrowed down the problem to Module Manager, and when I removed it, KSP loaded fine with no errors. I then stripped down the GameData folder to nothing but stock files and a single test config. It loaded everything fine. Here is the crash file. Screenshot of GameData folder here. All mods are up to date, including Module Manager. Nevermind, It was InFlightFlagSwitcher that was causing the crash. Edited January 20, 2019 by Mrsupersonic8 Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 18, 2019 Share Posted January 18, 2019 (edited) 2 hours ago, Mrsupersonic8 said: I updated my modded save to KSP 1.6.1 and every time I've loaded it up, It crashes when trying to load the part configs. I kept removing mods that it crashed while loading, but it kept crashing on a different one. I narrowed down the problem to Module Manager, and when I removed it, KSP loaded fine with no errors. I then stripped down the GameData folder to nothing but stock files and a single test config. It loaded everything fine. Here is the crash file. Screenshot of GameData folder here. All mods are up to date, including Module Manager. Can you provide the log (just KSP.log or output_log.txt will do) from when you actually experienced the crash? It doesn't look like ModuleManager was installed when that output_log.txt was generated E: that output_log.txt is from KSP 1.3.1 - maybe it was just left over in an upgraded install? Unity writes that file to %AppData%/LocalLow/Squad/Kerbal Space Program/ now Edited January 18, 2019 by blowfish Quote Link to comment Share on other sites More sharing options...
emirkustirika Posted January 19, 2019 Share Posted January 19, 2019 https://imgur.com/QrO2Rc1 where is the log or same thing Explanation this i search but not find ??? where is the 1 warning Explanation ??? Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 20, 2019 Share Posted January 20, 2019 1 hour ago, emirkustirika said: https://imgur.com/QrO2Rc1 where is the log or same thing Explanation this i search but not find ??? where is the 1 warning Explanation ??? It's in the log somewhere. Post it and I can look through, unfortunately there's not an easy way to find them. Quote Link to comment Share on other sites More sharing options...
emirkustirika Posted January 20, 2019 Share Posted January 20, 2019 DecouplerShroud when i install this mod modul manager have the 1 warning https://drive.google.com/file/d/1Jb5nd37Vv0voJPJ0CZRo3rMg-fm_LHai/view?usp=sharing this is the kps.log file i hope usefull Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 20, 2019 Share Posted January 20, 2019 3 hours ago, emirkustirika said: DecouplerShroud when i install this mod modul manager have the 1 warning https://drive.google.com/file/d/1Jb5nd37Vv0voJPJ0CZRo3rMg-fm_LHai/view?usp=sharing this is the kps.log file i hope usefull Thanks. Since you uninstalled the mod before that log was generated I wasn't able to find the error in there, but since you figured out which mod it was I installed it and saw the warning [WRN 13:16:31.683] [ModuleManager] more than one :HAS tag detected, ignoring all but the first: DecouplerShroud/DecouplerShroud/@PART[*]:FOR[DecouplerShroud]:HAS[@MODULE[ModuleDecouple]]:HAS[!MODULE[ModuleDecouplerShroud]] It looks like it's actually already been fixed: https://github.com/nav0t/DecouplerShroud/commit/dad42944fdd7b32946763f703a65b0195056fa27 but the mod author just hasn't released a new version yet. You could ask the author to release a new version to fix this, but in the mean time I think it's safe to allow this warning to happen and just ignore it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 24, 2019 Author Share Posted January 24, 2019 Version 4.0.0 @blowfish worked his magic once more and now MM does the patching while the game loads the models and textures. Downloads : ModuleManager-4.0.0.zip ModuleManager.4.0.0.dll Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 24, 2019 Author Share Posted January 24, 2019 (edited) And sorry there will be no 1.3 build for this one. I tried but the code changes with the engine upgrade are way too large I was wrong. See 2 post down Edited January 24, 2019 by sarbian Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 24, 2019 Share Posted January 24, 2019 25 minutes ago, sarbian said: Version 4.0.0 @blowfish worked his magic once more and now MM does the patching while the game loads the models and textures. Downloads : ModuleManager-4.0.0.zip ModuleManager.4.0.0.dll Does this eliminate the need for Hyperspace? Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 24, 2019 Author Share Posted January 24, 2019 7 minutes ago, linuxgurugamer said: Does this eliminate the need for Hyperspace? Nope. Hyperspace load the texture and models faster. I managed to build it for 1.3 ModuleManager-4.0.0.zip ModuleManager.4.0.0.dll Those links are for KSP 1.3 only! See earlier post for 1.6 Quote Link to comment Share on other sites More sharing options...
KraterKreator Posted January 25, 2019 Share Posted January 25, 2019 5 hours ago, sarbian said: now MM does the patching while the game loads the models and textures. What a time to be alive. Thank you @sarbian and @blowfish! Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 25, 2019 Share Posted January 25, 2019 Module Manager 4.0.0 seems to break the Community Tech Tree. It's been brought up in the CTT thread. I started a new career save and verified I did not have the correct tech tree. I reverted to 3.1.3 and the CTT tech tree was back. Quote Link to comment Share on other sites More sharing options...
BlackHat Posted January 25, 2019 Share Posted January 25, 2019 Just noticed the same thing in my KSP1.5.1 Career game. With MM4.0 the CTT Tech tree I had been using reverted to Stock. Switched back to MM3.1.3 and CTT was back. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 25, 2019 Share Posted January 25, 2019 57 minutes ago, Tonka Crash said: Module Manager 4.0.0 seems to break the Community Tech Tree. It's been brought up in the CTT thread. I started a new career save and verified I did not have the correct tech tree. I reverted to 3.1.3 and the CTT tech tree was back. 11 minutes ago, BlackHat said: Just noticed the same thing in my KSP1.5.1 Career game. With MM4.0 the CTT Tech tree I had been using reverted to Stock. Switched back to MM3.1.3 and CTT was back. Thanks, I'm looking into it Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 25, 2019 Share Posted January 25, 2019 Does MM allow for Partupgrades to use :NEEDS[modofchoice] ? If it does then I'm doing it wrong. If it doesn't can we please have it added to the MM patch please. Peace. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 25, 2019 Share Posted January 25, 2019 4 minutes ago, theJesuit said: Does MM allow for Partupgrades to use :NEEDS[modofchoice] ? If it does then I'm doing it wrong. If it doesn't can we please have it added to the MM patch please. Peace. Any node or value at any level can use :NEEDS Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 25, 2019 Share Posted January 25, 2019 27 minutes ago, blowfish said: Any node or value at any level can use :NEEDS I must be misusing then. I'll have a look. Thanks. Peace. Quote Link to comment Share on other sites More sharing options...
Jognt Posted January 25, 2019 Share Posted January 25, 2019 11 hours ago, sarbian said: Nope. Hyperspace load the texture and models faster. I managed to build it for 1.3 ModuleManager-4.0.0.zip ModuleManager.4.0.0.dll Those links are for KSP 1.3 only! See earlier post for 1.6 Might I suggest adding ‘_1.3’ and ‘_1.6’ to those filenames for their respective version? Having them both have the same name yet different contents is a nightmare waiting to happen. Quote Link to comment Share on other sites More sharing options...
evileye.x Posted January 25, 2019 Share Posted January 25, 2019 2 hours ago, Tonka Crash said: Module Manager 4.0.0 seems to break the Community Tech Tree. Just checked version for KSP 1.3 - the same issue with CTT, tech tree reverted to stock. But I really like the new version loading Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 25, 2019 Share Posted January 25, 2019 (edited) 1 hour ago, blowfish said: Any node or value at any level can use :NEEDS PARTUPGRADE:NEEDS[Profilesimplex]:FOR[Kerbalism] { name = Upgrade-Slots etc When :NEEDS[Profilesimplex]:FOR[Kerbalism] is added it produces a MM error. The same NEEDS is used on parts with no problems.Can you point me in the right direction please? EDIT the ksp.log says: pass specifier detected on insert node (not a patch): AngleCanMods/SIMPLEXLiving/SIMPLEXLiving-KerbalismProfile/PARTUPGRADE:NEEDS[Profilesimplex]:FOR[Kerbalism] so... if I made a part upgrade wand then patched it, it would then work? Edited January 25, 2019 by theJesuit Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 25, 2019 Share Posted January 25, 2019 19 minutes ago, theJesuit said: PARTUPGRADE:NEEDS[Profilesimplex]:FOR[Kerbalism] { name = Upgrade-Slots etc When :NEEDS[Profilesimplex]:FOR[Kerbalism] is added it produces a MM error. The same NEEDS is used on parts with no problems.Can you point me in the right direction please? EDIT the ksp.log says: pass specifier detected on insert node (not a patch): AngleCanMods/SIMPLEXLiving/SIMPLEXLiving-KerbalismProfile/PARTUPGRADE:NEEDS[Profilesimplex]:FOR[Kerbalism] so... if I made a part upgrade wand then patched it, it would then work? It's complaining about :FOR[Kerbalism] - the :NEEDS is fine. Non-patch nodes can't have a pass - they're all inserted at the beginning. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 25, 2019 Share Posted January 25, 2019 5 minutes ago, blowfish said: It's complaining about :FOR[Kerbalism] - the :NEEDS is fine. Non-patch nodes can't have a pass - they're all inserted at the beginning. You're a star. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 25, 2019 Share Posted January 25, 2019 Version 4.0.1 Fix custom tech tree and physics not being loaded Downloads : ModuleManager-4.0.1.zip ModuleManager.4.0.1.dll Quote Link to comment Share on other sites More sharing options...
drtedastro Posted January 25, 2019 Share Posted January 25, 2019 thanks blowfish. cheers. Quote Link to comment Share on other sites More sharing options...
TGApples Posted January 25, 2019 Share Posted January 25, 2019 I suspect there may still be some issues with 4.0.1. When using Kerbalism I'm seeing the fuel cell placed in the wrong place in the tech tree. Works fine with 3.1.3. Quote Link to comment Share on other sites More sharing options...
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